5 static void getcd(int, int);
9 double angle, deltax, deltay, bigger, x, y,
10 finald, finalx, finaly, stopegy, probf;
11 int trbeam = 0, n, l, kink, kinks, iquad;
16 prout("Helmsman Sulu- \"Leaving standard orbit.\"");
20 angle = ((15.0 - game.direc) * 0.5235988);
23 if (fabs(deltax) > fabs(deltay))
24 bigger = fabs(deltax);
26 bigger = fabs(deltay);
31 /* If tractor beam is to occur, don't move full distance */
32 if (game.state.date+game.optime >= scheduled(FTBEAM)) {
35 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
36 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
38 /* Move within the quadrant */
39 game.quad[game.sector.x][game.sector.y] = IHDOT;
42 n = 10.0*game.dist*bigger+0.5;
45 for (l = 1; l <= n; l++) {
46 w.x = (x += deltax) + 0.5;
47 w.y = (y += deltay) + 0.5;
48 if (!VALID_SECTOR(w.x, w.y)) {
49 /* Leaving quadrant -- allow final enemy attack */
50 /* Don't do it if being pushed by Nova */
51 if (game.nenhere != 0 && game.iattak != 2) {
53 for_local_enemies(l) {
54 finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
55 (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
56 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
59 * Stas Sergeev added the game.condition
60 * that attacks only happen if Klingons
61 * are present and your skill is good.
63 if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
65 if (game.alldone) return;
67 /* compute final position -- new quadrant and sector */
68 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
69 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
70 w.x = x+10.0*game.dist*bigger*deltax+0.5;
71 w.y = y+10.0*game.dist*bigger*deltay+0.5;
72 /* check for edge of galaxy */
84 if (w.x > GALSIZE*QUADSIZE) {
85 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
88 if (w.y > GALSIZE*QUADSIZE) {
89 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
97 if (game.nkinks == 3) {
98 /* Three strikes -- you're out! */
103 prout("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER");
104 prout("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,");
105 prout("YOU WILL BE DESTROYED.");
107 /* Compute final position in new quadrant */
108 if (trbeam) return; /* Don't bother if we are to be beamed */
109 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
110 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
111 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
112 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
114 prout("Entering %s.", cramlc(quadrant, game.quadrant));
115 game.quad[game.sector.x][game.sector.y] = game.ship;
117 if (game.skill>SKILL_NOVICE) attack(0);
120 iquad = game.quad[w.x][w.y];
121 if (iquad != IHDOT) {
122 /* object encountered in flight path */
123 stopegy = 50.0*game.dist/game.optime;
124 game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
125 (game.sector.y-w.y)*(double)(game.sector.y-w.y));
127 case IHT: /* Ram a Tholian */
128 case IHK: /* Ram enemy ship */
135 ram(0, iquad, game.sector);
136 finalx = game.sector.x;
137 finaly = game.sector.y;
141 prouts("***RED ALERT! RED ALERT!");
145 proutn(" pulled into black hole at ");
146 prout(cramlc(sector, w));
148 * Getting pulled into a black hole was certain
149 * death in Almy's original. Stas Sergeev added a
150 * possibility that you'll get timewarped instead.
