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, ix=0, iy=0, kink, kinks, iquad;
14 prout("Helmsman Sulu- \"Leaving standard orbit.\"");
18 angle = ((15.0 - direc) * 0.5235988);
21 if (fabs(deltax) > fabs(deltay))
22 bigger = fabs(deltax);
24 bigger = fabs(deltay);
29 /* If tractor beam is to occur, don't move full distance */
30 if (game.state.date+Time >= game.future[FTBEAM]) {
33 dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;
34 Time = game.future[FTBEAM] - game.state.date + 1e-5;
36 /* Move within the quadrant */
37 game.quad[sectx][secty] = IHDOT;
40 n = 10.0*dist*bigger+0.5;
43 for (l = 1; l <= n; l++) {
44 ix = (x += deltax) + 0.5;
45 iy = (y += deltay) + 0.5;
46 if (!VALID_SECTOR(ix, iy)) {
47 /* Leaving quadrant -- allow final enemy attack */
48 /* Don't do it if being pushed by Nova */
49 if (nenhere != 0 && iattak != 2) {
51 for_local_enemies(l) {
52 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
53 (iy-game.ky[l])*(double)(iy-game.ky[l]));
54 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
57 * Stas Sergeev added the condition
58 * that attacks only happen if Klingons
59 * are present and your skill is good.
61 if (skill > SKILL_GOOD && klhere > 0 && !game.state.galaxy[quadx][quady].supernova)
65 /* compute final position -- new quadrant and sector */
66 x = QUADSIZE*(quadx-1)+sectx;
67 y = QUADSIZE*(quady-1)+secty;
68 ix = x+10.0*dist*bigger*deltax+0.5;
69 iy = y+10.0*dist*bigger*deltay+0.5;
70 /* check for edge of galaxy */
82 if (ix > GALSIZE*QUADSIZE) {
83 ix = (GALSIZE*QUADSIZE*2)+1 - ix;
86 if (iy > GALSIZE*QUADSIZE) {
87 iy = (GALSIZE*QUADSIZE*2)+1 - iy;
96 /* Three strikes -- you're out! */
100 prout("\n\rYOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER\n\r"
101 "AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,\n\r"
102 "YOU WILL BE DESTROYED.\n\r");
104 /* Compute final position in new quadrant */
105 if (trbeam) return; /* Don't bother if we are to be beamed */
106 quadx = (ix+(QUADSIZE-1))/QUADSIZE;
107 quady = (iy+(QUADSIZE-1))/QUADSIZE;
108 sectx = ix - QUADSIZE*(quadx-1);
109 secty = iy - QUADSIZE*(quady-1);
110 prout("\n\rEntering %s.",
111 cramlc(quadrant, quadx, quady));
112 game.quad[sectx][secty] = ship;
114 if (skill>SKILL_NOVICE) attack(0);
117 iquad = game.quad[ix][iy];
118 if (iquad != IHDOT) {
119 /* object encountered in flight path */
120 stopegy = 50.0*dist/Time;
121 dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
122 (secty-iy)*(double)(secty-iy));
124 case IHT: /* Ram a Tholian */
125 case IHK: /* Ram enemy ship */
132 ram(0, iquad, sectx, secty);
138 prouts("***RED ALERT! RED ALERT!");
142 proutn(" pulled into black hole at ");
143 prout(cramlc(sector, ix, iy));
145 * Getting pulled into a black hole was certain
146 * death in Almy's original. Stas Sergeev added a
147 * possibility that you'll get timewarped instead.
