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! */
101 prout("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER");
102 prout("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,");
103 prout("YOU WILL BE DESTROYED.");
105 /* Compute final position in new quadrant */
106 if (trbeam) return; /* Don't bother if we are to be beamed */
107 quadx = (ix+(QUADSIZE-1))/QUADSIZE;
108 quady = (iy+(QUADSIZE-1))/QUADSIZE;
109 sectx = ix - QUADSIZE*(quadx-1);
110 secty = iy - QUADSIZE*(quady-1);
112 prout("Entering %s.",
113 cramlc(quadrant, quadx, quady));
114 game.quad[sectx][secty] = ship;
116 if (skill>SKILL_NOVICE) attack(0);
119 iquad = game.quad[ix][iy];
120 if (iquad != IHDOT) {
121 /* object encountered in flight path */
122 stopegy = 50.0*dist/Time;
123 dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
124 (secty-iy)*(double)(secty-iy));
126 case IHT: /* Ram a Tholian */
127 case IHK: /* Ram enemy ship */
134 ram(0, iquad, sectx, secty);
140 prouts("***RED ALERT! RED ALERT!");
144 proutn(" pulled into black hole at ");
145 prout(cramlc(sector, ix, iy));
147 * Getting pulled into a black hole was certain
148 * death in Almy's original. Stas Sergeev added a
149 * possibility that you'll get timewarped instead.
152 for (l=0;l<NDEVICES;l++)
153 if (game.damage[l]>0)
155 probf=pow(1.4,(energy+shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
156 if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
166 proutn(" encounters Tholian web at ");
168 proutn(" blocked by object at ");
169 proutn(cramlc(sector, ix,iy));
171 proutn("Emergency stop required ");
172 prout("%2d units of energy.", (int)stopegy);
174 finalx = x-deltax+0.5;
176 finaly = y-deltay+0.5;
184 goto no_quad_change; /* sorry! */
187 dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
188 (secty-iy)*(double)(secty-iy));
195 /* No quadrant change -- compute new avg enemy distances */
196 game.quad[sectx][secty] = ship;
198 for_local_enemies(l) {
199 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
200 (iy-game.ky[l])*(double)(iy-game.ky[l]));
201 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
202 game.kdist[l] = finald;
205 if (!game.state.galaxy[quadx][quady].supernova && iattak == 0)
207 for_local_enemies(l) game.kavgd[l] = game.kdist[l];
212 setwnd(message_window);
219 if (condit == IHDOCKED && l) {
220 prout("Already docked.");
224 prout("You must first leave standard orbit.");
227 if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
229 prout(" not adjacent to base.");
233 if (l) prout("Docked.");
235 if (energy < inenrg) energy = inenrg;
239 if (game.damage[DRADIO] == 0.0 &&
240 (game.future[FCDBAS] < FOREVER || isatb == 1) && iseenit == 0) {
241 /* get attack report from base */
242 prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
248 static void getcd(int isprobe, int akey) {
249 /* This program originally required input in terms of a (clock)
250 direction and distance. Somewhere in history, it was changed to
251 cartesian coordinates. So we need to convert. I think
252 "manual" input should still be done this way -- it's a real
253 pain if the computer isn't working! Manual mode is still confusing
254 because it involves giving x and y motions, yet the coordinates
255 are always displayed y - x, where +y is downward! */
258 int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key=0;
259 double xi, xj, xk, xl;
260 double deltax, deltay;
263 /* Get course direction and distance. If user types bad values, return
264 with DIREC = -1.0. */
268 if (landed == 1 && !isprobe) {
269 prout("Dummy! You can't leave standard orbit until you");
270 proutn("are back aboard the ");
276 while (automatic == -1) {
277 if (game.damage[DCOMPTR]) {
279 prout("Computer damaged; manual navigation only");
281 prout("Computer damaged; manual movement only");
287 if (isprobe && akey != -1) {
288 /* For probe launch, use pre-scaned value first time */
296 proutn("Manual or automatic- ");
300 else if (key == IHALPHA) {
301 if (isit("manual")) {
306 else if (isit("automatic")) {
319 prout("(Manual navigation assumed.)");
321 prout("(Manual movement assumed.)");
328 while (key == IHEOL) {
330 proutn("Target quadrant or quadrant§or- ");
332 proutn("Destination sector or quadrant§or- ");
351 /* both quadrant and sector specified */
367 /* only quadrant specified -- go to center of dest quad */
378 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(icols,irows)) {
386 prout("Helmsman Sulu- \"Course locked in for %s.\"",
387 cramlc(sector, irows, icols));
390 else prout("Ensign Chekov- \"Course laid in, Captain.\"");
392 deltax = icolq - quady + 0.1*(icols-secty);
393 deltay = quadx - irowq + 0.1*(sectx-irows);
396 while (key == IHEOL) {
397 proutn("X and Y displacements- ");
415 /* Check for zero movement */
416 if (deltax == 0 && deltay == 0) {
420 if (itemp == 2 && !isprobe) {
422 prout("Helmsman Sulu- \"Aye, Sir.\"");
424 dist = sqrt(deltax*deltax + deltay*deltay);
425 direc = atan2(deltax, deltay)*1.90985932;
426 if (direc < 0.0) direc += 12.0;
439 if (game.damage[DIMPULS]) {
442 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
448 if (direc == -1.0) return;
449 power = 20.0 + 100.0*dist;
454 if (power >= energy) {
455 /* Insufficient power for trip */
457 prout("First Officer Spock- \"Captain, the impulse engines");
458 prout("require 20.0 units to engage, plus 100.0 units per");
460 proutn("quadrant. We can go, therefore, a maximum of %d",
461 (int)(0.01 * (energy-20.0)-0.05));
462 prout(" quadrants.\"");
465 prout("quadrant. They are, therefore, useless.\"");
