author Eric S. Raymond Mon, 9 Oct 2006 23:14:11 +0000 (23:14 +0000) committer Eric S. Raymond Mon, 9 Oct 2006 23:14:11 +0000 (23:14 +0000)
(1) the code uses x and y as though they're Cartesian coordinate
variables, but (inconsistently) swaps them around so that "x"
variables usually refer to the y direction in the output charts.

(2) Coordinates in the y direction (whether they are x variables or
not) increase *downwards* (charts are printed row zero first).

There is extremely ugly and confusing code in targetcheck() and
getcourse() where two opposite sets of conventions bump up against
each other.

As a first step, towards untangling this mess, we'll change the
nomenclature so that coordinate names refer to 'i' and 'j'
directions, as in matrix indices (i vertical, increasing downwards,
and j horizontal, increasing rightwards).  This patch does that for
the coord class members, also fixing two small bugs that turned
up during testing.

More steps will be necessary...

 src/sst.py patch | blob | history

@@ -233,56 +233,56 @@ IHALPHA = " "

class coord:
def __init__(self, x=None, y=None):
-        self.x = x
-        self.y = y
+        self.i = x
+        self.j = y
def invalidate(self):
-        self.x = self.y = None
+        self.i = self.j = None
def is_valid(self):
-        return self.x != None and self.y != None
+        return self.i != None and self.j != None
def __eq__(self, other):
-        return other != None and self.x == other.x and self.y == other.y
+        return other != None and self.i == other.i and self.j == other.j
-        return coord(self.x+other.x, self.y+other.y)
+        return coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
-        return coord(self.x-other.x, self.y-other.y)
+        return coord(self.i-other.i, self.j-other.j)
def __mul__(self, other):
-        return coord(self.x*other, self.y*other)
+        return coord(self.i*other, self.j*other)
def __rmul__(self, other):
-        return coord(self.x*other, self.y*other)
+        return coord(self.i*other, self.j*other)
def __div__(self, other):
-        return coord(self.x/other, self.y/other)
+        return coord(self.i/other, self.j/other)
def __rdiv__(self, other):
-        return coord(self.x/other, self.y/other)
+        return coord(self.i/other, self.j/other)
def snaptogrid(self):
-        return coord(int(round(self.x)), int(round(self.y)))
+        return coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
if not other: other = coord(0, 0)
-        return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
+        return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
def bearing(self, other=None):
if not other: other = coord(0, 0)
-        return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
+        return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
def sgn(self):
s = coord()
-        if self.x == 0:
-            s.x = 0
+        if self.i == 0:
+            s.i = 0
else:
-            s.x = self.x / abs(self.x)
-        if self.y == 0:
-            s.y = 0
+            s.i = self.i / abs(self.i)
+        if self.j == 0:
+            s.j = 0
else:
-            s.y = self.y / abs(self.y)
+            s.j = self.j / abs(self.j)
return s
def scatter(self):
s = coord()
-        s.x = self.x + randrange(-1, 2)
-        s.y = self.y + randrange(-1, 2)
+        s.i = self.i + randrange(-1, 2)
+        s.j = self.j + randrange(-1, 2)
return s
def __hash__(self):
return hash((x, y))
def __str__(self):
-        if self.x == None or self.y == None:
+        if self.i == None or self.j == None:
return "Nowhere"
-        return "%s - %s" % (self.x+1, self.y+1)
+        return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__

class planet:
@@ -430,15 +430,15 @@ class enemy:
game.enemies.append(self)
def move(self, loc):
motion = (loc != self.kloc)
-        if self.kloc.x is not None and self.kloc.y is not None:
+        if self.kloc.i is not None and self.kloc.j is not None:
if motion:
if self.type == IHT:
-                    game.quad[self.kloc.x][self.kloc.y] = IHWEB
+                    game.quad[self.kloc.i][self.kloc.j] = IHWEB
else:
-                    game.quad[self.kloc.x][self.kloc.y] = IHDOT
+                    game.quad[self.kloc.i][self.kloc.j] = IHDOT
if loc:
self.kloc = copy.copy(loc)
-            game.quad[self.kloc.x][self.kloc.y] = self.type
+            game.quad[self.kloc.i][self.kloc.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
self.kloc = coord()
@@ -614,15 +614,15 @@ def randreal(*args):

def welcoming(iq):
"Would this quadrant welcome another Klingon?"
-    return VALID_QUADRANT(iq.x,iq.y) and \
-       not game.state.galaxy[iq.x][iq.y].supernova and \
-       game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
+    return VALID_QUADRANT(iq.i,iq.j) and \
+       not game.state.galaxy[iq.i][iq.j].supernova and \
+       game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD

def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
iq = coord()
if not welcoming(iq):
return False;
if enemy.type == IHR:
@@ -650,8 +650,8 @@ def tryexit(enemy, look, irun):
if game.condition != "docked":
newcnd()
# Handle global matters related to escape
-    game.state.galaxy[iq.x][iq.y].klingons += 1
+    game.state.galaxy[iq.i][iq.j].klingons += 1
if enemy.type==IHS:
game.iscate = False
game.ientesc = False
@@ -773,20 +773,20 @@ def movebaddy(enemy):
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
m = game.sector - enemy.kloc
-    if 2.0 * abs(m.x) < abs(m.y):
-       m.x = 0
-    if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
-       m.y = 0
-    if m.x != 0:
-        if m.x*motion < 0:
-            m.x = -1
+    if 2.0 * abs(m.i) < abs(m.j):
+       m.i = 0
+    if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+       m.j = 0
+    if m.i != 0:
+        if m.i*motion < 0:
+            m.i = -1
else:
-            m.x = 1
-    if m.y != 0:
-        if m.y*motion < 0:
-            m.y = -1
+            m.i = 1
+    if m.j != 0:
+        if m.j*motion < 0:
+            m.j = -1
else:
-            m.y = 1
+            m.j = 1
next = enemy.kloc
# main move loop
for ll in range(nsteps):
@@ -794,11 +794,11 @@ def movebaddy(enemy):
proutn(" %d" % (ll+1))
# Check if preferred position available
look = next + m
-        if m.x < 0:
+        if m.i < 0:
krawlx = 1
else:
krawlx = -1
-        if m.y < 0:
+        if m.j < 0:
krawly = 1
else:
krawly = -1
@@ -806,31 +806,31 @@ def movebaddy(enemy):
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
-           if look.x < 0 or look.x >= QUADSIZE:
+           if look.i < 0 or look.i >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
-               if krawlx == m.x or m.y == 0:
+               if krawlx == m.i or m.j == 0:
break
-               look.x = next.x + krawlx
+               look.i = next.i + krawlx
krawlx = -krawlx
-           elif look.y < 0 or look.y >= QUADSIZE:
+           elif look.j < 0 or look.j >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
-               if krawly == m.y or m.x == 0:
+               if krawly == m.j or m.i == 0:
break
-               look.y = next.y + krawly
+               look.j = next.j + krawly
krawly = -krawly
-           elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+           elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
# See if enemy should ram ship
-               if game.quad[look.x][look.y] == game.ship and \
+               if game.quad[look.i][look.j] == game.ship and \
(enemy.type == IHC or enemy.type == IHS):
collision(rammed=True, enemy=enemy)
return
-               if krawlx != m.x and m.y != 0:
-                   look.x = next.x + krawlx
+               if krawlx != m.i and m.j != 0:
+                   look.i = next.i + krawlx
krawlx = -krawlx
-               elif krawly != m.y and m.x != 0:
-                   look.y = next.y + krawly
+               elif krawly != m.j and m.i != 0:
+                   look.j = next.j + krawly
krawly = -krawly
else:
break; # we have failed
@@ -885,9 +885,9 @@ def movescom(iq, avoid):
if game.justin and not game.iscate:
return True
# do the move
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
-    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+    game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
# SC has scooted, Remove him from current quadrant
game.iscate=False
@@ -908,7 +908,7 @@ def movescom(iq, avoid):
game.state.planets[i].crystals == "present":
# destroy the planet
game.state.planets[i].pclass = "destroyed"
-           game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
+           game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
announce()
prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -929,10 +929,10 @@ def supercommander():
if not game.iscate and avoid:
# compute move away from Enterprise
-       if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+       if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
# circulate in space
-           idelta.x = game.state.kscmdr.y-game.quadrant.y
-           idelta.y = game.quadrant.x-game.state.kscmdr.x
+           idelta.i = game.state.kscmdr.j-game.quadrant.j
+           idelta.j = game.quadrant.i-game.state.kscmdr.i
else:
# compute distances to starbases
if not game.state.baseq:
@@ -975,24 +975,24 @@ def supercommander():
iq = game.state.kscmdr + idelta
if movescom(iq, avoid):
# failed -- try some other maneuvers
-       if idelta.x==0 or idelta.y==0:
+       if idelta.i==0 or idelta.j==0:
# attempt angle move
-           if idelta.x != 0:
-               iq.y = game.state.kscmdr.y + 1
+           if idelta.i != 0:
+               iq.j = game.state.kscmdr.j + 1
if movescom(iq, avoid):
-                   iq.y = game.state.kscmdr.y - 1
+                   iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
else:
-               iq.x = game.state.kscmdr.x + 1
+               iq.i = game.state.kscmdr.i + 1
if movescom(iq, avoid):
-                   iq.x = game.state.kscmdr.x - 1
+                   iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
-           iq.y = game.state.kscmdr.y
+           iq.j = game.state.kscmdr.j
if movescom(iq, avoid):
-               iq.y = game.state.kscmdr.y + idelta.y
-               iq.x = game.state.kscmdr.x
+               iq.j = game.state.kscmdr.j + idelta.j
+               iq.i = game.state.kscmdr.i
movescom(iq, avoid)
# check for a base
if len(game.state.baseq) == 0:
@@ -1029,7 +1029,7 @@ def supercommander():
if not idebug and \
(withprob(0.8) or \
(not communicating()) or \
