5 static void getcd(bool, int);
8 /* movement execution for warp, impule, supernova, and tractor-beam events */
10 double angle, deltax, deltay, bigger, x, y,
11 finald, finalx, finaly, stopegy, probf;
12 int n, m, kink, kinks, iquad;
18 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
22 angle = ((15.0 - game.direc) * 0.5235988);
25 if (fabs(deltax) > fabs(deltay))
26 bigger = fabs(deltax);
28 bigger = fabs(deltay);
33 /* If tractor beam is to occur, don't move full distance */
34 if (game.state.date+game.optime >= scheduled(FTBEAM)) {
37 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
38 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
40 /* Move within the quadrant */
41 game.quad[game.sector.x][game.sector.y] = IHDOT;
44 n = 10.0*game.dist*bigger+0.5;
47 for (m = 1; m <= n; m++) {
48 w.x = (x += deltax) + 0.5;
49 w.y = (y += deltay) + 0.5;
50 if (!VALID_SECTOR(w.x, w.y)) {
51 /* Leaving quadrant -- allow final enemy attack */
52 /* Don't do it if being pushed by Nova */
53 if (game.nenhere != 0 && game.iattak != 2) {
55 for_local_enemies(m) {
56 finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
57 (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
58 game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
61 * Stas Sergeev added the game.condition
62 * that attacks only happen if Klingons
63 * are present and your skill is good.
65 if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
67 if (game.alldone) return;
69 /* compute final position -- new quadrant and sector */
70 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
71 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
72 w.x = x+10.0*game.dist*bigger*deltax+0.5;
73 w.y = y+10.0*game.dist*bigger*deltay+0.5;
74 /* check for edge of galaxy */
86 if (w.x > GALSIZE*QUADSIZE) {
87 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
90 if (w.y > GALSIZE*QUADSIZE) {
91 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
99 if (game.nkinks == 3) {
100 /* Three strikes -- you're out! */
105 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"));
106 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"));
107 prout(_("YOU WILL BE DESTROYED."));
109 /* Compute final position in new quadrant */
110 if (trbeam) return; /* Don't bother if we are to be beamed */
111 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
112 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
113 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
114 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
116 prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
117 game.quad[game.sector.x][game.sector.y] = game.ship;
119 if (game.skill>SKILL_NOVICE) attack(0);
122 iquad = game.quad[w.x][w.y];
123 if (iquad != IHDOT) {
124 /* object encountered in flight path */
125 stopegy = 50.0*game.dist/game.optime;
126 game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
127 (game.sector.y-w.y)*(double)(game.sector.y-w.y));
129 case IHT: /* Ram a Tholian */
130 case IHK: /* Ram enemy ship */
137 ram(0, iquad, game.sector);
138 finalx = game.sector.x;
139 finaly = game.sector.y;
143 prouts(_("***RED ALERT! RED ALERT!"));
147 proutn(_(" pulled into black hole at "));
148 prout(cramlc(sector, w));
150 * Getting pulled into a black hole was certain
151 * death in Almy's original. Stas Sergeev added a
152 * possibility that you'll get timewarped instead.
