8 static void getcd(int, int);
11 double angle, deltax, deltay, bigger, x, y,
12 finald, finalx, finaly, stopegy, probf;
13 int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
16 prout("Helmsman Sulu- \"Leaving standard orbit.\"");
20 angle = ((15.0 - 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+Time >= game.future[FTBEAM]) {
35 dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;
36 Time = game.future[FTBEAM] - game.state.date + 1e-5;
38 /* Move within the quadrant */
39 game.quad[sectx][secty] = IHDOT;
42 n = 10.0*dist*bigger+0.5;
45 for (l = 1; l <= n; l++) {
46 ix = (x += deltax) + 0.5;
47 iy = (y += deltay) + 0.5;
48 if (ix < 1 || ix > 10 || iy < 1 || iy > 10) {
49 /* Leaving quadrant -- allow final enemy attack */
50 /* Don't do it if being pushed by Nova */
51 if (nenhere != 0 && iattak != 2) {
53 for (l = 1; l <= nenhere; l++) {
54 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
55 (iy-game.ky[l])*(double)(iy-game.ky[l]));
56 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
59 if (skill > 3 && klhere > 0 && game.state.galaxy[quadx][quady] != 1000)
62 if (game.state.galaxy[quadx][quady] != 1000) attack(0);
66 /* compute final position -- new quadrant and sector */
67 x = 10*(quadx-1)+sectx;
68 y = 10*(quady-1)+secty;
69 ix = x+10.0*dist*bigger*deltax+0.5;
70 iy = y+10.0*dist*bigger*deltay+0.5;
71 /* check for edge of galaxy */
97 /* Three strikes -- you're out! */
101 prout("\n\rYOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER\n\r"
102 "AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,\n\r"
103 "YOU WILL BE DESTROYED.\n\r");
105 /* Compute final position in new quadrant */
106 if (trbeam) return; /* Don't bother if we are to be beamed */
109 sectx = ix - 10*(quadx-1);
110 secty = iy - 10*(quady-1);
111 proutn("\n\rEntering %s.",
112 cramlc(quadrant, quadx, quady));
113 game.quad[sectx][secty] = ship;
115 if (skill>1) attack(0);
118 iquad = game.quad[ix][iy];
119 if (iquad != IHDOT) {
120 /* object encountered in flight path */
121 stopegy = 50.0*dist/Time;
122 dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
123 (secty-iy)*(double)(secty-iy));
125 case IHT: /* Ram a Tholian */
126 case IHK: /* Ram enemy ship */
133 ram(0, iquad, sectx, secty);
139 prouts("***RED ALERT! RED ALERT!");
143 proutn(" pulled into black hole at ");
144 prout(cramlc(sector, ix, iy));
146 * Getting pulled into a black
147 * hole was certain death in
148 * Almy's original. Stas
149 * Sergeev added a possibility
150 * that you'll get timewarped
154 for (l=1;l<=NDEVICES+1;l++)
155 if (game.damage[l]>0) n++;
156 probf=pow(1.4,(energy+shield)/5000.0-1.0)*
157 pow(1.3,1.0/(n+1)-1.0);
168 proutn(" encounters Tholian web at ");
170 proutn(" blocked by object at ");
171 proutn(cramlc(sector, ix,iy));
173 proutn("Emergency stop required ");
174 prout("%2d units of energy.", (int)stopegy);
176 finalx = x-deltax+0.5;
178 finaly = y-deltay+0.5;
186 goto label100; /* sorry! */
189 dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
190 (secty-iy)*(double)(secty-iy));
197 /* No quadrant change -- compute new avg enemy distances */
198 game.quad[sectx][secty] = ship;
200 for (l = 1; l <= nenhere; l++) {
201 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
202 (iy-game.ky[l])*(double)(iy-game.ky[l]));
203 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
204 game.kdist[l] = finald;
207 if (game.state.galaxy[quadx][quady] != 1000 && iattak == 0)
209 for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l];
221 if (condit == IHDOCKED && l) {
222 prout("Already docked.");
226 prout("You must first leave standard orbit.");
229 if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
231 prout(" not adjacent to base.");
235 if (l) prout("Docked.");
237 if (energy < inenrg) energy = inenrg;
241 if (stdamtim != 1e30 &&
242 (game.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) {
243 /* get attack report from base */
244 prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
250 static void getcd(int isprobe, int akey) {
251 /* This program originally required input in terms of a (clock)
252 direction and distance. Somewhere in history, it was changed to
253 cartesian coordinates. So we need to convert. I think
254 "manual" input should still be done this way -- it's a real
255 pain if the computer isn't working! Manual mode is still confusing
256 because it involves giving x and y motions, yet the coordinates
257 are always displayed y - x, where +y is downward! */
260 int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key=0;
261 double xi, xj, xk, xl;
262 double deltax, deltay;
265 /* Get course direction and distance. If user types bad values, return
266 with DIREC = -1.0. */
270 if (landed == 1 && !isprobe) {
271 prout("Dummy! You can't leave standard orbit until you");
272 proutn("are back abourt 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 (irowq<1 || irowq > 8 || icolq<1 || icolq > 8 ||
381 irows<1 || irows > 10 || icols<1 || icols > 10) {
389 proutn("Helmsman Sulu- \"Course locked in for %s.\"",
