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, stopegy, probf;
12 int n, m, kink, kinks;
19 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
23 angle = ((15.0 - game.direc) * 0.5235988);
26 if (fabs(deltax) > fabs(deltay))
27 bigger = fabs(deltax);
29 bigger = fabs(deltay);
34 /* If tractor beam is to occur, don't move full distance */
35 if (game.state.date+game.optime >= scheduled(FTBEAM)) {
38 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
39 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
41 /* Move within the quadrant */
42 game.quad[game.sector.x][game.sector.y] = IHDOT;
45 n = 10.0*game.dist*bigger+0.5;
48 for (m = 1; m <= n; m++) {
49 w.x = (x += deltax) + 0.5;
50 w.y = (y += deltay) + 0.5;
51 if (!VALID_SECTOR(w.x, w.y)) {
52 /* Leaving quadrant -- allow final enemy attack */
53 /* Don't do it if being pushed by Nova */
54 if (game.nenhere != 0 && game.iattak != 2) {
56 for_local_enemies(m) {
57 finald = distance(w, game.ks[m]);
58 game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
61 * Stas Sergeev added the 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 = distance(game.sector, w) / (QUADSIZE * 1.0);
128 case IHT: /* Ram a Tholian */
129 case IHK: /* Ram enemy ship */
135 ram(false, iquad, game.sector);
140 prouts(_("***RED ALERT! RED ALERT!"));
144 proutn(_(" pulled into black hole at "));
145 prout(cramlc(sector, w));
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 (m=0;m<NDEVICES;m++)
153 if (game.damage[m]>0)
155 probf=pow(1.4,(game.energy+game.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, w));
171 proutn(_("Emergency stop required "));
172 prout(_("%2d units of energy."), (int)stopegy);
173 game.energy -= stopegy;
174 final.x = x-deltax+0.5;
175 final.y = y-deltay+0.5;
177 if (game.energy <= 0) {
183 goto no_quad_change; /* sorry! */
186 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
191 /* No quadrant change -- compute new avg enemy distances */
192 game.quad[game.sector.x][game.sector.y] = game.ship;
194 for_local_enemies(m) {
195 finald = distance(w, game.ks[m]);
196 game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
197 game.kdist[m] = finald;
200 if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
202 for_local_enemies(m) game.kavgd[m] = game.kdist[m];
207 setwnd(message_window);
211 void dock(bool verbose)
212 /* dock our ship at a starbase */
215 if (game.condition == docked && verbose) {
216 prout(_("Already docked."));
220 prout(_("You must first leave standard orbit."));
223 if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
225 prout(_(" not adjacent to base."));
228 game.condition = docked;
229 if (verbose) prout(_("Docked."));
231 if (game.energy < game.inenrg) game.energy = game.inenrg;
232 game.shield = game.inshld;
233 game.torps = game.intorps;
234 game.lsupres = game.inlsr;
235 game.state.crew = FULLCREW;
236 if (!damaged(DRADIO) &&
237 (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
238 /* get attack report from base */
239 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
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 static void getcd(bool isprobe, int akey)
256 /* get course and distance */
258 int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
259 double xi, xj, xk, xl;
260 double deltax, deltay;
261 enum {unspecified, manual, automatic} navmode = unspecified;
262 enum {curt, normal, verbose} itemp = curt;
264 bool iprompt = false;
266 /* Get course direction and distance. If user types bad values, return
267 with DIREC = -1.0. */
271 if (game.landed && !isprobe) {
272 prout(_("Dummy! You can't leave standard orbit until you"));
273 proutn(_("are back aboard the "));
279 while (navmode == unspecified) {
280 if (damaged(DNAVSYS)) {
282 prout(_("Computer damaged; manual navigation only"));
284 prout(_("Computer damaged; manual movement only"));
290 if (isprobe && akey != -1) {
291 /* For probe launch, use pre-scanned value first time */
299 proutn(_("Manual or automatic- "));
303 else if (key == IHALPHA) {
304 if (isit("manual")) {
309 else if (isit("automatic")) {
322 prout(_("(Manual navigation assumed.)"));
324 prout(_("(Manual movement assumed.)"));
330 if (navmode == automatic) {
331 while (key == IHEOL) {
333 proutn(_("Target quadrant or quadrant§or- "));
335 proutn(_("Destination sector or quadrant§or- "));
354 /* both quadrant and sector specified */
370 /* only quadrant specified -- go to center of dest quad */
381 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