155 for (m=0;m<NDEVICES;m++)
156 if (game.damage[m]>0)
158 probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
159 if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
169 proutn(_(" encounters Tholian web at "));
171 proutn(_(" blocked by object at "));
172 proutn(cramlc(sector, w));
174 proutn(_("Emergency stop required "));
175 prout(_("%2d units of energy."), (int)stopegy);
176 game.energy -= stopegy;
177 finalx = x-deltax+0.5;
178 game.sector.x = finalx;
179 finaly = y-deltay+0.5;
180 game.sector.y = finaly;
181 if (game.energy <= 0) {
187 goto no_quad_change; /* sorry! */
190 game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
191 (game.sector.y-w.y)*(double)(game.sector.y-w.y));
195 finalx = game.sector.x;
196 finaly = game.sector.y;
198 /* No quadrant change -- compute new avg enemy distances */
199 game.quad[game.sector.x][game.sector.y] = game.ship;
201 for_local_enemies(m) {
202 finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
203 (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
204 game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
205 game.kdist[m] = finald;
208 if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
210 for_local_enemies(m) game.kavgd[m] = game.kdist[m];
215 setwnd(message_window);
219 void dock(bool verbose)
220 /* dock our ship at a starbase */
223 if (game.condit == IHDOCKED && verbose) {
224 prout(_("Already docked."));
228 prout(_("You must first leave standard orbit."));
231 if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
233 prout(_(" not adjacent to base."));
236 game.condit = IHDOCKED;
237 if (verbose) prout(_("Docked."));
239 if (game.energy < game.inenrg) game.energy = game.inenrg;
240 game.shield = game.inshld;
241 game.torps = game.intorps;
242 game.lsupres = game.inlsr;
243 game.state.crew = FULLCREW;
244 if (!damaged(DRADIO) &&
245 (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
246 /* get attack report from base */
247 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
254 * This program originally required input in terms of a (clock)
255 * direction and distance. Somewhere in history, it was changed to
256 * cartesian coordinates. So we need to convert. I think
257 * "manual" input should still be done this way -- it's a real
258 * pain if the computer isn't working! Manual mode is still confusing
259 * because it involves giving x and y motions, yet the coordinates
260 * are always displayed y - x, where +y is downward!
263 static void getcd(bool isprobe, int akey)
264 /* get course and distance */
266 int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
267 double xi, xj, xk, xl;
268 double deltax, deltay;
269 enum {unspecified, manual, automatic} navmode = unspecified;
270 enum {curt, normal, verbose} itemp = curt;
272 bool iprompt = false;
274 /* Get course direction and distance. If user types bad values, return
275 with DIREC = -1.0. */
279 if (game.landed == 1 && !isprobe) {
280 prout(_("Dummy! You can't leave standard orbit until you"));
281 proutn(_("are back aboard the "));
287 while (navmode == unspecified) {
288 if (damaged(DCOMPTR)) {
290 prout(_("Computer damaged; manual navigation only"));
292 prout(_("Computer damaged; manual movement only"));
298 if (isprobe && akey != -1) {
299 /* For probe launch, use pre-scanned value first time */
307 proutn(_("Manual or automatic- "));
311 else if (key == IHALPHA) {
312 if (isit("manual")) {
317 else if (isit("automatic")) {
330 prout(_("(Manual navigation assumed.)"));
332 prout(_("(Manual movement assumed.)"));
338 if (navmode == automatic) {
339 while (key == IHEOL) {
341 proutn(_("Target quadrant or quadrant§or- "));
343 proutn(_("Destination sector or quadrant§or- "));
362 /* both quadrant and sector specified */
378 /* only quadrant specified -- go to center of dest quad */
389 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
397 prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
398 cramlc(sector, incr));
401 else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
403 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
404 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
407 while (key == IHEOL) {
408 proutn(_("X and Y displacements- "));
426 /* Check for zero movement */