390 cramlc(sector, irows, icols));
393 else prout("Ensign Chekov- \"Course laid in, Captain.\"");
395 deltax = icolq - quady + 0.1*(icols-secty);
396 deltay = quadx - irowq + 0.1*(sectx-irows);
399 while (key == IHEOL) {
400 proutn("X and Y displacements- ");
418 /* Check for zero movement */
419 if (deltax == 0 && deltay == 0) {
423 if (itemp == 2 && !isprobe) {
425 prout("Helmsman Sulu- \"Aye, Sir.\"");
427 dist = sqrt(deltax*deltax + deltay*deltay);
428 direc = atan2(deltax, deltay)*1.90985932;
429 if (direc < 0.0) direc += 12.0;
441 if (game.damage[DIMPULS]) {
444 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
450 if (direc == -1.0) return;
451 power = 20.0 + 100.0*dist;
456 if (power >= 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");
462 proutn("quadrant. We can go, therefore, a maximum of %d",
463 (int)(0.01 * (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 */
474 if (Time >= 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 */
484 power = 20.0 + 100.0*dist;
487 if (energy <= 0) finish(FNRG);
493 int blooey=0, twarp=0, iwarp;
496 if (i!=2) { /* Not WARPX entry */
498 if (game.damage[DWARPEN] > 10.0) {
501 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
504 if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
507 prout("Engineer Scott- \"Sorry, Captain. Until this damage");
508 prout(" is repaired, I can only give you warp 4.\"");
512 /* Read in course and distance */
514 if (direc == -1.0) return;
516 /* Make sure starship has enough energy for the trip */
517 power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
520 if (power >= energy) {
521 /* Insufficient power for trip */
524 prout("Engineering to bridge--");
525 if (shldup==0 || 0.5*power > energy) {
526 iwarp = pow((energy/(dist+0.05)), 0.333333333);
528 prout("We can't do it, Captain. We haven't the energy.");
531 proutn("We haven't the energy, but we could do it at warp %d", iwarp);
534 prout("if you'll lower the shields.");
541 prout("We haven't the energy to go that far with the shields up.");
545 /* Make sure enough time is left for the trip */
546 Time = 10.0*dist/wfacsq;
547 if (Time >= 0.8*game.state.remtime) {
549 prout("First Officer Spock- \"Captain, I compute that such");
550 proutn(" a trip would require approximately %2.0f",
551 100.0*Time/game.state.remtime);
552 prout(" percent of our");
553 proutn(" remaining time. Are you sure this is wise?\" ");
554 if (ja() == 0) { ididit = 0; Time=0; return;}
559 /* Decide if engine damage will occur */
560 double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
565 /* Decide if time warp will occur */
566 if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
568 if (idebug &&warpfac==10 && twarp==0) {
570 proutn("Force time warp? ");
571 if (ja()==1) twarp=1;
574 if (blooey || twarp) {
575 /* If time warp or engine damage, check path */
576 /* If it is obstructed, don't do warp or damage */
577 double angle = ((15.0-direc)*0.5235998);
578 double deltax = -sin(angle);
579 double deltay = cos(angle);
582 if (fabs(deltax) > fabs(deltay))
583 bigger = fabs(deltax);
585 bigger = fabs(deltay);
589 n = 10.0 * dist * bigger +0.5;
592 for (l = 1; l <= n; l++) {
595 if (ix < 1 || ix > 10) break;
598 if (iy < 1 || iy > 10) break;
599 if (game.quad[ix][iy] != IHDOT) {
608 /* Activate Warp Engines and pay the cost */
611 energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
612 if (energy <= 0) finish(FNRG);
613 Time = 10.0*dist/wfacsq;
616 game.damage[DWARPEN] = 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.");
632 while ((key=scan()) == IHEOL) {
634 proutn("Warp factor- ");
641 if (game.damage[DWARPEN] > 10.0) {
642 prout("Warp engines inoperative.");
645 if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
646 prout("Engineer Scott- \"I'm doing my best, Captain,\n"
647 " but right now we can only go warp 4.\"");
651 prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
655 prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
660 wfacsq=warpfac*warpfac;
661 if (warpfac <= oldfac || warpfac <= 6.0) {
662 proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
666 if (warpfac < 8.00) {
667 prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
670 if (warpfac == 10.0) {
671 prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
674 prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
678 void atover(int igrab) {
679 double power, distreq;
682 /* is captain on planet? */
684 if (game.damage[DTRANSP]) {
688 prout("Scotty rushes to the transporter controls.");
690 prout("But with the shields up it's hopeless.");
693 prouts("His desperate attempt to rescue you . . .");
702 proutn("The crystals mined were ");
703 if (Rand() <= 0.25) {
714 /* Check to see if captain in shuttle craft */
715 if (icraft) finish(FSTRACTOR);
718 /* Inform captain of attempt to reach safety */
722 prouts("***RED ALERT! READ ALERT!");
726 prout(" has stopped in a quadrant containing");
727 prouts(" a supernova.");
730 proutn("***Emergency automatic override attempts to hurl ");