470 /* Make sure enough time is left for the trip */
472 if (Time >= game.state.remtime) {
473 prout("First Officer Spock- \"Captain, our speed under impulse");
474 prout("power is only 0.95 sectors per stardate. Are you sure");
475 proutn("we dare spend the time?\" ");
476 if (ja() == 0) return;
478 /* Activate impulse engines and pay the cost */
482 power = 20.0 + 100.0*dist;
485 if (energy <= 0) finish(FNRG);
492 int blooey=0, twarp=0, iwarp;
495 if (i!=2) { /* Not WARPX entry */
497 if (game.damage[DWARPEN] > 10.0) {
500 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
503 if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
506 prout("Engineer Scott- \"Sorry, Captain. Until this damage");
507 prout(" is repaired, I can only give you warp 4.\"");
511 /* Read in course and distance */
513 if (direc == -1.0) return;
515 /* Make sure starship has enough energy for the trip */
516 power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
519 if (power >= energy) {
520 /* Insufficient power for trip */
523 prout("Engineering to bridge--");
524 if (shldup==0 || 0.5*power > energy) {
525 iwarp = pow((energy/(dist+0.05)), 0.333333333);
527 prout("We can't do it, Captain. We haven't the energy.");
530 proutn("We haven't the energy, but we could do it at warp %d", iwarp);
533 prout("if you'll lower the shields.");
540 prout("We haven't the energy to go that far with the shields up.");
544 /* Make sure enough time is left for the trip */
545 Time = 10.0*dist/wfacsq;
546 if (Time >= 0.8*game.state.remtime) {
548 prout("First Officer Spock- \"Captain, I compute that such");
549 proutn(" a trip would require approximately %2.0f",
550 100.0*Time/game.state.remtime);
551 prout(" percent of our");
552 proutn(" remaining time. Are you sure this is wise?\" ");
553 if (ja() == 0) { ididit = 0; Time=0; return;}
558 /* Decide if engine damage will occur */
559 double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
564 /* Decide if time warp will occur */
565 if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
567 if (idebug &&warpfac==10 && twarp==0) {
569 proutn("Force time warp? ");
570 if (ja()==1) twarp=1;
573 if (blooey || twarp) {
574 /* If time warp or engine damage, check path */
575 /* If it is obstructed, don't do warp or damage */
576 double angle = ((15.0-direc)*0.5235998);
577 double deltax = -sin(angle);
578 double deltay = cos(angle);
581 if (fabs(deltax) > fabs(deltay))
582 bigger = fabs(deltax);
584 bigger = fabs(deltay);
588 n = 10.0 * dist * bigger +0.5;
591 for (l = 1; l <= n; l++) {
596 if (!VALID_SECTOR(ix, iy)) break;
597 if (game.quad[ix][iy] != IHDOT) {
606 /* Activate Warp Engines and pay the cost */
609 energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
610 if (energy <= 0) finish(FNRG);
611 Time = 10.0*dist/wfacsq;
614 game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);
616 prout("Engineering to bridge--");
617 prout(" Scott here. The warp engines are damaged.");
618 prout(" We'll have to reduce speed to warp 4.");
631 while ((key=scan()) == IHEOL) {
633 proutn("Warp factor- ");
640 if (game.damage[DWARPEN] > 10.0) {
641 prout("Warp engines inoperative.");
644 if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
645 prout("Engineer Scott- \"I'm doing my best, Captain,");
646 prout(" but right now we can only go warp 4.\"");
650 prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
654 prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
659 wfacsq=warpfac*warpfac;
660 if (warpfac <= oldfac || warpfac <= 6.0) {
661 proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
665 if (warpfac < 8.00) {
666 prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
669 if (warpfac == 10.0) {
670 prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
673 prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
677 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 if (game.damage[DRADIO] == 0.0)
735 game.state.galaxy[quadx][quady].charted = TRUE;
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.");
764 /* Repeat if another snova */
765 (game.state.galaxy[quadx][quady].supernova);
767 finish(FWON); /* Snova killed remaining enemy. */
773 prout("***TIME WARP ENTERED.");
774 if (game.state.snap && Rand() < 0.5) {
775 /* Go back in time */
776 prout("You are traveling backwards in time %d stardates.",
777 (int)(game.state.date-game.snapsht.date));
778 game.state = game.snapsht;
780 if (game.state.remcom) {
781 game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);
782 game.future[FBATTAK] = game.state.date + expran(0.3*intime);
784 game.future[FSNOVA] = game.state.date + expran(0.5*intime);
785 game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
787 if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
789 game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
792 /* Make sure Galileo is consistant -- Snapshot may have been taken
793 when on planet, which would give us two Galileos! */
795 for (l = 0; l < inplan; l++) {
796 if (game.state.plnets[l].known == shuttle_down) {
798 if (iscraft==1 && ship==IHE) {
799 prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
804 /* Likewise, if in the original time the Galileo was abandoned, but
805 was on ship earlier, it would have vanished -- lets restore it */
806 if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
807 prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
811 * There used to be code to do the actual reconstrction here,
812 * but the starchart is now part of the snapshotted galaxy state.