-        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+        not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
announce()
prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
@@ -1041,33 +1041,33 @@ def movetholian():
if not game.tholian or game.justin:
return
id = coord()
-    if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = QUADSIZE-1
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
-       id.x = QUADSIZE-1; id.y = 0
-    elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
-       id.x = 0; id.y = 0
+    if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = QUADSIZE-1
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+       id.i = QUADSIZE-1; id.j = 0
+    elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+       id.i = 0; id.j = 0
else:
# something is wrong!
game.tholian.move(None)
prout("***Internal error: Tholian in a bad spot.")
return
# do nothing if we are blocked
-    if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
+    if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
return
here = copy.copy(game.tholian.kloc)
delta = (id - game.tholian.kloc).sgn()
# move in x axis
-    while here.x != id.x:
-        here.x += delta.x
+    while here.i != id.i:
+        here.i += delta.i
game.tholian.move(here)
# move in y axis
-    while here.y != id.y:
-        here.y += delta.y
+    while here.j != id.j:
+        here.j += delta.j
game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
@@ -1080,7 +1080,7 @@ def movetholian():
return
# All plugged up -- Tholian splits
dropin(IHBLANK)
prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
@@ -1294,9 +1294,9 @@ def torpedo(origin, course, dispersion, number, nburst):
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
delta = coord(-math.sin(angle), math.cos(angle))
-    bigger = max(abs(delta.x), abs(delta.y))
+    bigger = max(abs(delta.i), abs(delta.j))
delta /= bigger
-    x = origin.x; y = origin.y
+    x = origin.i; y = origin.j
w = coord(0, 0); jw = coord(0, 0)
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
@@ -1304,12 +1304,12 @@ def torpedo(origin, course, dispersion, number, nburst):
setwnd(message_window)
# Loop to move a single torpedo
for step in range(1, 15+1):
-       x += delta.x
-       y += delta.y
+       x += delta.i
+       y += delta.j
w = coord(x, y).snaptogrid()
-       if not VALID_SECTOR(w.x, w.y):
+       if not VALID_SECTOR(w.i, w.j):
break
tracktorpedo(origin, w, step, number, nburst, iquad)
continue
@@ -1332,14 +1332,14 @@ def torpedo(origin, course, dispersion, number, nburst):
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           jw.i = int(w.i+xx+0.5)
+           jw.j = int(w.j+yy+0.5)
+           if not VALID_SECTOR(jw.i, jw.j):
return hit
finish(FHOLE)
return hit
# can't move into object
return hit
game.sector = jw
@@ -1376,16 +1376,16 @@ def torpedo(origin, course, dispersion, number, nburst):
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
-           jw.x = int(w.x+xx+0.5)
-           jw.y = int(w.y+yy+0.5)
-           if not VALID_SECTOR(jw.x, jw.y):
+           jw.i = int(w.i+xx+0.5)
+           jw.j = int(w.j+yy+0.5)
+           if not VALID_SECTOR(jw.i, jw.j):
prout(_(" damaged but not destroyed."))
return
prout(_(" buffeted into black hole."))
return None
# can't move into object
prout(_(" damaged but not destroyed."))
return None
@@ -1397,21 +1397,21 @@ def torpedo(origin, course, dispersion, number, nburst):
skip(1)
prout(_("***STARBASE DESTROYED.."))
game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
game.base.invalidate()
game.state.basekl += 1
newcnd()
return None
elif iquad == IHP: # Hit a planet
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
-           game.quad[w.x][w.y] = IHDOT
+           game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
@@ -1419,11 +1419,11 @@ def torpedo(origin, course, dispersion, number, nburst):
elif iquad == IHW: # Hit an inhabited world -- very bad!
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
-           game.quad[w.x][w.y] = IHDOT
+           game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
@@ -1467,7 +1467,7 @@ def torpedo(origin, course, dispersion, number, nburst):
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
-               game.quad[w.x][w.y] = IHDOT
+               game.quad[w.i][w.j] = IHDOT
game.tholian = None
return None
@@ -1478,7 +1478,7 @@ def torpedo(origin, course, dispersion, number, nburst):
return None
prout(_(" disappears."))
game.tholian.move(None)
-           game.quad[w.x][w.y] = IHWEB
+           game.quad[w.i][w.j] = IHWEB
dropin(IHBLANK)
return None
else: # Problem!
@@ -1491,8 +1491,8 @@ def torpedo(origin, course, dispersion, number, nburst):
if curwnd!=message_window:
setwnd(message_window)
if shoved:
prout(_(" displaced by blast to Sector %s ") % jw)
for ll in range(len(game.enemies)):
game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
@@ -1592,7 +1592,7 @@ def attack(torps_ok):
enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
#course2 = (enemy.kloc-game.sector).bearing()
-           course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+           course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
@@ -1604,7 +1604,7 @@ def attack(torps_ok):
hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
return # Supernova or finished
if hit == None:
continue
@@ -1685,7 +1685,7 @@ def deadkl(w, type, mv):
# Decide what kind of enemy it is and update appropriately
if type == IHR:
# chalk up a Romulan
game.irhere -= 1
game.state.nromrem -= 1
elif type == IHT:
@@ -1697,7 +1697,7 @@ def deadkl(w, type, mv):
thing = None
else:
# Some type of a Klingon
game.klhere -= 1
if type == IHC:
@@ -1729,13 +1729,13 @@ def deadkl(w, type, mv):