733 prout("safely out of quadrant.");
734 game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+1000:1;
736 /* Try to use warp engines */
737 if (game.damage[DWARPEN]) {
739 prout("Warp engines damaged.");
743 warpfac = 6.0+2.0*Rand();
744 wfacsq = warpfac * warpfac;
745 prout("Warp factor set to %d", (int)warpfac);
747 dist = power/(warpfac*warpfac*warpfac*(shldup+1));
748 distreq = 1.4142+Rand();
749 if (distreq < dist) dist = distreq;
750 Time = 10.0*dist/wfacsq;
751 direc = 12.0*Rand(); /* How dumb! */
756 /* This is bad news, we didn't leave quadrant. */
759 prout("Insufficient energy to leave quadrant.");
763 /* Repeat if another snova */
764 } while (game.state.galaxy[quadx][quady] == 1000);
765 if (game.state.remkl==0) 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] = 1e30;
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 /* Revert star chart to earlier era, if it was known then*/
809 if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) {
810 for (l = 1; l <= 8; l++)
811 for (ll = 1; ll <= 8; ll++)
812 if (game.starch[l][ll] > 1)
813 game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+1000 :1;
814 prout("Spock has reconstructed a correct star chart from memory");
815 if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date;
819 /* Go forward in time */
820 Time = -0.5*intime*log(Rand());
821 prout("You are traveling forward in time %d stardates.", (int)Time);
822 /* cheat to make sure no tractor beams occur during time warp */
823 game.future[FTBEAM] += Time;
824 game.damage[DRADIO] += Time;
833 double angle, bigger;
835 /* New code to launch a deep space probe */
840 prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
842 prout("Ye Faerie Queene has no deep space probes.");
845 if (game.damage[DDSP] != 0.0) {
848 prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
851 if (game.future[FDSPROB] != 1e30) {
854 if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
855 prout("Spock- \"Records show the previous probe has not yet");
856 prout(" reached its destination.\"");
859 prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
865 /* slow mode, so let Kirk know how many probes there are left */
866 prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
867 proutn("Are you sure you want to fire a probe? ");
872 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
876 else if (key == IHEOL) {
877 proutn("Arm NOVAMAX warhead? ");
881 if (direc == -1.0) return;
883 angle = ((15.0 - direc) * 0.5235988);
884 probeinx = -sin(angle);
885 probeiny = cos(angle);
886 if (fabs(probeinx) > fabs(probeiny))
887 bigger = fabs(probeinx);
889 bigger = fabs(probeiny);
893 proben = 10.0*dist*bigger +0.5;
894 probex = quadx*10 + sectx - 1; // We will use better packing than original
895 probey = quady*10 + secty - 1;
898 game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
899 prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
905 /* There's more than one way to move in this game! */
906 double ddist, xdist, probf;
907 int line = 0, l, ix, iy;
913 /* Test for conditions which prevent calling for help */
914 if (condit == IHDOCKED) {
915 prout("Lt. Uhura- \"But Captain, we're already docked.\"");
918 if (game.damage[DRADIO] != 0) {
919 prout("Subspace radio damaged.");
922 if (game.state.rembase==0) {
923 prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
927 proutn("You must be aboard the ");
932 /* OK -- call for help from nearest starbase */
935 /* There's one in this quadrant */
936 ddist = sqrt(square(basex-sectx)+square(basey-secty));
940 for (l = 1; l <= game.state.rembase; l++) {
941 xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
947 /* Since starbase not in quadrant, set up new quadrant */
948 quadx = game.state.baseqx[line];
949 quady = game.state.baseqy[line];
952 /* dematerialize starship */
953 game.quad[sectx][secty]=IHDOT;
954 proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady));
957 prout(" dematerializes.");
959 for (l = 1; l <= 5; l++) {
960 ix = basex+3.0*Rand()-1;
961 iy = basey+3.0*Rand()-1;
962 if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && game.quad[ix][iy]==IHDOT) {
963 /* found one -- finish up */
966 game.quad[ix][iy]=IHMATER0;
971 prout("You have been lost in space...");
972 finish(FMATERIALIZE);
975 /* Give starbase three chances to rematerialize starship */
976 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
977 for (l = 1; l <= 3; l++) {
979 case 1: proutn("1st"); break;
980 case 2: proutn("2nd"); break;
981 case 3: proutn("3rd"); break;
983 proutn(" attempt to re-materialize ");
985 prouts(" . . . . . ");
986 if (Rand() > probf) break;
990 finish(FMATERIALIZE);
993 /* Rematerialization attempt should succeed if can get adj to base */
994 for (l = 1; l <= 5; l++) {
995 ix = basex+3.0*Rand()-1;
996 iy = basey+3.0*Rand()-1;
997 if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && game.quad[ix][iy]==IHDOT) {
998 /* found one -- finish up */
1002 game.quad[ix][iy]=ship;
1005 prout("Lt. Uhura- \"Captain, we made it!\"");
1009 finish(FMATERIALIZE);