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 ship."));
277 while (navmode == unspecified) {
278 if (damaged(DNAVSYS)) {
280 prout(_("Computer damaged; manual navigation only"));
282 prout(_("Computer damaged; manual movement only"));
288 if (isprobe && akey != -1) {
289 /* For probe launch, use pre-scanned value first time */
297 proutn(_("Manual or automatic- "));
301 else if (key == IHALPHA) {
302 if (isit("manual")) {
307 else if (isit("automatic")) {
320 prout(_("(Manual navigation assumed.)"));
322 prout(_("(Manual movement assumed.)"));
328 if (navmode == automatic) {
329 while (key == IHEOL) {
331 proutn(_("Target quadrant or quadrant§or- "));
333 proutn(_("Destination sector or quadrant§or- "));
352 /* both quadrant and sector specified */
368 /* only quadrant specified -- go to center of dest quad */
379 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
387 prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
388 cramlc(sector, incr));
391 else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
393 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
394 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
397 while (key == IHEOL) {
398 proutn(_("X and Y displacements- "));
416 /* Check for zero movement */
417 if (deltax == 0 && deltay == 0) {
421 if (itemp == verbose && !isprobe) {
423 prout(_("Helmsman Sulu- \"Aye, Sir.\""));
425 game.dist = sqrt(deltax*deltax + deltay*deltay);
426 game.direc = atan2(deltax, deltay)*1.90985932;
427 if (game.direc < 0.0) game.direc += 12.0;
435 /* move under impulse power */
440 if (damaged(DIMPULS)) {
443 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
447 if (game.energy > 30.0) {
449 if (game.direc == -1.0) return;
450 power = 20.0 + 100.0*game.dist;
455 if (power >= game.energy) {
456 /* Insufficient power for trip */
458 prout(_("First Officer Spock- \"Captain, the impulse engines"));
459 prout(_("require 20.0 units to engage, plus 100.0 units per"));
460 if (game.energy > 30) {
461 proutn(_("quadrant. We can go, therefore, a maximum of %d"),
462 (int)(0.01 * (game.energy-20.0)-0.05));
463 prout(_(" quadrants.\""));
466 prout(_("quadrant. They are, therefore, useless.\""));
471 /* Make sure enough time is left for the trip */
472 game.optime = game.dist/0.095;
473 if (game.optime >= game.state.remtime) {
474 prout(_("First Officer Spock- \"Captain, our speed under impulse"));
475 prout(_("power is only 0.95 sectors per stardate. Are you sure"));
476 proutn(_("we dare spend the time?\" "));
477 if (ja() == false) return;
479 /* Activate impulse engines and pay the cost */
482 if (game.alldone) return;
483 power = 20.0 + 100.0*game.dist;
484 game.energy -= power;
485 game.optime = game.dist/0.095;
486 if (game.energy <= 0) finish(FNRG);
491 void warp(bool timewarp)
492 /* move under warp drive */
495 bool blooey = false, twarp = false;
498 if (!timewarp) { /* Not WARPX entry */
500 if (game.damage[DWARPEN] > 10.0) {
503 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
506 if (damaged(DWARPEN) && game.warpfac > 4.0) {
509 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
510 prout(_(" is repaired, I can only give you warp 4.\""));
514 /* Read in course and distance */
516 if (game.direc == -1.0) return;
518 /* Make sure starship has enough energy for the trip */
519 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
522 if (power >= game.energy) {
523 /* Insufficient power for trip */
526 prout(_("Engineering to bridge--"));
527 if (!game.shldup || 0.5*power > game.energy) {
528 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
530 prout(_("We can't do it, Captain. We don't have enough energy."));
533 proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
536 prout(_("if you'll lower the shields."));
543 prout(_("We haven't the energy to go that far with the shields up."));
547 /* Make sure enough time is left for the trip */
548 game.optime = 10.0*game.dist/game.wfacsq;
549 if (game.optime >= 0.8*game.state.remtime) {
551 prout(_("First Officer Spock- \"Captain, I compute that such"));
552 proutn(_(" a trip would require approximately %2.0f"),
553 100.0*game.optime/game.state.remtime);
554 prout(_(" percent of our"));
555 proutn(_(" remaining time. Are you sure this is wise?\" "));
556 if (ja() == false) { game.ididit = false; game.optime=0; return;}
560 if (game.warpfac > 6.0) {
561 /* Decide if engine damage will occur */
562 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
565 game.dist = Rand()*game.dist;