150 for (l=0;l<NDEVICES;l++)
151 if (game.damage[l]>0)
153 probf=pow(1.4,(energy+shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
164 proutn(" encounters Tholian web at ");
166 proutn(" blocked by object at ");
167 proutn(cramlc(sector, ix,iy));
169 proutn("Emergency stop required ");
170 prout("%2d units of energy.", (int)stopegy);
172 finalx = x-deltax+0.5;
174 finaly = y-deltay+0.5;
182 goto no_quad_change; /* sorry! */
185 dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
186 (secty-iy)*(double)(secty-iy));
193 /* No quadrant change -- compute new avg enemy distances */
194 game.quad[sectx][secty] = ship;
196 for_local_enemies(l) {
197 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
198 (iy-game.ky[l])*(double)(iy-game.ky[l]));
199 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
200 game.kdist[l] = finald;
203 if (!game.state.galaxy[quadx][quady].supernova && iattak == 0)
205 for_local_enemies(l) game.kavgd[l] = game.kdist[l];
216 if (condit == IHDOCKED && l) {
217 prout("Already docked.");
221 prout("You must first leave standard orbit.");
224 if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
226 prout(" not adjacent to base.");
230 if (l) prout("Docked.");
232 if (energy < inenrg) energy = inenrg;
236 if (game.damage[DRADIO] == 0.0 &&
237 (game.future[FCDBAS] < FOREVER || isatb == 1) && iseenit == 0) {
238 /* get attack report from base */
239 prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
245 static void getcd(int isprobe, int akey) {
246 /* This program originally required input in terms of a (clock)
247 direction and distance. Somewhere in history, it was changed to
248 cartesian coordinates. So we need to convert. I think
249 "manual" input should still be done this way -- it's a real
250 pain if the computer isn't working! Manual mode is still confusing
251 because it involves giving x and y motions, yet the coordinates
252 are always displayed y - x, where +y is downward! */
255 int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key=0;
256 double xi, xj, xk, xl;
257 double deltax, deltay;
260 /* Get course direction and distance. If user types bad values, return
261 with DIREC = -1.0. */
265 if (landed == 1 && !isprobe) {
266 prout("Dummy! You can't leave standard orbit until you");
267 proutn("are back aboard the ");
273 while (automatic == -1) {
274 if (game.damage[DCOMPTR]) {
276 prout("Computer damaged; manual navigation only");
278 prout("Computer damaged; manual movement only");
284 if (isprobe && akey != -1) {
285 /* For probe launch, use pre-scaned value first time */
293 proutn("Manual or automatic- ");
297 else if (key == IHALPHA) {
298 if (isit("manual")) {
303 else if (isit("automatic")) {
316 prout("(Manual navigation assumed.)");
318 prout("(Manual movement assumed.)");
325 while (key == IHEOL) {
327 proutn("Target quadrant or quadrant§or- ");
329 proutn("Destination sector or quadrant§or- ");
348 /* both quadrant and sector specified */
364 /* only quadrant specified -- go to center of dest quad */
375 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(icols,irows)) {
383 prout("Helmsman Sulu- \"Course locked in for %s.\"",
384 cramlc(sector, irows, icols));
387 else prout("Ensign Chekov- \"Course laid in, Captain.\"");
389 deltax = icolq - quady + 0.1*(icols-secty);
390 deltay = quadx - irowq + 0.1*(sectx-irows);
393 while (key == IHEOL) {
394 proutn("X and Y displacements- ");
412 /* Check for zero movement */
413 if (deltax == 0 && deltay == 0) {
417 if (itemp == 2 && !isprobe) {
419 prout("Helmsman Sulu- \"Aye, Sir.\"");
421 dist = sqrt(deltax*deltax + deltay*deltay);
422 direc = atan2(deltax, deltay)*1.90985932;
423 if (direc < 0.0) direc += 12.0;
436 if (game.damage[DIMPULS]) {
439 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
445 if (direc == -1.0) return;
446 power = 20.0 + 100.0*dist;
451 if (power >= energy) {
452 /* Insufficient power for trip */
454 prout("First Officer Spock- \"Captain, the impulse engines");
455 prout("require 20.0 units to engage, plus 100.0 units per");
457 proutn("quadrant. We can go, therefore, a maximum of %d",
458 (int)(0.01 * (energy-20.0)-0.05));
459 prout(" quadrants.\"");
462 prout("quadrant. They are, therefore, useless.\"");
467 /* Make sure enough time is left for the trip */
469 if (Time >= game.state.remtime) {
470 prout("First Officer Spock- \"Captain, our speed under impulse");
471 prout("power is only 0.95 sectors per stardate. Are you sure");
472 proutn("we dare spend the time?\" ");
473 if (ja() == 0) return;
475 /* Activate impulse engines and pay the cost */
479 power = 20.0 + 100.0*dist;
482 if (energy <= 0) finish(FNRG);
489 int blooey=0, twarp=0, iwarp;
492 if (i!=2) { /* Not WARPX entry */
494 if (game.damage[DWARPEN] > 10.0) {
497 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
500 if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
503 prout("Engineer Scott- \"Sorry, Captain. Until this damage");
504 prout(" is repaired, I can only give you warp 4.\"");
508 /* Read in course and distance */
510 if (direc == -1.0) return;
512 /* Make sure starship has enough energy for the trip */
513 power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
516 if (power >= energy) {
517 /* Insufficient power for trip */
520 prout("Engineering to bridge--");
521 if (shldup==0 || 0.5*power > energy) {
522 iwarp = pow((energy/(dist+0.05)), 0.333333333);
524 prout("We can't do it, Captain. We haven't the energy.");