153 for (l=0;l<NDEVICES;l++)
154 if (game.damage[l]>0)
156 probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
157 if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
167 proutn(" encounters Tholian web at ");
169 proutn(" blocked by object at ");
170 proutn(cramlc(sector, w));
172 proutn("Emergency stop required ");
173 prout("%2d units of energy.", (int)stopegy);
174 game.energy -= stopegy;
175 finalx = x-deltax+0.5;
176 game.sector.x = finalx;
177 finaly = y-deltay+0.5;
178 game.sector.y = finaly;
179 if (game.energy <= 0) {
185 goto no_quad_change; /* sorry! */
188 game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
189 (game.sector.y-w.y)*(double)(game.sector.y-w.y));
193 finalx = game.sector.x;
194 finaly = game.sector.y;
196 /* No quadrant change -- compute new avg enemy distances */
197 game.quad[game.sector.x][game.sector.y] = game.ship;
199 for_local_enemies(l) {
200 finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
201 (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
202 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
203 game.kdist[l] = finald;
206 if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
208 for_local_enemies(l) game.kavgd[l] = game.kdist[l];
213 setwnd(message_window);
220 if (game.condit == IHDOCKED && l) {
221 prout("Already docked.");
225 prout("You must first leave standard orbit.");
228 if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
230 prout(" not adjacent to base.");
233 game.condit = IHDOCKED;
234 if (l) prout("Docked.");
236 if (game.energy < game.inenrg) game.energy = game.inenrg;
237 game.shield = game.inshld;
238 game.torps = game.intorps;
239 game.lsupres = game.inlsr;
240 if (game.damage[DRADIO] == 0.0 &&
241 (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
242 /* get attack report from base */
243 prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
249 static void getcd(int isprobe, int akey) {
250 /* This program originally required input in terms of a (clock)
251 direction and distance. Somewhere in history, it was changed to
252 cartesian coordinates. So we need to convert. I think
253 "manual" input should still be done this way -- it's a real
254 pain if the computer isn't working! Manual mode is still confusing
255 because it involves giving x and y motions, yet the coordinates
256 are always displayed y - x, where +y is downward! */
259 int irowq=game.quadrant.x, icolq=game.quadrant.y, itemp=0, iprompt=0, key=0;
260 double xi, xj, xk, xl;
261 double deltax, deltay;
265 /* Get course direction and distance. If user types bad values, return
266 with DIREC = -1.0. */
270 if (game.landed == 1 && !isprobe) {
271 prout("Dummy! You can't leave standard orbit until you");
272 proutn("are back aboard the ");
278 while (automatic == -1) {
279 if (game.damage[DCOMPTR]) {
281 prout("Computer damaged; manual navigation only");
283 prout("Computer damaged; manual movement only");
289 if (isprobe && akey != -1) {
290 /* For probe launch, use pre-scaned value first time */
298 proutn("Manual or automatic- ");
302 else if (key == IHALPHA) {
303 if (isit("manual")) {
308 else if (isit("automatic")) {
321 prout("(Manual navigation assumed.)");
323 prout("(Manual movement assumed.)");
330 while (key == IHEOL) {
332 proutn("Target quadrant or quadrant§or- ");
334 proutn("Destination sector or quadrant§or- ");
353 /* both quadrant and sector specified */
369 /* only quadrant specified -- go to center of dest quad */
380 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
388 prout("Helmsman Sulu- \"Course locked in for %s.\"",
389 cramlc(sector, incr));
392 else prout("Ensign Chekov- \"Course laid in, Captain.\"");
394 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
395 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
398 while (key == IHEOL) {
399 proutn("X and Y displacements- ");
417 /* Check for zero movement */
418 if (deltax == 0 && deltay == 0) {
422 if (itemp == 2 && !isprobe) {
424 prout("Helmsman Sulu- \"Aye, Sir.\"");