567 /* Decide if time warp will occur */
568 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp = true;
569 if (idebug && game.warpfac==10 && !twarp) {
571 proutn("=== Force time warp? ");
572 if (ja() == true) twarp = true;
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-game.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 * game.dist * bigger +0.5;
592 for (l = 1; l <= n; l++) {
597 if (!VALID_SECTOR(ix, iy)) break;
598 if (game.quad[ix][iy] != IHDOT) {
607 /* Activate Warp Engines and pay the cost */
609 if (game.alldone) return;
610 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
611 if (game.energy <= 0) finish(FNRG);
612 game.optime = 10.0*game.dist/game.wfacsq;
615 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
617 prout(_("Engineering to bridge--"));
618 prout(_(" Scott here. The warp engines are damaged."));
619 prout(_(" We'll have to reduce speed to warp 4."));
628 /* change the warp factor */
633 while ((key=scan()) == IHEOL) {
635 proutn(_("Warp factor- "));
642 if (game.damage[DWARPEN] > 10.0) {
643 prout(_("Warp engines inoperative."));
646 if (damaged(DWARPEN) && 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 prout(_("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(bool igrab)
680 /* cope with being tossed out of quadrant by supernova or yanked by beam */
682 double power, distreq;
685 /* is captain on planet? */
687 if (damaged(DTRANSP)) {
691 prout(_("Scotty rushes to the transporter controls."));
693 prout(_("But with the shields up it's hopeless."));
696 prouts(_("His desperate attempt to rescue you . . ."));
702 prout(_("SUCCEEDS!"));
705 proutn(_("The crystals mined were "));
706 if (Rand() <= 0.25) {
717 /* Check to see if captain in shuttle craft */
718 if (game.icraft) finish(FSTRACTOR);
719 if (game.alldone) return;
721 /* Inform captain of attempt to reach safety */
725 prouts(_("***RED ALERT! RED ALERT!"));
729 prout(_(" has stopped in a quadrant containing"));
730 prouts(_(" a supernova."));
733 proutn(_("***Emergency automatic override attempts to hurl "));
736 prout(_("safely out of quadrant."));
737 if (!damaged(DRADIO))
738 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
739 /* Try to use warp engines */
740 if (damaged(DWARPEN)) {
742 prout(_("Warp engines damaged."));
746 game.warpfac = 6.0+2.0*Rand();
747 game.wfacsq = game.warpfac * game.warpfac;
748 prout(_("Warp factor set to %d"), (int)game.warpfac);
749 power = 0.75*game.energy;
750 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
751 distreq = 1.4142+Rand();
752 if (distreq < game.dist) game.dist = distreq;
753 game.optime = 10.0*game.dist/game.wfacsq;
754 game.direc = 12.0*Rand(); /* How dumb! */
756 game.inorbit = false;
759 /* This is bad news, we didn't leave quadrant. */
760 if (game.alldone) return;
762 prout(_("Insufficient energy to leave quadrant."));
767 /* Repeat if another snova */
768 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
770 finish(FWON); /* Snova killed remaining enemy. */
774 /* let's do the time warp again */
778 prout(_("***TIME WARP ENTERED."));
779 if (game.state.snap && Rand() < 0.5) {
780 /* Go back in time */
781 prout(_("You are traveling backwards in time %d stardates."),
782 (int)(game.state.date-game.snapsht.date));
783 game.state = game.snapsht;
784 game.state.snap = false;
785 if (game.state.remcom) {
786 schedule(FTBEAM, expran(game.intime/game.state.remcom));
787 schedule(FBATTAK, expran(0.3*game.intime));
789 schedule(FSNOVA, expran(0.5*game.intime));
790 /* next snapshot will be sooner */
791 schedule(FSNAP, expran(0.25*game.state.remtime));
793 if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
797 game.battle.x = game.battle.y = 0;
799 /* Make sure Galileo is consistant -- Snapshot may have been taken
800 when on planet, which would give us two Galileos! */
802 for (l = 0; l < game.inplan; l++) {
803 if (game.state.plnets[l].known == shuttle_down) {
805 if (game.iscraft == onship && game.ship==IHE) {
806 prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
807 game.iscraft = offship;
811 /* Likewise, if in the original time the Galileo was abandoned, but
812 was on ship earlier, it would have vanished -- lets restore it */
813 if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
814 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
815 game.iscraft = onship;
818 * There used to be code to do the actual reconstrction here,
819 * but the starchart is now part of the snapshotted galaxy state.