427 if (deltax == 0 && deltay == 0) {
431 if (itemp == verbose && !isprobe) {
433 prout(_("Helmsman Sulu- \"Aye, Sir.\""));
435 game.dist = sqrt(deltax*deltax + deltay*deltay);
436 game.direc = atan2(deltax, deltay)*1.90985932;
437 if (game.direc < 0.0) game.direc += 12.0;
445 /* move under impulse power */
450 if (damaged(DIMPULS)) {
453 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
457 if (game.energy > 30.0) {
459 if (game.direc == -1.0) return;
460 power = 20.0 + 100.0*game.dist;
465 if (power >= game.energy) {
466 /* Insufficient power for trip */
468 prout(_("First Officer Spock- \"Captain, the impulse engines"));
469 prout(_("require 20.0 units to engage, plus 100.0 units per"));
470 if (game.energy > 30) {
471 proutn(_("quadrant. We can go, therefore, a maximum of %d"),
472 (int)(0.01 * (game.energy-20.0)-0.05));
473 prout(_(" quadrants.\""));
476 prout(_("quadrant. They are, therefore, useless.\""));
481 /* Make sure enough time is left for the trip */
482 game.optime = game.dist/0.095;
483 if (game.optime >= game.state.remtime) {
484 prout(_("First Officer Spock- \"Captain, our speed under impulse"));
485 prout(_("power is only 0.95 sectors per stardate. Are you sure"));
486 proutn(_("we dare spend the time?\" "));
487 if (ja() == false) return;
489 /* Activate impulse engines and pay the cost */
492 if (game.alldone) return;
493 power = 20.0 + 100.0*game.dist;
494 game.energy -= power;
495 game.optime = game.dist/0.095;
496 if (game.energy <= 0) finish(FNRG);
501 void warp(bool timewarp)
502 /* move under warp drive */
505 bool blooey = false, twarp = false;
508 if (!timewarp) { /* Not WARPX entry */
510 if (game.damage[DWARPEN] > 10.0) {
513 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
516 if (damaged(DWARPEN) && game.warpfac > 4.0) {
519 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
520 prout(_(" is repaired, I can only give you warp 4.\""));
524 /* Read in course and distance */
526 if (game.direc == -1.0) return;
528 /* Make sure starship has enough energy for the trip */
529 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
532 if (power >= game.energy) {
533 /* Insufficient power for trip */
536 prout(_("Engineering to bridge--"));
537 if (!game.shldup || 0.5*power > game.energy) {
538 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
540 prout(_("We can't do it, Captain. We don't have enough energy."));
543 proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
546 prout(_("if you'll lower the shields."));
553 prout(_("We haven't the energy to go that far with the shields up."));
557 /* Make sure enough time is left for the trip */
558 game.optime = 10.0*game.dist/game.wfacsq;
559 if (game.optime >= 0.8*game.state.remtime) {
561 prout(_("First Officer Spock- \"Captain, I compute that such"));
562 proutn(_(" a trip would require approximately %2.0f"),
563 100.0*game.optime/game.state.remtime);
564 prout(_(" percent of our"));
565 proutn(_(" remaining time. Are you sure this is wise?\" "));
566 if (ja() == false) { game.ididit = false; game.optime=0; return;}
570 if (game.warpfac > 6.0) {
571 /* Decide if engine damage will occur */
572 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
575 game.dist = Rand()*game.dist;
577 /* Decide if time warp will occur */
578 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp = true;
579 if (idebug && game.warpfac==10 && !twarp) {
581 proutn("=== Force time warp? ");
582 if (ja() == true) twarp = true;
584 if (blooey || twarp) {
585 /* If time warp or engine damage, check path */
586 /* If it is obstructed, don't do warp or damage */
587 double angle = ((15.0-game.direc)*0.5235998);
588 double deltax = -sin(angle);
589 double deltay = cos(angle);
592 if (fabs(deltax) > fabs(deltay))
593 bigger = fabs(deltax);
595 bigger = fabs(deltay);
599 n = 10.0 * game.dist * bigger +0.5;
602 for (l = 1; l <= n; l++) {
607 if (!VALID_SECTOR(ix, iy)) break;
608 if (game.quad[ix][iy] != IHDOT) {
617 /* Activate Warp Engines and pay the cost */
619 if (game.alldone) return;
620 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
621 if (game.energy <= 0) finish(FNRG);
622 game.optime = 10.0*game.dist/game.wfacsq;
625 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
627 prout(_("Engineering to bridge--"));