814 prout("Spock has reconstructed a correct star chart from memory");
817 /* Go forward in time */
818 Time = -0.5*intime*log(Rand());
819 prout("You are traveling forward in time %d stardates.", (int)Time);
820 /* cheat to make sure no tractor beams occur during time warp */
821 game.future[FTBEAM] += Time;
822 game.damage[DRADIO] += Time;
825 events(); /* Stas Sergeev added this -- do pending events */
830 double angle, bigger;
832 /* New code to launch a deep space probe */
837 prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
839 prout("Ye Faerie Queene has no deep space probes.");
842 if (game.damage[DDSP] != 0.0) {
845 prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
848 if (game.future[FDSPROB] != FOREVER) {
851 if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
852 prout("Spock- \"Records show the previous probe has not yet");
853 prout(" reached its destination.\"");
856 prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
862 /* slow mode, so let Kirk know how many probes there are left */
863 prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
864 proutn("Are you sure you want to fire a probe? ");
869 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
873 else if (key == IHEOL) {
874 proutn("Arm NOVAMAX warhead? ");
878 if (direc == -1.0) return;
880 angle = ((15.0 - direc) * 0.5235988);
881 probeinx = -sin(angle);
882 probeiny = cos(angle);
883 if (fabs(probeinx) > fabs(probeiny))
884 bigger = fabs(probeinx);
886 bigger = fabs(probeiny);
890 proben = 10.0*dist*bigger +0.5;
891 probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original
892 probey = quady*QUADSIZE + secty - 1;
895 game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
896 prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
903 /* There's more than one way to move in this game! */
904 double ddist, xdist, probf;
905 int line = 0, l, ix, iy;
908 /* Test for conditions which prevent calling for help */
909 if (condit == IHDOCKED) {
910 prout("Lt. Uhura- \"But Captain, we're already docked.\"");
913 if (game.damage[DRADIO] != 0) {
914 prout("Subspace radio damaged.");
917 if (game.state.rembase==0) {
918 prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
922 proutn("You must be aboard the ");
927 /* OK -- call for help from nearest starbase */
930 /* There's one in this quadrant */
931 ddist = sqrt(square(basex-sectx)+square(basey-secty));
936 xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
942 /* Since starbase not in quadrant, set up new quadrant */
943 quadx = game.state.baseqx[line];
944 quady = game.state.baseqy[line];
947 /* dematerialize starship */
948 game.quad[sectx][secty]=IHDOT;
949 proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady));
952 prout(" dematerializes.");
954 for (l = 1; l <= 5; l++) {
955 ix = basex+3.0*Rand()-1;
956 iy = basey+3.0*Rand()-1;
957 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
958 /* found one -- finish up */
965 prout("You have been lost in space...");
966 finish(FMATERIALIZE);
969 /* Give starbase three chances to rematerialize starship */
970 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
971 for (l = 1; l <= 3; l++) {
973 case 1: proutn("1st"); break;
974 case 2: proutn("2nd"); break;
975 case 3: proutn("3rd"); break;
977 proutn(" attempt to re-materialize ");
980 case 1: game.quad[ix][iy]=IHMATER0;
982 case 2: game.quad[ix][iy]=IHMATER1;
984 case 3: game.quad[ix][iy]=IHMATER2;
989 if (Rand() > probf) break;
995 game.quad[ix][iy]=IHQUEST;
998 setwnd(message_window);
999 finish(FMATERIALIZE);
1002 game.quad[ix][iy]=ship;
1008 prout("Lt. Uhura- \"Captain, we made it!\"");