821 prout(_("Spock has reconstructed a correct star chart from memory"));
824 /* Go forward in time */
825 game.optime = -0.5*game.intime*log(Rand());
826 prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
827 /* cheat to make sure no tractor beams occur during time warp */
828 postpone(FTBEAM, game.optime);
829 game.damage[DRADIO] += game.optime;
832 events(); /* Stas Sergeev added this -- do pending events */
836 /* launch deep-space probe */
838 double angle, bigger;
840 /* New code to launch a deep space probe */
841 if (game.nprobes == 0) {
844 if (game.ship == IHE)
845 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
847 prout(_("Ye Faerie Queene has no deep space probes."));
853 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
856 if (is_scheduled(FDSPROB)) {
859 if (damaged(DRADIO) && game.condition != docked) {
860 prout(_("Spock- \"Records show the previous probe has not yet"));
861 prout(_(" reached its destination.\""));
864 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
870 /* slow mode, so let Kirk know how many probes there are left */
871 prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
872 proutn(_("Are you sure you want to fire a probe? "));
873 if (ja() == false) return;
876 game.isarmed = false;
877 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
881 else if (key == IHEOL) {
882 proutn(_("Arm NOVAMAX warhead? "));
886 if (game.direc == -1.0) return;
888 angle = ((15.0 - game.direc) * 0.5235988);
889 game.probeinx = -sin(angle);
890 game.probeiny = cos(angle);
891 if (fabs(game.probeinx) > fabs(game.probeiny))
892 bigger = fabs(game.probeinx);
894 bigger = fabs(game.probeiny);
896 game.probeiny /= bigger;
897 game.probeinx /= bigger;
898 game.proben = 10.0*game.dist*bigger +0.5;
899 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
900 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
901 game.probec = game.quadrant;
902 schedule(FDSPROB, 0.01); // Time to move one sector
903 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
909 * Here's how the mayday code works:
911 * First, the closest starbase is selected. If there is a
912 * a starbase in your own quadrant, you are in good shape.
913 * This distance takes quadrant distances into account only.
915 * A magic number is computed based on the distance which acts
916 * as the probability that you will be rematerialized. You
919 * When it is determined that you should be able to be remater-
920 * ialized (i.e., when the probability thing mentioned above
921 * comes up positive), you are put into that quadrant (anywhere).
922 * Then, we try to see if there is a spot adjacent to the star-
923 * base. If not, you can't be rematerialized!!! Otherwise,
924 * it drops you there. It only tries five times to find a spot
925 * to drop you. After that, it's your problem.
929 /* yell for help from nearest starbase */
931 /* There's more than one way to move in this game! */
932 double ddist, xdist, probf;
933 int line = 0, m, ix, iy;
936 /* Test for conditions which prevent calling for help */
937 if (game.condition == docked) {
938 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
941 if (damaged(DRADIO)) {
942 prout(_("Subspace radio damaged."));
945 if (game.state.rembase==0) {
946 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
950 proutn(_("You must be aboard the "));
955 /* OK -- call for help from nearest starbase */
957 if (game.base.x!=0) {
958 /* There's one in this quadrant */
959 ddist = distance(game.base, game.sector);
964 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
970 /* Since starbase not in quadrant, set up new quadrant */
971 game.quadrant = game.state.baseq[line];
974 /* dematerialize starship */
975 game.quad[game.sector.x][game.sector.y]=IHDOT;
976 proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
979 prout(_(" dematerializes."));
981 for (m = 1; m <= 5; m++) {
982 ix = game.base.x+3.0*Rand()-1;
983 iy = game.base.y+3.0*Rand()-1;
984 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
985 /* found one -- finish up */
991 if (game.sector.x==0){
992 prout(_("You have been lost in space..."));
993 finish(FMATERIALIZE);
996 /* Give starbase three chances to rematerialize starship */
997 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
998 for (m = 1; m <= 3; m++) {
1000 case 1: proutn(_("1st")); break;
1001 case 2: proutn(_("2nd")); break;
1002 case 3: proutn(_("3rd")); break;
1004 proutn(_(" attempt to re-materialize "));
1007 case 1: game.quad[ix][iy]=IHMATER0;
1009 case 2: game.quad[ix][iy]=IHMATER1;
1011 case 3: game.quad[ix][iy]=IHMATER2;
1016 if (Rand() > probf) break;
1022 game.quad[ix][iy]=IHQUEST;
1025 setwnd(message_window);
1026 finish(FMATERIALIZE);
1029 game.quad[ix][iy]=game.ship;
1031 prout(_("succeeds."));
1035 prout(_("Lt. Uhura- \"Captain, we made it!\""));
1041 ** The ship is abandoned. If your current ship is the Faire
1042 ** Queene, or if your shuttlecraft is dead, you're out of
1043 ** luck. You need the shuttlecraft in order for the captain
1044 ** (that's you!!) to escape.