527 proutn("We haven't the energy, but we could do it at warp %d", iwarp);
530 prout("if you'll lower the shields.");
537 prout("We haven't the energy to go that far with the shields up.");
541 /* Make sure enough time is left for the trip */
542 Time = 10.0*dist/wfacsq;
543 if (Time >= 0.8*game.state.remtime) {
545 prout("First Officer Spock- \"Captain, I compute that such");
546 proutn(" a trip would require approximately %2.0f",
547 100.0*Time/game.state.remtime);
548 prout(" percent of our");
549 proutn(" remaining time. Are you sure this is wise?\" ");
550 if (ja() == 0) { ididit = 0; Time=0; return;}
555 /* Decide if engine damage will occur */
556 double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
561 /* Decide if time warp will occur */
562 if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
564 if (idebug &&warpfac==10 && twarp==0) {
566 proutn("Force time warp? ");
567 if (ja()==1) twarp=1;
570 if (blooey || twarp) {
571 /* If time warp or engine damage, check path */
572 /* If it is obstructed, don't do warp or damage */
573 double angle = ((15.0-direc)*0.5235998);
574 double deltax = -sin(angle);
575 double deltay = cos(angle);
578 if (fabs(deltax) > fabs(deltay))
579 bigger = fabs(deltax);
581 bigger = fabs(deltay);
585 n = 10.0 * dist * bigger +0.5;
588 for (l = 1; l <= n; l++) {
593 if (!VALID_SECTOR(ix, iy)) break;
594 if (game.quad[ix][iy] != IHDOT) {
603 /* Activate Warp Engines and pay the cost */
606 energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
607 if (energy <= 0) finish(FNRG);
608 Time = 10.0*dist/wfacsq;
611 game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);
613 prout("Engineering to bridge--");
614 prout(" Scott here. The warp engines are damaged.");
615 prout(" We'll have to reduce speed to warp 4.");
628 while ((key=scan()) == IHEOL) {
630 proutn("Warp factor- ");
637 if (game.damage[DWARPEN] > 10.0) {
638 prout("Warp engines inoperative.");
641 if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
642 prout("Engineer Scott- \"I'm doing my best, Captain,\n"
643 " but right now we can only go warp 4.\"");
647 prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
651 prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
656 wfacsq=warpfac*warpfac;
657 if (warpfac <= oldfac || warpfac <= 6.0) {
658 proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
662 if (warpfac < 8.00) {
663 prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
666 if (warpfac == 10.0) {
667 prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
670 prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
674 void atover(int igrab)
676 double power, distreq;
679 /* is captain on planet? */
681 if (game.damage[DTRANSP]) {
685 prout("Scotty rushes to the transporter controls.");
687 prout("But with the shields up it's hopeless.");
690 prouts("His desperate attempt to rescue you . . .");
699 proutn("The crystals mined were ");
700 if (Rand() <= 0.25) {
711 /* Check to see if captain in shuttle craft */
712 if (icraft) finish(FSTRACTOR);
715 /* Inform captain of attempt to reach safety */
719 prouts("***RED ALERT! READ ALERT!");
723 prout(" has stopped in a quadrant containing");
724 prouts(" a supernova.");
727 proutn("***Emergency automatic override attempts to hurl ");
730 prout("safely out of quadrant.");
731 if (game.damage[DRADIO] == 0.0)
732 game.state.galaxy[quadx][quady].charted = TRUE;
733 /* Try to use warp engines */
734 if (game.damage[DWARPEN]) {
736 prout("Warp engines damaged.");
740 warpfac = 6.0+2.0*Rand();
741 wfacsq = warpfac * warpfac;
742 prout("Warp factor set to %d", (int)warpfac);
744 dist = power/(warpfac*warpfac*warpfac*(shldup+1));
745 distreq = 1.4142+Rand();
746 if (distreq < dist) dist = distreq;
747 Time = 10.0*dist/wfacsq;
748 direc = 12.0*Rand(); /* How dumb! */
753 /* This is bad news, we didn't leave quadrant. */
756 prout("Insufficient energy to leave quadrant.");
761 /* Repeat if another snova */
762 (game.state.galaxy[quadx][quady].supernova);
763 if (game.state.remkl==0)
764 finish(FWON); /* Snova killed remaining enemy. */
770 prout("***TIME WARP ENTERED.");
771 if (game.state.snap && Rand() < 0.5) {
772 /* Go back in time */
773 prout("You are traveling backwards in time %d stardates.",
774 (int)(game.state.date-game.snapsht.date));
775 game.state = game.snapsht;
777 if (game.state.remcom) {
778 game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);
779 game.future[FBATTAK] = game.state.date + expran(0.3*intime);
781 game.future[FSNOVA] = game.state.date + expran(0.5*intime);
782 game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
784 if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
786 game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
789 /* Make sure Galileo is consistant -- Snapshot may have been taken
790 when on planet, which would give us two Galileos! */
792 for (l = 0; l < inplan; l++) {
793 if (game.state.plnets[l].known == shuttle_down) {
795 if (iscraft==1 && ship==IHE) {
796 prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
801 /* Likewise, if in the original time the Galileo was abandoned, but
802 was on ship earlier, it would have vanished -- lets restore it */
803 if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
804 prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
808 * There used to be code to do the actual reconstrction here,
809 * but the starchart is now part of the snapshotted galaxy state.