389 prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
390 cramlc(sector, incr));
393 else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
395 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
396 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
399 while (key == IHEOL) {
400 proutn(_("X and Y displacements- "));
418 /* Check for zero movement */
419 if (deltax == 0 && deltay == 0) {
423 if (itemp == verbose && !isprobe) {
425 prout(_("Helmsman Sulu- \"Aye, Sir.\""));
427 game.dist = sqrt(deltax*deltax + deltay*deltay);
428 game.direc = atan2(deltax, deltay)*1.90985932;
429 if (game.direc < 0.0) game.direc += 12.0;
437 /* move under impulse power */
442 if (damaged(DIMPULS)) {
445 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
449 if (game.energy > 30.0) {
451 if (game.direc == -1.0) return;
452 power = 20.0 + 100.0*game.dist;
457 if (power >= game.energy) {
458 /* Insufficient power for trip */
460 prout(_("First Officer Spock- \"Captain, the impulse engines"));
461 prout(_("require 20.0 units to engage, plus 100.0 units per"));
462 if (game.energy > 30) {
463 proutn(_("quadrant. We can go, therefore, a maximum of %d"),
464 (int)(0.01 * (game.energy-20.0)-0.05));
465 prout(_(" quadrants.\""));
468 prout(_("quadrant. They are, therefore, useless.\""));
473 /* Make sure enough time is left for the trip */
474 game.optime = game.dist/0.095;
475 if (game.optime >= game.state.remtime) {
476 prout(_("First Officer Spock- \"Captain, our speed under impulse"));
477 prout(_("power is only 0.95 sectors per stardate. Are you sure"));
478 proutn(_("we dare spend the time?\" "));
479 if (ja() == false) return;
481 /* Activate impulse engines and pay the cost */
484 if (game.alldone) return;
485 power = 20.0 + 100.0*game.dist;
486 game.energy -= power;
487 game.optime = game.dist/0.095;
488 if (game.energy <= 0) finish(FNRG);
493 void warp(bool timewarp)
494 /* move under warp drive */
497 bool blooey = false, twarp = false;
500 if (!timewarp) { /* Not WARPX entry */
502 if (game.damage[DWARPEN] > 10.0) {
505 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
508 if (damaged(DWARPEN) && game.warpfac > 4.0) {
511 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
512 prout(_(" is repaired, I can only give you warp 4.\""));
516 /* Read in course and distance */
518 if (game.direc == -1.0) return;
520 /* Make sure starship has enough energy for the trip */
521 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
524 if (power >= game.energy) {
525 /* Insufficient power for trip */
528 prout(_("Engineering to bridge--"));
529 if (!game.shldup || 0.5*power > game.energy) {
530 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
532 prout(_("We can't do it, Captain. We don't have enough energy."));
535 proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
538 prout(_("if you'll lower the shields."));
545 prout(_("We haven't the energy to go that far with the shields up."));
549 /* Make sure enough time is left for the trip */
550 game.optime = 10.0*game.dist/game.wfacsq;
551 if (game.optime >= 0.8*game.state.remtime) {
553 prout(_("First Officer Spock- \"Captain, I compute that such"));
554 proutn(_(" a trip would require approximately %2.0f"),
555 100.0*game.optime/game.state.remtime);
556 prout(_(" percent of our"));
557 proutn(_(" remaining time. Are you sure this is wise?\" "));
558 if (ja() == false) { game.ididit = false; game.optime=0; return;}
562 if (game.warpfac > 6.0) {
563 /* Decide if engine damage will occur */
564 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
567 game.dist = Rand()*game.dist;
569 /* Decide if time warp will occur */
570 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp = true;
571 if (idebug && game.warpfac==10 && !twarp) {
573 proutn("=== Force time warp? ");
574 if (ja() == true) twarp = true;
576 if (blooey || twarp) {
577 /* If time warp or engine damage, check path */
578 /* If it is obstructed, don't do warp or damage */
579 double angle = ((15.0-game.direc)*0.5235998);
580 double deltax = -sin(angle);
581 double deltay = cos(angle);
584 if (fabs(deltax) > fabs(deltay))
585 bigger = fabs(deltax);
587 bigger = fabs(deltay);
591 n = 10.0 * game.dist * bigger +0.5;
594 for (l = 1; l <= n; l++) {
599 if (!VALID_SECTOR(ix, iy)) break;
600 if (game.quad[ix][iy] != IHDOT) {
609 /* Activate Warp Engines and pay the cost */
611 if (game.alldone) return;
612 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