1046 ** Your crew can beam to an inhabited starsystem in the
1047 ** quadrant, if there is one and if the transporter is working.
1048 ** If there is no inhabited starsystem, or if the transporter
1049 ** is out, they are left to die in outer space.
1051 ** If there are no starbases left, you are captured by the
1052 ** Klingons, who torture you mercilessly. However, if there
1053 ** is at least one starbase, you are returned to the
1054 ** Federation in a prisoner of war exchange. Of course, this
1055 ** can't happen unless you have taken some prisoners.
1066 if (game.condition==docked) {
1067 if (game.ship!=IHE) {
1068 prout(_("You cannot abandon Ye Faerie Queene."));
1073 /* Must take shuttle craft to exit */
1074 if (game.damage[DSHUTTL]==-1) {
1075 prout(_("Ye Faerie Queene has no shuttle craft."));
1078 if (game.damage[DSHUTTL]<0) {
1079 prout(_("Shuttle craft now serving Big Macs."));
1082 if (game.damage[DSHUTTL]>0) {
1083 prout(_("Shuttle craft damaged."));
1087 prout(_("You must be aboard the Enterprise."));
1090 if (game.iscraft != onship) {
1091 prout(_("Shuttle craft not currently available."));
1094 /* Print abandon ship messages */
1096 prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
1098 prouts(_("***ALL HANDS ABANDON SHIP!"));
1100 prout(_("Captain and crew escape in shuttle craft."));
1101 if (game.state.rembase==0) {
1102 /* Oops! no place to go... */
1106 q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
1107 /* Dispose of crew */
1108 if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
1109 prout(_("Remainder of ship's complement beam down"));
1110 prout(_("to nearest habitable planet."));
1111 } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
1112 prout(_("Remainder of ship's complement beam down"));
1113 prout(_("to %s."), systnames[q->planet]);
1115 prout(_("Entire crew of %d left to die in outer space."));
1116 game.casual += game.state.crew;
1117 game.abandoned += game.state.crew;
1120 /* If at least one base left, give 'em the Faerie Queene */
1122 game.icrystl = false; /* crystals are lost */
1123 game.nprobes = 0; /* No probes */
1124 prout(_("You are captured by Klingons and released to"));
1125 prout(_("the Federation in a prisoner-of-war exchange."));
1126 nb = Rand()*game.state.rembase+1;
1127 /* Set up quadrant and position FQ adjacient to base */
1128 if (!same(game.quadrant, game.state.baseq[nb])) {
1129 game.quadrant = game.state.baseq[nb];
1130 game.sector.x = game.sector.y = 5;
1134 /* position next to base by trial and error */
1135 game.quad[game.sector.x][game.sector.y] = IHDOT;
1137 game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
1138 game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
1139 if (VALID_SECTOR(game.sector.x, game.sector.y) &&
1140 game.quad[game.sector.x][game.sector.y] == IHDOT) break;
1142 if (l < QUADSIZE+1) break; /* found a spot */
1143 game.sector.x=QUADSIZE/2;
1144 game.sector.y=QUADSIZE/2;
1148 /* Get new commission */
1149 game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
1150 game.state.crew = FULLCREW;
1151 prout(_("Starfleet puts you in command of another ship,"));
1152 prout(_("the Faerie Queene, which is antiquated but,"));
1153 prout(_("still useable."));
1154 if (game.icrystl) prout(_("The dilithium crystals have been moved."));
1156 game.iscraft = offship; /* Galileo disappears */
1158 game.condition=docked;
1159 for (l = 0; l < NDEVICES; l++)
1160 game.damage[l] = 0.0;
1161 game.damage[DSHUTTL] = -1;
1162 game.energy = game.inenrg = 3000.0;
1163 game.shield = game.inshld = 1250.0;
1164 game.torps = game.intorps = 6;
1165 game.lsupres=game.inlsr=3.0;