426 game.dist = sqrt(deltax*deltax + deltay*deltay);
427 game.direc = atan2(deltax, deltay)*1.90985932;
428 if (game.direc < 0.0) game.direc += 12.0;
441 if (game.damage[DIMPULS]) {
444 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
448 if (game.energy > 30.0) {
450 if (game.direc == -1.0) return;
451 power = 20.0 + 100.0*game.dist;
456 if (power >= game.energy) {
457 /* Insufficient power for trip */
459 prout("First Officer Spock- \"Captain, the impulse engines");
460 prout("require 20.0 units to engage, plus 100.0 units per");
461 if (game.energy > 30) {
462 proutn("quadrant. We can go, therefore, a maximum of %d",
463 (int)(0.01 * (game.energy-20.0)-0.05));
464 prout(" quadrants.\"");
467 prout("quadrant. They are, therefore, useless.\"");
472 /* Make sure enough time is left for the trip */
473 game.optime = game.dist/0.095;
474 if (game.optime >= game.state.remtime) {
475 prout("First Officer Spock- \"Captain, our speed under impulse");
476 prout("power is only 0.95 sectors per stardate. Are you sure");
477 proutn("we dare spend the time?\" ");
478 if (ja() == 0) return;
480 /* Activate impulse engines and pay the cost */
483 if (game.alldone) return;
484 power = 20.0 + 100.0*game.dist;
485 game.energy -= power;
486 game.optime = game.dist/0.095;
487 if (game.energy <= 0) finish(FNRG);
494 int blooey=0, twarp=0, iwarp;
497 if (i!=2) { /* Not WARPX entry */
499 if (game.damage[DWARPEN] > 10.0) {
502 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
505 if (game.damage[DWARPEN] > 0.0 && game.warpfac > 4.0) {
508 prout("Engineer Scott- \"Sorry, Captain. Until this damage");
509 prout(" is repaired, I can only give you warp 4.\"");
513 /* Read in course and distance */
515 if (game.direc == -1.0) return;
517 /* Make sure starship has enough energy for the trip */
518 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
521 if (power >= game.energy) {
522 /* Insufficient power for trip */
525 prout("Engineering to bridge--");
526 if (game.shldup==0 || 0.5*power > game.energy) {
527 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
529 prout("We can't do it, Captain. We haven't the energy.");
532 proutn("We haven't the energy, but we could do it at warp %d", iwarp);
535 prout("if you'll lower the shields.");
542 prout("We haven't the energy to go that far with the shields up.");
546 /* Make sure enough time is left for the trip */
547 game.optime = 10.0*game.dist/game.wfacsq;
548 if (game.optime >= 0.8*game.state.remtime) {
550 prout("First Officer Spock- \"Captain, I compute that such");
551 proutn(" a trip would require approximately %2.0f",
552 100.0*game.optime/game.state.remtime);
553 prout(" percent of our");
554 proutn(" remaining time. Are you sure this is wise?\" ");
555 if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
559 if (game.warpfac > 6.0) {
560 /* Decide if engine damage will occur */
561 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
564 game.dist = Rand()*game.dist;
566 /* Decide if time warp will occur */
567 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
569 if (game.idebug &&game.warpfac==10 && twarp==0) {
571 proutn("Force time warp? ");
572 if (ja()==1) twarp=1;
575 if (blooey || twarp) {
576 /* If time warp or engine damage, check path */
577 /* If it is obstructed, don't do warp or damage */
578 double angle = ((15.0-game.direc)*0.5235998);
579 double deltax = -sin(angle);
580 double deltay = cos(angle);
583 if (fabs(deltax) > fabs(deltay))
584 bigger = fabs(deltax);
586 bigger = fabs(deltay);
590 n = 10.0 * game.dist * bigger +0.5;
593 for (l = 1; l <= n; l++) {
598 if (!VALID_SECTOR(ix, iy)) break;
599 if (game.quad[ix][iy] != IHDOT) {
608 /* Activate Warp Engines and pay the cost */
610 if (game.alldone) return;
611 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
612 if (game.energy <= 0) finish(FNRG);
613 game.optime = 10.0*game.dist/game.wfacsq;
616 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
618 prout("Engineering to bridge--");
619 prout(" Scott here. The warp engines are damaged.");