613 if (game.energy <= 0) finish(FNRG);
614 game.optime = 10.0*game.dist/game.wfacsq;
617 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
619 prout(_("Engineering to bridge--"));
620 prout(_(" Scott here. The warp engines are damaged."));
621 prout(_(" We'll have to reduce speed to warp 4."));
630 /* change the warp factor */
635 while ((key=scan()) == IHEOL) {
637 proutn(_("Warp factor- "));
644 if (game.damage[DWARPEN] > 10.0) {
645 prout(_("Warp engines inoperative."));
648 if (damaged(DWARPEN) && aaitem > 4.0) {
649 prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
650 prout(_(" but right now we can only go warp 4.\""));
654 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""));
658 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""));
661 oldfac = game.warpfac;
662 game.warpfac = aaitem;
663 game.wfacsq=game.warpfac*game.warpfac;
664 if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
665 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
669 if (game.warpfac < 8.00) {
670 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
673 if (game.warpfac == 10.0) {
674 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
677 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
681 void atover(bool igrab)
682 /* cope with being tossed out of quadrant by supernova or yanked by beam */
684 double power, distreq;
687 /* is captain on planet? */
689 if (damaged(DTRANSP)) {
693 prout(_("Scotty rushes to the transporter controls."));
695 prout(_("But with the shields up it's hopeless."));
698 prouts(_("His desperate attempt to rescue you . . ."));
704 prout(_("SUCCEEDS!"));
707 proutn(_("The crystals mined were "));
708 if (Rand() <= 0.25) {
719 /* Check to see if captain in shuttle craft */
720 if (game.icraft) finish(FSTRACTOR);
721 if (game.alldone) return;
723 /* Inform captain of attempt to reach safety */
727 prouts(_("***RED ALERT! RED ALERT!"));
731 prout(_(" has stopped in a quadrant containing"));
732 prouts(_(" a supernova."));
735 proutn(_("***Emergency automatic override attempts to hurl "));
738 prout(_("safely out of quadrant."));
739 if (!damaged(DRADIO))
740 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
741 /* Try to use warp engines */
742 if (damaged(DWARPEN)) {
744 prout(_("Warp engines damaged."));
748 game.warpfac = 6.0+2.0*Rand();
749 game.wfacsq = game.warpfac * game.warpfac;
750 prout(_("Warp factor set to %d"), (int)game.warpfac);
751 power = 0.75*game.energy;
752 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
753 distreq = 1.4142+Rand();
754 if (distreq < game.dist) game.dist = distreq;
755 game.optime = 10.0*game.dist/game.wfacsq;
756 game.direc = 12.0*Rand(); /* How dumb! */
758 game.inorbit = false;
761 /* This is bad news, we didn't leave quadrant. */
762 if (game.alldone) return;
764 prout(_("Insufficient energy to leave quadrant."));
769 /* Repeat if another snova */
770 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
772 finish(FWON); /* Snova killed remaining enemy. */
776 /* let's do the time warp again */
780 prout(_("***TIME WARP ENTERED."));
781 if (game.state.snap && Rand() < 0.5) {
782 /* Go back in time */
783 prout(_("You are traveling backwards in time %d stardates."),
784 (int)(game.state.date-game.snapsht.date));
785 game.state = game.snapsht;
786 game.state.snap = false;
787 if (game.state.remcom) {
788 schedule(FTBEAM, expran(game.intime/game.state.remcom));
789 schedule(FBATTAK, expran(0.3*game.intime));
791 schedule(FSNOVA, expran(0.5*game.intime));
792 /* next snapshot will be sooner */
793 schedule(FSNAP, expran(0.25*game.state.remtime));
795 if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
799 game.battle.x = game.battle.y = 0;
801 /* Make sure Galileo is consistant -- Snapshot may have been taken
802 when on planet, which would give us two Galileos! */
804 for (l = 0; l < game.inplan; l++) {
805 if (game.state.plnets[l].known == shuttle_down) {
807 if (game.iscraft == onship && game.ship==IHE) {
808 prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
809 game.iscraft = offship;
813 /* Likewise, if in the original time the Galileo was abandoned, but
814 was on ship earlier, it would have vanished -- lets restore it */
815 if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
816 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
817 game.iscraft = onship;
820 * There used to be code to do the actual reconstrction here,
821 * but the starchart is now part of the snapshotted galaxy state.