def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
-    if not VALID_SECTOR(w.x, w.y):
+    if not VALID_SECTOR(w.i, w.j):
huh()
return None
delta = coord()
# FIXME: C code this was translated from is wacky -- why the sign reversal?
-    delta.y = (w.y - game.sector.y);
-    delta.x = (game.sector.x - w.x);
+    delta.j = (w.j - game.sector.j);
+    delta.i = (game.sector.i - w.i);
if delta == coord(0, 0):
skip(1)
prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"))
@@ -1743,7 +1743,7 @@ def targetcheck(w):
prout(_("  the Captain's psychological profile.\""))
scanner.chew()
return None
-    return 1.90985932*math.atan2(delta.y, delta.x)
+    return 1.90985932*math.atan2(delta.j, delta.i)

def photon():
"Launch photon torpedo."
@@ -1836,7 +1836,7 @@ def photon():
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
return
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
@@ -1911,7 +1911,7 @@ def hittem(hits):
proutn(_("%d unit hit on ") % int(hit))
else:
proutn(_("Very small hit on "))
-       ienm = game.quad[w.x][w.y]
+       ienm = game.quad[w.i][w.j]
if ienm==IHQUEST:
thing.angry = True
proutn(crmena(False, ienm, "sector", w))
@@ -2095,7 +2095,7 @@ def phasers():
rpow = 0.0
for k in range(len(game.enemies)):
aim = game.enemies[k].kloc
-           ienm = game.quad[aim.x][aim.y]
+           ienm = game.quad[aim.i][aim.j]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
skip(1)
@@ -2278,8 +2278,8 @@ def events():
# Not perfect, but will have to do
# Handle case where base is in same quadrant as starship
if game.battle == game.quadrant:
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
-            game.quad[game.base.x][game.base.y] = IHDOT
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
+            game.quad[game.base.i][game.base.j] = IHDOT
game.base.invalidate()
newcnd()
skip(1)
@@ -2294,9 +2294,9 @@ def events():
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
-            game.state.chart[game.battle.x][game.battle.y].starbase = False
+            game.state.chart[game.battle.i][game.battle.j].starbase = False
# Remove Starbase from galaxy
-        game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+        game.state.galaxy[game.battle.i][game.battle.j].starbase = False
game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
@@ -2323,7 +2323,7 @@ def events():
else:
prout("never")
-    hold.x = hold.y = 0
+    hold.i = hold.j = 0
while True:
# Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
@@ -2384,7 +2384,7 @@ def events():
announce()
supernova(False)
schedule(FSNOVA, expran(0.5*game.intime))
return
elif evcode == FSPY: # Check with spy to see if SC should tractor beam
if game.state.nscrem == 0 or \
@@ -2436,7 +2436,7 @@ def events():
unschedule(FCDBAS)
continue
# commander + starbase combination found -- launch attack
-           game.battle = game.state.baseq[j]
+           game.battle = ibq
schedule(FCDBAS, randreal(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
@@ -2455,7 +2455,7 @@ def events():
elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
-           if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
+           if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
@@ -2464,7 +2464,7 @@ def events():
if evcode==FCDBAS:
unschedule(FCDBAS)
if not game.state.baseq() \
-                       or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+                       or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
game.battle.invalidate()
continue
# find the lucky pair
@@ -2486,11 +2486,11 @@ def events():
game.probey += game.probeiny
i = (int)(game.probex/QUADSIZE +0.05)
j = (int)(game.probey/QUADSIZE + 0.05)
-           if game.probec.x != i or game.probec.y != j:
-               game.probec.x = i
-               game.probec.y = j
+           if game.probec.i != i or game.probec.j != j:
+               game.probec.i = i
+               game.probec.j = j
if not VALID_QUADRANT(i, j) or \
-                   game.state.galaxy[game.probec.x][game.probec.y].supernova:
+                   game.state.galaxy[game.probec.i][game.probec.j].supernova:
# Left galaxy or ran into supernova
if comunicating():
announce()
@@ -2507,10 +2507,10 @@ def events():
announce()
skip(1)
proutn(_("Lt. Uhura-  \"The deep space probe is now in Quadrant %s.\"") % game.probec)
-           pdest = game.state.galaxy[game.probec.x][game.probec.y]
+           pdest = game.state.galaxy[game.probec.i][game.probec.j]
# Update star chart if Radio is working or have access to radio
if communicating():
-               chp = game.state.chart[game.probec.x][game.probec.y]
+               chp = game.state.chart[game.probec.i][game.probec.j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
@@ -2520,7 +2520,7 @@ def events():
# lets blow the sucker!
supernova(True, game.probec)
unschedule(FDSPROB)
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
@@ -2531,7 +2531,7 @@ def events():
# not already under attack, which is not
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
-               q = game.state.galaxy[w.x][w.y]
+               q = game.state.galaxy[w.i][w.j]
if not (game.quadrant == w or q.planet == None or \
not q.planet.inhabited or \
q.supernova or q.status!="secure" or q.klingons<=0):
@@ -2544,8 +2544,7 @@ def events():
# got one!!  Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
-           q.status = distressed
-
+           q.status = "distressed"
# tell the captain about it if we can
if communicating():
prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
@@ -2556,7 +2555,7 @@ def events():
elif evcode == FENSLV:          # starsystem is enslaved
ev = unschedule(FENSLV)
# see if current distress call still active
if q.klingons <= 0:
q.status = "secure"
continue
@@ -2576,7 +2575,7 @@ def events():
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
# see if current distress call still active
if q.klingons <= 0:
q.status = "secure"
continue
@@ -2587,11 +2586,11 @@ def events():
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
-                    for i in range(w.x - 1, w.x + 2):
-                        for j in range(w.y - 1, w.y + 2):
+                    for i in range(w.i - 1, w.i + 2):
+                        for j in range(w.j - 1, w.j + 2):
if not VALID_QUADRANT(i, j):