620 prout(" We'll have to reduce speed to warp 4.");
633 while ((key=scan()) == IHEOL) {
635 proutn("Warp factor- ");
642 if (game.damage[DWARPEN] > 10.0) {
643 prout("Warp engines inoperative.");
646 if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
647 prout("Engineer Scott- \"I'm doing my best, Captain,");
648 prout(" but right now we can only go warp 4.\"");
652 prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
656 prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
659 oldfac = game.warpfac;
660 game.warpfac = aaitem;
661 game.wfacsq=game.warpfac*game.warpfac;
662 if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
663 proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
667 if (game.warpfac < 8.00) {
668 prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
671 if (game.warpfac == 10.0) {
672 prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
675 prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
679 void atover(int igrab)
681 double power, distreq;
684 /* is captain on planet? */
685 if (game.landed==1) {
686 if (game.damage[DTRANSP]) {
690 prout("Scotty rushes to the transporter controls.");
692 prout("But with the shields up it's hopeless.");
695 prouts("His desperate attempt to rescue you . . .");
704 proutn("The crystals mined were ");
705 if (Rand() <= 0.25) {
716 /* Check to see if captain in shuttle craft */
717 if (game.icraft) finish(FSTRACTOR);
718 if (game.alldone) return;
720 /* Inform captain of attempt to reach safety */
724 prouts("***RED ALERT! READ ALERT!");
728 prout(" has stopped in a quadrant containing");
729 prouts(" a supernova.");
732 proutn("***Emergency automatic override attempts to hurl ");
735 prout("safely out of quadrant.");
736 if (game.damage[DRADIO] == 0.0)
737 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = TRUE;
738 /* Try to use warp engines */
739 if (game.damage[DWARPEN]) {
741 prout("Warp engines damaged.");
745 game.warpfac = 6.0+2.0*Rand();
746 game.wfacsq = game.warpfac * game.warpfac;
747 prout("Warp factor set to %d", (int)game.warpfac);
748 power = 0.75*game.energy;
749 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
750 distreq = 1.4142+Rand();
751 if (distreq < game.dist) game.dist = distreq;
752 game.optime = 10.0*game.dist/game.wfacsq;
753 game.direc = 12.0*Rand(); /* How dumb! */
757 if (game.justin == 0) {
758 /* This is bad news, we didn't leave quadrant. */
759 if (game.alldone) return;
761 prout("Insufficient energy to leave quadrant.");
766 /* Repeat if another snova */
767 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
769 finish(FWON); /* Snova killed remaining enemy. */
775 prout("***TIME WARP ENTERED.");
776 if (game.state.snap && Rand() < 0.5) {
777 /* Go back in time */
778 prout("You are traveling backwards in time %d stardates.",
779 (int)(game.state.date-game.snapsht.date));
780 game.state = game.snapsht;
782 if (game.state.remcom) {
783 schedule(FTBEAM, expran(game.intime/game.state.remcom));
784 schedule(FBATTAK, expran(0.3*game.intime));
786 schedule(FSNOVA, expran(0.5*game.intime));
787 /* next snapshot will be sooner */
788 schedule(FSNAP, expran(0.25*game.state.remtime));
790 if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
794 game.battle.x = game.battle.y = 0;
796 /* Make sure Galileo is consistant -- Snapshot may have been taken
797 when on planet, which would give us two Galileos! */
799 for (l = 0; l < game.inplan; l++) {
800 if (game.state.plnets[l].known == shuttle_down) {
802 if (game.iscraft==1 && game.ship==IHE) {
803 prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
808 /* Likewise, if in the original time the Galileo was abandoned, but
809 was on ship earlier, it would have vanished -- lets restore it */
810 if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
811 prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
815 * There used to be code to do the actual reconstrction here,
816 * but the starchart is now part of the snapshotted galaxy state.