823 prout(_("Spock has reconstructed a correct star chart from memory"));
826 /* Go forward in time */
827 game.optime = -0.5*game.intime*log(Rand());
828 prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
829 /* cheat to make sure no tractor beams occur during time warp */
830 postpone(FTBEAM, game.optime);
831 game.damage[DRADIO] += game.optime;
834 events(); /* Stas Sergeev added this -- do pending events */
838 /* launch deep-space probe */
840 double angle, bigger;
842 /* New code to launch a deep space probe */
843 if (game.nprobes == 0) {
846 if (game.ship == IHE)
847 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
849 prout(_("Ye Faerie Queene has no deep space probes."));
855 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
858 if (is_scheduled(FDSPROB)) {
861 if (damaged(DRADIO) && game.condition != docked) {
862 prout(_("Spock- \"Records show the previous probe has not yet"));
863 prout(_(" reached its destination.\""));
866 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
872 /* slow mode, so let Kirk know how many probes there are left */
873 prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
874 proutn(_("Are you sure you want to fire a probe? "));
875 if (ja() == false) return;
878 game.isarmed = false;
879 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
883 else if (key == IHEOL) {
884 proutn(_("Arm NOVAMAX warhead? "));
888 if (game.direc == -1.0) return;
890 angle = ((15.0 - game.direc) * 0.5235988);
891 game.probeinx = -sin(angle);
892 game.probeiny = cos(angle);
893 if (fabs(game.probeinx) > fabs(game.probeiny))
894 bigger = fabs(game.probeinx);
896 bigger = fabs(game.probeiny);
898 game.probeiny /= bigger;
899 game.probeinx /= bigger;
900 game.proben = 10.0*game.dist*bigger +0.5;
901 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
902 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
903 game.probec = game.quadrant;
904 schedule(FDSPROB, 0.01); // Time to move one sector
905 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
911 * Here's how the mayday code works:
913 * First, the closest starbase is selected. If there is a
914 * a starbase in your own quadrant, you are in good shape.
915 * This distance takes quadrant distances into account only.
917 * A magic number is computed based on the distance which acts
918 * as the probability that you will be rematerialized. You
921 * When it is determined that you should be able to be remater-
922 * ialized (i.e., when the probability thing mentioned above
923 * comes up positive), you are put into that quadrant (anywhere).
924 * Then, we try to see if there is a spot adjacent to the star-
925 * base. If not, you can't be rematerialized!!! Otherwise,
926 * it drops you there. It only tries five times to find a spot
927 * to drop you. After that, it's your problem.
931 /* yell for help from nearest starbase */
933 /* There's more than one way to move in this game! */
934 double ddist, xdist, probf;
935 int line = 0, m, ix, iy;
938 /* Test for conditions which prevent calling for help */
939 if (game.condition == docked) {
940 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
943 if (damaged(DRADIO)) {
944 prout(_("Subspace radio damaged."));
947 if (game.state.rembase==0) {
948 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
952 proutn(_("You must be aboard the "));
957 /* OK -- call for help from nearest starbase */
959 if (game.base.x!=0) {
960 /* There's one in this quadrant */
961 ddist = distance(game.base, game.sector);
966 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
972 /* Since starbase not in quadrant, set up new quadrant */
973 game.quadrant = game.state.baseq[line];
976 /* dematerialize starship */
977 game.quad[game.sector.x][game.sector.y]=IHDOT;
978 proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
981 prout(_(" dematerializes."));
983 for (m = 1; m <= 5; m++) {
984 ix = game.base.x+3.0*Rand()-1;
985 iy = game.base.y+3.0*Rand()-1;
986 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
987 /* found one -- finish up */
993 if (game.sector.x==0){
994 prout(_("You have been lost in space..."));
995 finish(FMATERIALIZE);
998 /* Give starbase three chances to rematerialize starship */
999 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
1000 for (m = 1; m <= 3; m++) {
1002 case 1: proutn(_("1st")); break;
1003 case 2: proutn(_("2nd")); break;
1004 case 3: proutn(_("3rd")); break;
1006 proutn(_(" attempt to re-materialize "));
1009 case 1: game.quad[ix][iy]=IHMATER0;
1011 case 2: game.quad[ix][iy]=IHMATER1;
1013 case 3: game.quad[ix][iy]=IHMATER2;
1018 if (Rand() > probf) break;
1024 game.quad[ix][iy]=IHQUEST;
1027 setwnd(message_window);
1028 finish(FMATERIALIZE);
1031 game.quad[ix][iy]=game.ship;
1033 prout(_("succeeds."));
1037 prout(_("Lt. Uhura- \"Captain, we made it!\""));