continue
-                            q = game.state.galaxy[w.x][w.y]
+                            q = game.state.galaxy[w.i][w.j]
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
@@ -2599,7 +2598,7 @@ def events():
else:
continue       # search for eligible quadrant failed
except "FOUNDIT":
-                    w.x = i; w.y = j
+                    w.i = i; w.j = j
# deliver the child
game.state.remkl += 1
q.klingons += 1
@@ -2665,7 +2664,7 @@ def wait():
if origTime-delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
break
game.resting = False
game.optime = 0
@@ -2686,9 +2685,9 @@ def nova(nov):
supernova(False, nov)
return
# handle initial nova
-    game.quad[nov.x][nov.y] = IHDOT
+    game.quad[nov.i][nov.j] = IHDOT
prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
game.state.starkl += 1
# Set up queue to recursively trigger adjacent stars
hits = [nov]
@@ -2696,14 +2695,14 @@ def nova(nov):
while hits:
offset = coord()
start = hits.pop()
-        for offset.x in range(-1, 1+1):
-            for offset.y in range(-1, 1+1):
-                if offset.y==0 and offset.x==0:
+        for offset.i in range(-1, 1+1):
+            for offset.j in range(-1, 1+1):
+                if offset.j==0 and offset.i==0:
continue
neighbor = start + offset
-                if not VALID_SECTOR(neighbor.y, neighbor.x):
+                if not VALID_SECTOR(neighbor.j, neighbor.i):
continue
# Empty space ends reaction
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
pass
@@ -2714,14 +2713,14 @@ def nova(nov):
return
else:
hits.append(neighbor)
game.state.starkl += 1
proutn(crmena(True, IHSTAR, "sector", neighbor))
prout(_(" novas."))
-                        game.quad[neighbor.x][neighbor.y] = IHDOT
+                        game.quad[neighbor.i][neighbor.j] = IHDOT
kount += 1
elif iquad in (IHP, IHW): # Destroy planet
if iquad == IHP:
game.state.nplankl += 1
else:
@@ -2733,15 +2732,15 @@ def nova(nov):
if game.landed:
finish(FPNOVA)
return
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
elif iquad == IHB: # Destroy base
game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
game.base.invalidate()
game.state.basekl += 1
newcnd()
prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
elif iquad in (IHE, IHF): # Buffet ship
prout(_("***Starship buffeted by nova."))
if game.shldup:
@@ -2773,11 +2772,11 @@ def nova(nov):
break
newc = neighbor + neighbor - hits[mm]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
-                    if not VALID_SECTOR(newc.x, newc.y):
+                    if not VALID_SECTOR(newc.i, newc.j):
# can't leave quadrant
skip(1)
break
if iquad1 == IHBLANK:
proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
skip(1)
@@ -2788,12 +2787,12 @@ def nova(nov):
skip(1)
break
proutn(_(", buffeted to Sector %s") % newc)
-                    game.quad[neighbor.x][neighbor.y] = IHDOT
+                    game.quad[neighbor.i][neighbor.j] = IHDOT
game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
game.dist = kount*0.1
-    game.direc = course[3*(bump.x+1)+bump.y+2]
+    game.direc = course[3*(bump.i+1)+bump.j+2]
if game.direc == 0.0:
game.dist = 0.0
if game.dist == 0.0:
@@ -2816,15 +2815,15 @@ def supernova(induced, w=None):
# Scheduled supernova -- select star
# logic changed here so that we won't favor quadrants in top
# left of universe
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               stars += game.state.galaxy[nq.x][nq.y].stars
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               stars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
num = randrange(stars) + 1
-       for nq.x in range(GALSIZE):
-           for nq.y in range(GALSIZE):
-               num -= game.state.galaxy[nq.x][nq.y].stars
+       for nq.i in range(GALSIZE):
+           for nq.j in range(GALSIZE):
+               num -= game.state.galaxy[nq.i][nq.j].stars
if num <= 0:
break
if num <=0:
@@ -2842,10 +2841,10 @@ def supernova(induced, w=None):
else:
ns = coord()
# we are in the quadrant!
-       num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
-       for ns.x in range(QUADSIZE):
-           for ns.y in range(QUADSIZE):
+       num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+       for ns.i in range(QUADSIZE):
+           for ns.j in range(QUADSIZE):
num -= 1
if num==0:
break
@@ -2855,18 +2854,18 @@ def supernova(induced, w=None):
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
-       if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
+       if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
stars()
game.alldone = True
# destroy any Klingons in supernovaed quadrant
-    kldead = game.state.galaxy[nq.x][nq.y].klingons
-    game.state.galaxy[nq.x][nq.y].klingons = 0
+    kldead = game.state.galaxy[nq.i][nq.j].klingons
+    game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
-       game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0
+       game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb =  0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
@@ -2878,8 +2877,8 @@ def supernova(induced, w=None):
unschedule(FTBEAM)
# destroy Romulans and planets in supernovaed quadrant
-    nrmdead = game.state.galaxy[nq.x][nq.y].romulans
-    game.state.galaxy[nq.x][nq.y].romulans = 0
+    nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+    game.state.galaxy[nq.i][nq.j].romulans = 0
# Destroy planets
for loop in range(game.inplan):
@@ -2890,12 +2889,12 @@ def supernova(induced, w=None):
game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
if induced:
-       game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
-       game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+       game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+       game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
# mark supernova in galaxy and in star chart
if game.quadrant == nq or communicating():
-       game.state.galaxy[nq.x][nq.y].supernova = True
+       game.state.galaxy[nq.i][nq.j].supernova = True
# If supernova destroys last Klingons give special message
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
@@ -2963,7 +2962,7 @@ def kaboom():
l=1
while l <= len(game.enemies):
if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
l += 1
finish(FDILITHIUM)