628 prout(_(" Scott here. The warp engines are damaged."));
629 prout(_(" We'll have to reduce speed to warp 4."));
638 /* change the warp factor */
643 while ((key=scan()) == IHEOL) {
645 proutn(_("Warp factor- "));
652 if (game.damage[DWARPEN] > 10.0) {
653 prout(_("Warp engines inoperative."));
656 if (damaged(DWARPEN) && aaitem > 4.0) {
657 prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
658 prout(_(" but right now we can only go warp 4.\""));
662 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""));
666 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""));
669 oldfac = game.warpfac;
670 game.warpfac = aaitem;
671 game.wfacsq=game.warpfac*game.warpfac;
672 if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
673 proutn(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
677 if (game.warpfac < 8.00) {
678 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
681 if (game.warpfac == 10.0) {
682 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
685 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
689 void atover(bool igrab)
690 /* cope with being tossed out of quadrant by supernova or yanked by beam */
692 double power, distreq;
695 /* is captain on planet? */
696 if (game.landed==1) {
697 if (damaged(DTRANSP)) {
701 prout(_("Scotty rushes to the transporter controls."));
703 prout(_("But with the shields up it's hopeless."));
706 prouts(_("His desperate attempt to rescue you . . ."));
712 prout(_("SUCCEEDS!"));
715 proutn(_("The crystals mined were "));
716 if (Rand() <= 0.25) {
727 /* Check to see if captain in shuttle craft */
728 if (game.icraft) finish(FSTRACTOR);
729 if (game.alldone) return;
731 /* Inform captain of attempt to reach safety */
735 prouts(_("***RED ALERT! RED ALERT!"));
739 prout(_(" has stopped in a quadrant containing"));
740 prouts(_(" a supernova."));
743 proutn(_("***Emergency automatic override attempts to hurl "));
746 prout(_("safely out of quadrant."));
747 if (!damaged(DRADIO))
748 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
749 /* Try to use warp engines */
750 if (damaged(DWARPEN)) {
752 prout(_("Warp engines damaged."));
756 game.warpfac = 6.0+2.0*Rand();
757 game.wfacsq = game.warpfac * game.warpfac;
758 prout(_("Warp factor set to %d"), (int)game.warpfac);
759 power = 0.75*game.energy;
760 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
761 distreq = 1.4142+Rand();
762 if (distreq < game.dist) game.dist = distreq;
763 game.optime = 10.0*game.dist/game.wfacsq;
764 game.direc = 12.0*Rand(); /* How dumb! */
766 game.inorbit = false;
769 /* This is bad news, we didn't leave quadrant. */
770 if (game.alldone) return;
772 prout(_("Insufficient energy to leave quadrant."));
777 /* Repeat if another snova */
778 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
780 finish(FWON); /* Snova killed remaining enemy. */
784 /* let's do the time warp again */
787 prout(_("***TIME WARP ENTERED."));
788 if (game.state.snap && Rand() < 0.5) {
789 /* Go back in time */
790 prout(_("You are traveling backwards in time %d stardates."),
791 (int)(game.state.date-game.snapsht.date));
792 game.state = game.snapsht;
794 if (game.state.remcom) {
795 schedule(FTBEAM, expran(game.intime/game.state.remcom));
796 schedule(FBATTAK, expran(0.3*game.intime));
798 schedule(FSNOVA, expran(0.5*game.intime));
799 /* next snapshot will be sooner */
800 schedule(FSNAP, expran(0.25*game.state.remtime));
802 if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
806 game.battle.x = game.battle.y = 0;
808 /* Make sure Galileo is consistant -- Snapshot may have been taken
809 when on planet, which would give us two Galileos! */
811 for (l = 0; l < game.inplan; l++) {
812 if (game.state.plnets[l].known == shuttle_down) {
814 if (game.iscraft==1 && game.ship==IHE) {
815 prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
820 /* Likewise, if in the original time the Galileo was abandoned, but
821 was on ship earlier, it would have vanished -- lets restore it */
822 if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
823 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
827 * There used to be code to do the actual reconstrction here,
828 * but the starchart is now part of the snapshotted galaxy state.