818 prout("Spock has reconstructed a correct star chart from memory");
821 /* Go forward in time */
822 game.optime = -0.5*game.intime*log(Rand());
823 prout("You are traveling forward in time %d stardates.", (int)game.optime);
824 /* cheat to make sure no tractor beams occur during time warp */
825 postpone(FTBEAM, game.optime);
826 game.damage[DRADIO] += game.optime;
829 events(); /* Stas Sergeev added this -- do pending events */
834 double angle, bigger;
836 /* New code to launch a deep space probe */
837 if (game.nprobes == 0) {
840 if (game.ship == IHE)
841 prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
843 prout("Ye Faerie Queene has no deep space probes.");
846 if (game.damage[DDSP] != 0.0) {
849 prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
852 if (is_scheduled(FDSPROB)) {
855 if (game.damage[DRADIO] != 0 && game.condit != IHDOCKED) {
856 prout("Spock- \"Records show the previous probe has not yet");
857 prout(" reached its destination.\"");
860 prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
866 /* slow mode, so let Kirk know how many probes there are left */
867 prout(game.nprobes==1 ? "%d probe left." : "%d probes left.", game.nprobes);
868 proutn("Are you sure you want to fire a probe? ");
872 game.isarmed = FALSE;
873 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
877 else if (key == IHEOL) {
878 proutn("Arm NOVAMAX warhead? ");
882 if (game.direc == -1.0) return;
884 angle = ((15.0 - game.direc) * 0.5235988);
885 game.probeinx = -sin(angle);
886 game.probeiny = cos(angle);
887 if (fabs(game.probeinx) > fabs(game.probeiny))
888 bigger = fabs(game.probeinx);
890 bigger = fabs(game.probeiny);
892 game.probeiny /= bigger;
893 game.probeinx /= bigger;
894 game.proben = 10.0*game.dist*bigger +0.5;
895 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
896 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
897 game.probec = game.quadrant;
898 schedule(FDSPROB, 0.01); // Time to move one sector
899 prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
906 /* There's more than one way to move in this game! */
907 double ddist, xdist, probf;
908 int line = 0, l, ix, iy;
911 /* Test for game.conditions which prevent calling for help */
912 if (game.condit == IHDOCKED) {
913 prout("Lt. Uhura- \"But Captain, we're already docked.\"");
916 if (game.damage[DRADIO] != 0) {
917 prout("Subspace radio damaged.");
920 if (game.state.rembase==0) {
921 prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
924 if (game.landed == 1) {
925 proutn("You must be aboard the ");
930 /* OK -- call for help from nearest starbase */
932 if (game.base.x!=0) {
933 /* There's one in this quadrant */
934 ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
939 xdist=10.0*sqrt(square(game.state.baseq[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.y));
945 /* Since starbase not in quadrant, set up new quadrant */
946 game.quadrant.x = game.state.baseq[line].x;
947 game.quadrant.y = game.state.baseq[line].y;
950 /* dematerialize starship */
951 game.quad[game.sector.x][game.sector.y]=IHDOT;
952 proutn("Starbase in %s responds--", cramlc(quadrant, game.quadrant));
955 prout(" dematerializes.");
957 for (l = 1; l <= 5; l++) {
958 ix = game.base.x+3.0*Rand()-1;
959 iy = game.base.y+3.0*Rand()-1;
960 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
961 /* found one -- finish up */
967 if (game.sector.x==0){
968 prout("You have been lost in space...");
969 finish(FMATERIALIZE);
972 /* Give starbase three chances to rematerialize starship */
973 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
974 for (l = 1; l <= 3; l++) {
976 case 1: proutn("1st"); break;
977 case 2: proutn("2nd"); break;
978 case 3: proutn("3rd"); break;
980 proutn(" attempt to re-materialize ");
983 case 1: game.quad[ix][iy]=IHMATER0;
985 case 2: game.quad[ix][iy]=IHMATER1;
987 case 3: game.quad[ix][iy]=IHMATER2;
992 if (Rand() > probf) break;
998 game.quad[ix][iy]=IHQUEST;
1001 setwnd(message_window);
1002 finish(FMATERIALIZE);
1005 game.quad[ix][iy]=game.ship;
1011 prout("Lt. Uhura- \"Captain, we made it!\"");