@@ -3562,7 +3561,7 @@ def drawmaps(mode):

def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
-    srscan_window.move(w.x+1, w.y*2+2)
+    srscan_window.move(w.i+1, w.j*2+2)
srscan_window.refresh()

@@ -3572,12 +3571,12 @@ def boom(w):
drawmaps(2)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
#sound(500)
#time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
curses.delay_output(500)
setwnd(message_window)

@@ -3599,7 +3598,7 @@ def tracktorpedo(origin, w, step, i, n, iquad):
if step == 1:
if n != 1:
skip(1)
-               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.x][origin.y],i+1))
+               proutn(_("Track for %s torpedo number %d-  ") % (game.quad[origin.i][origin.j],i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
@@ -3660,21 +3659,21 @@ def imove(novapush):

# No quadrant change -- compute new average enemy distances
-        game.quad[game.sector.x][game.sector.y] = game.ship
+        game.quad[game.sector.i][game.sector.j] = game.ship
if game.enemies:
for enemy in game.enemies:
finald = (w-enemy.kloc).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
attack(torps_ok=False)
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
newcnd()
drawmaps(0)
setwnd(message_window)
-    w.x = w.y = 0
+    w.i = w.j = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
@@ -3694,17 +3693,17 @@ def imove(novapush):
game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move within the quadrant
-    game.quad[game.sector.x][game.sector.y] = IHDOT
-    x = game.sector.x
-    y = game.sector.y
+    game.quad[game.sector.i][game.sector.j] = IHDOT
+    x = game.sector.i
+    y = game.sector.j
n = int(10.0*game.dist*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
-           w.x = int(round(x))
-           w.y = int(round(y))
-           if not VALID_SECTOR(w.x, w.y):
+           w.i = int(round(x))
+           w.j = int(round(y))
+           if not VALID_SECTOR(w.i, w.j):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not novapush:
@@ -3717,30 +3716,30 @@ def imove(novapush):
# that attacks only happen if Klingons
# are present and your skill is good.
#
-                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+                   if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
if game.alldone:
return
# compute final position -- new quadrant and sector
-               w.x = int(round(x+10.0*game.dist*bigger*deltax))
-               w.y = int(round(y+10.0*game.dist*bigger*deltay))
+               w.i = int(round(x+10.0*game.dist*bigger*deltax))
+               w.j = int(round(y+10.0*game.dist*bigger*deltay))
# check for edge of galaxy
kinks = 0
while True:
kink = False
-                   if w.x < 0:
-                       w.x = -w.x
+                   if w.i < 0:
+                       w.i = -w.i
kink = True
-                   if w.y < 0:
-                       w.y = -w.y
+                   if w.j < 0:
+                       w.j = -w.j
kink = True
-                   if w.x >= GALSIZE*QUADSIZE:
-                       w.x = (GALSIZE*QUADSIZE*2) - w.x
+                   if w.i >= GALSIZE*QUADSIZE:
+                       w.i = (GALSIZE*QUADSIZE*2) - w.i
kink = True
-                   if w.y >= GALSIZE*QUADSIZE:
-                       w.y = (GALSIZE*QUADSIZE*2) - w.y
+                   if w.j >= GALSIZE*QUADSIZE:
+                       w.j = (GALSIZE*QUADSIZE*2) - w.j
kink = True
if kink:
kinks += 1
@@ -3759,18 +3758,18 @@ def imove(novapush):
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
skip(1)
-               game.quad[game.sector.x][game.sector.y] = game.ship
+               game.quad[game.sector.i][game.sector.j] = game.ship
if game.skill>SKILL_NOVICE:
attack(torps_ok=False)
return
if iquad != IHDOT:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
@@ -3814,8 +3813,8 @@ def imove(novapush):
proutn(_("Emergency stop required "))
prout(_("%2d units of energy.") % int(stopegy))
game.energy -= stopegy
-                   final.x = int(round(deltax))
-                   final.y = int(round(deltay))
+                   final.i = int(round(deltax))
+                   final.j = int(round(deltay))
game.sector = final
if game.energy <= 0:
finish(FNRG)
@@ -3838,7 +3837,7 @@ def dock(verbose):
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
-    if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+    if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
prout(crmshp() + _(" not adjacent to base."))
return