811 prout("Spock has reconstructed a correct star chart from memory");
814 /* Go forward in time */
815 Time = -0.5*intime*log(Rand());
816 prout("You are traveling forward in time %d stardates.", (int)Time);
817 /* cheat to make sure no tractor beams occur during time warp */
818 game.future[FTBEAM] += Time;
819 game.damage[DRADIO] += Time;
822 events(); /* Stas Sergeev added this -- do pending events */
827 double angle, bigger;
829 /* New code to launch a deep space probe */
834 prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
836 prout("Ye Faerie Queene has no deep space probes.");
839 if (game.damage[DDSP] != 0.0) {
842 prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
845 if (game.future[FDSPROB] != FOREVER) {
848 if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
849 prout("Spock- \"Records show the previous probe has not yet");
850 prout(" reached its destination.\"");
853 prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
859 /* slow mode, so let Kirk know how many probes there are left */
860 prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
861 proutn("Are you sure you want to fire a probe? ");
866 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
870 else if (key == IHEOL) {
871 proutn("Arm NOVAMAX warhead? ");
875 if (direc == -1.0) return;
877 angle = ((15.0 - direc) * 0.5235988);
878 probeinx = -sin(angle);
879 probeiny = cos(angle);
880 if (fabs(probeinx) > fabs(probeiny))
881 bigger = fabs(probeinx);
883 bigger = fabs(probeiny);
887 proben = 10.0*dist*bigger +0.5;
888 probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original
889 probey = quady*QUADSIZE + secty - 1;
892 game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
893 prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
900 /* There's more than one way to move in this game! */
901 double ddist, xdist, probf;
902 int line = 0, l, ix, iy;
905 /* Test for conditions which prevent calling for help */
906 if (condit == IHDOCKED) {
907 prout("Lt. Uhura- \"But Captain, we're already docked.\"");
910 if (game.damage[DRADIO] != 0) {
911 prout("Subspace radio damaged.");
914 if (game.state.rembase==0) {
915 prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
919 proutn("You must be aboard the ");
924 /* OK -- call for help from nearest starbase */
927 /* There's one in this quadrant */
928 ddist = sqrt(square(basex-sectx)+square(basey-secty));
933 xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
939 /* Since starbase not in quadrant, set up new quadrant */
940 quadx = game.state.baseqx[line];
941 quady = game.state.baseqy[line];
944 /* dematerialize starship */
945 game.quad[sectx][secty]=IHDOT;
946 proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady));
949 prout(" dematerializes.");
951 for (l = 1; l <= 5; l++) {
952 ix = basex+3.0*Rand()-1;
953 iy = basey+3.0*Rand()-1;
954 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
955 /* found one -- finish up */
958 game.quad[ix][iy]=IHMATER0;
963 prout("You have been lost in space...");
964 finish(FMATERIALIZE);
967 /* Give starbase three chances to rematerialize starship */
968 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
969 for (l = 1; l <= 3; l++) {
971 case 1: proutn("1st"); break;
972 case 2: proutn("2nd"); break;
973 case 3: proutn("3rd"); break;
975 proutn(" attempt to re-materialize ");
978 if (Rand() > probf) break;
980 case 1: game.quad[ix][iy]=IHMATER1;
982 case 2: game.quad[ix][iy]=IHMATER2;
984 case 3: game.quad[ix][iy]=IHQUEST;
993 finish(FMATERIALIZE);
996 game.quad[ix][iy]=ship;
1002 prout("Lt. Uhura- \"Captain, we made it!\"");