830 prout(_("Spock has reconstructed a correct star chart from memory"));
833 /* Go forward in time */
834 game.optime = -0.5*game.intime*log(Rand());
835 prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
836 /* cheat to make sure no tractor beams occur during time warp */
837 postpone(FTBEAM, game.optime);
838 game.damage[DRADIO] += game.optime;
841 events(); /* Stas Sergeev added this -- do pending events */
845 /* launch deep-space probe */
847 double angle, bigger;
849 /* New code to launch a deep space probe */
850 if (game.nprobes == 0) {
853 if (game.ship == IHE)
854 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
856 prout(_("Ye Faerie Queene has no deep space probes."));
862 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
865 if (is_scheduled(FDSPROB)) {
868 if (damaged(DRADIO) && game.condit != IHDOCKED) {
869 prout(_("Spock- \"Records show the previous probe has not yet"));
870 prout(_(" reached its destination.\""));
873 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
879 /* slow mode, so let Kirk know how many probes there are left */
880 prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
881 proutn(_("Are you sure you want to fire a probe? "));
882 if (ja() == false) return;
885 game.isarmed = false;
886 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
890 else if (key == IHEOL) {
891 proutn(_("Arm NOVAMAX warhead? "));
895 if (game.direc == -1.0) return;
897 angle = ((15.0 - game.direc) * 0.5235988);
898 game.probeinx = -sin(angle);
899 game.probeiny = cos(angle);
900 if (fabs(game.probeinx) > fabs(game.probeiny))
901 bigger = fabs(game.probeinx);
903 bigger = fabs(game.probeiny);
905 game.probeiny /= bigger;
906 game.probeinx /= bigger;
907 game.proben = 10.0*game.dist*bigger +0.5;
908 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
909 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
910 game.probec = game.quadrant;
911 schedule(FDSPROB, 0.01); // Time to move one sector
912 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
918 /* yell for help from nearest starbase */
920 /* There's more than one way to move in this game! */
921 double ddist, xdist, probf;
922 int line = 0, m, ix, iy;
925 /* Test for game.conditions which prevent calling for help */
926 if (game.condit == IHDOCKED) {
927 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
930 if (damaged(DRADIO)) {
931 prout(_("Subspace radio damaged."));
934 if (game.state.rembase==0) {
935 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
938 if (game.landed == 1) {
939 proutn(_("You must be aboard the "));
944 /* OK -- call for help from nearest starbase */
946 if (game.base.x!=0) {
947 /* There's one in this quadrant */
948 ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
953 xdist=10.0*sqrt(square(game.state.baseq[m].x-game.quadrant.x)+square(game.state.baseq[m].y-game.quadrant.y));
959 /* Since starbase not in quadrant, set up new quadrant */
960 game.quadrant = game.state.baseq[line];
963 /* dematerialize starship */
964 game.quad[game.sector.x][game.sector.y]=IHDOT;
965 proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
968 prout(_(" dematerializes."));
970 for (m = 1; m <= 5; m++) {
971 ix = game.base.x+3.0*Rand()-1;
972 iy = game.base.y+3.0*Rand()-1;
973 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
974 /* found one -- finish up */
980 if (game.sector.x==0){
981 prout(_("You have been lost in space..."));
982 finish(FMATERIALIZE);
985 /* Give starbase three chances to rematerialize starship */
986 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
987 for (m = 1; m <= 3; m++) {
989 case 1: proutn(_("1st")); break;
990 case 2: proutn(_("2nd")); break;
991 case 3: proutn(_("3rd")); break;
993 proutn(_(" attempt to re-materialize "));
996 case 1: game.quad[ix][iy]=IHMATER0;
998 case 2: game.quad[ix][iy]=IHMATER1;
1000 case 3: game.quad[ix][iy]=IHMATER2;
1005 if (Rand() > probf) break;
1011 game.quad[ix][iy]=IHQUEST;
1014 setwnd(message_window);
1015 finish(FMATERIALIZE);
1018 game.quad[ix][iy]=game.ship;
1020 prout(_("succeeds."));
1024 prout(_("Lt. Uhura- \"Captain, we made it!\""));