game.condition = "docked"
@@ -3946,23 +3945,23 @@ def getcourse(isprobe, akey):
huh()
return False
xl = int(round(scanner.real))-1
-           dquad.x = xi
-           dquad.y = xj
-           dsect.y = xk
-           dsect.x = xl
+           dquad.i = xi
+           dquad.j = xj
+           dsect.j = xk
+           dsect.i = xl
else:
# only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
-               dquad.x = xi
-               dquad.y = xj
-               dsect.y = dsect.x = 4   # preserves 1-origin behavior
+               dquad.i = xi
+               dquad.j = xj
+               dsect.j = dsect.i = 4   # preserves 1-origin behavior
else:
# only sector specified
-               dsect.y = xi
-               dsect.x = xj
+               dsect.j = xi
+               dsect.i = xj
itemp = "normal"
huh()
return False
skip(1)
@@ -3974,8 +3973,8 @@ def getcourse(isprobe, akey):
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
delta = coord()
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
@@ -3986,14 +3985,14 @@ def getcourse(isprobe, akey):
if key != IHREAL:
huh()
return False
-       delta.y = scanner.real
+       delta.j = scanner.real
key = scanner.next()
if key != IHREAL:
huh()
return False
-       delta.x = scanner.real
+       delta.i = scanner.real
# Check for zero movement
-    if delta.x == 0 and delta.y == 0:
+    if delta.i == 0 and delta.j == 0:
scanner.chew()
return False
if itemp == "verbose" and not isprobe:
@@ -4137,8 +4136,8 @@ def warp(timewarp):
deltax /= bigger
deltay /= bigger
n = 10.0 * game.dist * bigger +0.5
-           x = game.sector.x
-           y = game.sector.y
+           x = game.sector.i
+           y = game.sector.j
for l in range(1, n+1):
x += deltax
ix = x + 0.5
@@ -4255,7 +4254,7 @@ def atover(igrab):
skip(1)
prout(_("safely out of quadrant."))
# Try to use warp engines
if damaged(DWARPEN):
skip(1)
@@ -4284,7 +4283,7 @@ def atover(igrab):
finish(FSNOVAED)
return
# Repeat if another snova
break
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON) # Snova killed remaining enemy.
@@ -4394,8 +4393,8 @@ def probe():
game.probeiny /= bigger
game.probeinx /= bigger
game.proben = 10.0*game.dist*bigger +0.5
-    game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
-    game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
+    game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
+    game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
schedule(FDSPROB, 0.01) # Time to move one sector
prout(_("Ensign Chekov-  \"The deep space probe is launched, Captain.\""))
@@ -4438,7 +4437,7 @@ def mayday():
return
# OK -- call for help from nearest starbase
game.nhelp += 1
-    if game.base.x!=0:
+    if game.base.i!=0:
# There's one in this quadrant
ddist = (game.base - game.sector).distance()
else:
@@ -4451,13 +4450,13 @@ def mayday():
# dematerialize starship
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
-       if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
+       if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
# found one -- finish up
game.sector = w
break
@@ -4548,7 +4547,7 @@ def abandon():
# Oops! no place to go...
finish(FABANDN)
return
# Dispose of crew
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
@@ -4571,23 +4570,23 @@ def abandon():
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
-           game.sector.x = game.sector.y = 5
+           game.sector.i = game.sector.j = 5
while True:
# position next to base by trial and error
-           game.quad[game.sector.x][game.sector.y] = IHDOT
+           game.quad[game.sector.i][game.sector.j] = IHDOT
for l in range(QUADSIZE):
game.sector = game.base.scatter()
-               if VALID_SECTOR(game.sector.x, game.sector.y) and \
-                       game.quad[game.sector.x][game.sector.y] == IHDOT:
+               if VALID_SECTOR(game.sector.i, game.sector.j) and \
+                       game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
break # found a spot
# Get new commission
-    game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+    game.quad[game.sector.i][game.sector.j] = game.ship = IHF
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
prout(_("the Faerie Queene, which is antiquated but,"))
@@ -4616,7 +4615,7 @@ def consumeTime():
"Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
-    if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
+    if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
return True
return False

@@ -4661,7 +4660,7 @@ def orbit():
if not game.plnet.is_valid():
prout("There is no planet in this sector.")
return
-    if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
+    if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
@@ -5007,7 +5006,7 @@ def deathray():
prouts(_("Sulu- \"Captain!  It's working!\""))
skip(2)
while len(game.enemies) > 0:
prout(_("Ensign Chekov-  \"Congratulations, Captain!\""))
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
@@ -5171,10 +5170,10 @@ def lrscan(silent):
prout(_("Starbase's long-range scan"))
elif not silent:
prout(_("Long-range scan"))
if not silent:
proutn(" ")
if not VALID_QUADRANT(x, y):
if not silent:
proutn("  -1")
@@ -5234,7 +5233,7 @@ def chart():
for i in range(GALSIZE):
proutn("%d |" % (i+1))
for j in range(GALSIZE):
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn("<")
else:
proutn(" ")
@@ -5247,7 +5246,7 @@ def chart():
else:
show = "..."
proutn(show)
-           if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+           if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn(">")
else:
proutn(" ")
@@ -5257,7 +5256,7 @@ def chart():

def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
-    if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+    if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
if game.condition   == "red": textcolor("red")
elif game.condition == "green": textcolor("green")
@@ -5319,7 +5318,7 @@ def status(req=0):
% (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
if not req or req == 10:
if game.options & OPTION_WORLDS:
if plnet and plnet.inhabited:
prstat(_("Major system"), plnet.name)
else:
@@ -5353,10 +5352,10 @@ def srscan():
else:
prout(_("     Short-range scan"))
if goodScan and not damaged(DRADIO):
prout("    1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
@@ -5381,31 +5380,31 @@ def eta():
if scanner.next()!=IHREAL:
huh()
return
-    w1.y = int(scanner.real-0.5)
+    w1.j = int(scanner.real-0.5)
if scanner.next() != IHREAL:
huh()
return
-    w1.x = int(scanner.real-0.5)
+    w1.i = int(scanner.real-0.5)
if scanner.next() == IHREAL:
-       w2.y = int(scanner.real-0.5)
+       w2.j = int(scanner.real-0.5)
if scanner.next() != IHREAL:
huh()
return
-       w2.x = int(scanner.real-0.5)
+       w2.i = int(scanner.real-0.5)
else:
-           w2.x = 0
+           w2.i = 0
else:
-           w2.y = 0
+           w2.j = 0
else:
-    if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+    if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
huh()
return
-    game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
+    game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
@@ -5664,7 +5663,7 @@ def setup():
while True:
while True:
w = randplace(GALSIZE)
-                if not game.state.galaxy[w.x][w.y].starbase:
+                if not game.state.galaxy[w.i][w.j].starbase:
break
contflag = False
# C version: for (j = i-1; j > 0; j--)
@@ -5683,7 +5682,7 @@ def setup():
if not contflag:
break
game.state.baseq.append(w)
-       game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
+       game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
@@ -5697,10 +5696,10 @@ def setup():
krem -= klump
while True:
w = randplace(GALSIZE)
-            if not game.state.galaxy[w.x][w.y].supernova and \
-               game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+            if not game.state.galaxy[w.i][w.j].supernova and \
+               game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
-       game.state.galaxy[w.x][w.y].klingons += int(klump)
+       game.state.galaxy[w.i][w.j].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
@@ -5709,15 +5708,15 @@ def setup():
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
-            if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
+            if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
break
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
w = randplace(GALSIZE)
-            if game.state.galaxy[w.x][w.y].planet == None:
+            if game.state.galaxy[w.i][w.j].planet == None:
break
new = planet()
@@ -5734,12 +5733,12 @@ def setup():
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
-       game.state.galaxy[w.x][w.y].planet = new
+       game.state.galaxy[w.i][w.j].planet = new
game.state.planets.append(new)
# Locate Romulans
for i in range(game.state.nromrem):
w = randplace(GALSIZE)
-       game.state.galaxy[w.x][w.y].romulans += 1
+       game.state.galaxy[w.i][w.j].romulans += 1
# Place the Super-Commander if needed
if game.state.nscrem > 0:
while True:
@@ -5747,7 +5746,7 @@ def setup():
if welcoming(w):
break
game.state.kscmdr = w
-       game.state.galaxy[w.x][w.y].klingons += 1
+       game.state.galaxy[w.i][w.j].klingons += 1
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
@@ -5925,10 +5924,10 @@ def dropin(iquad=None):
"Drop a feature on a random dot in the current quadrant."
while True:
-        if game.quad[w.x][w.y] == IHDOT:
+        if game.quad[w.i][w.j] == IHDOT:
break
if iquad is not None:
return w

def newcnd():
@@ -5936,7 +5935,7 @@ def newcnd():
game.condition = "green"
if game.energy < 1000.0:
game.condition = "yellow"
game.condition = "red"
if not game.alive:
@@ -5957,14 +5956,14 @@ def newqad():
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
game.ientesc = True
# cope with supernova
if q.supernova:
return
game.klhere = q.klingons
game.irhere = q.romulans
# Position Starship
-    game.quad[game.sector.x][game.sector.y] = game.ship
+    game.quad[game.sector.i][game.sector.j] = game.ship
game.enemies = []
if q.klingons:
# Position ordinary Klingons
@@ -5974,13 +5973,13 @@ def newqad():
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
-                game.quad[e.kloc.x][e.kloc.y] = IHC
+                game.quad[e.kloc.i][e.kloc.j] = IHC
e.kpower = randreal(950,1350) + 50.0*game.skill
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
-           game.quad[e.kloc.x][e.kloc.y] = IHS
+           game.quad[e.kloc.i][e.kloc.j] = IHS
e.kpower = randreal(1175.0,  1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
@@ -6023,9 +6022,9 @@ def newqad():
(game.skill > SKILL_GOOD and withprob(0.08)):
w = coord()
while True:
-               w.x = withprob(0.5) * (QUADSIZE-1)
-               w.y = withprob(0.5) * (QUADSIZE-1)
-                if game.quad[w.x][w.y] == IHDOT:
+               w.i = withprob(0.5) * (QUADSIZE-1)
+               w.j = withprob(0.5) * (QUADSIZE-1)
+                if game.quad[w.i][w.j] == IHDOT:
break
game.tholian = enemy(type=IHT, loc=w,
power=randrange(100, 500) + 25.0*game.skill)
@@ -6120,7 +6119,7 @@ def listCommands():
"Generate a list of legal commands."
proutn(_("LEGAL COMMANDS ARE:"))
for (k, key) in enumerate(commands):
-       if not commands[cmd] or (commands[key] & game.options):
+       if not commands[key] or (commands[key] & game.options):
if k % 5 == 0:
skip(1)
proutn("%-12s " % key)
@@ -6323,14 +6322,14 @@ def makemoves():
events()
if game.alldone:
break       # Events did us in
atover(False)
continue
if hitme and not game.justin:
attack(torps_ok=True)
if game.alldone:
break
atover(False)
hitme = True
continue
@@ -6384,8 +6383,8 @@ def expran(avrage):
def randplace(size):
"Choose a random location."
w = coord()
-    w.x = randrange(size)
-    w.y = randrange(size)
+    w.i = randrange(size)
+    w.j = randrange(size)
return w

class sstscanner:
@@ -6453,12 +6452,12 @@ class sstscanner:
if scanner.type != IHREAL:
huh()
return None
-       s.x = scanner.int()-1
+       s.i = scanner.int()-1
scanner.next()
if scanner.type != IHREAL:
huh()
return None
-       s.y = scanner.int()-1
+       s.j = scanner.int()-1
return s

def ja():
@@ -6552,18 +6551,18 @@ def debugme():
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
-                       w.x = int(round(scanner.real))
+                       w.i = int(round(scanner.real))
key = scanner.next()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
-                       w.y = int(round(scanner.real))
+                       w.j = int(round(scanner.real))