5 static void getcd(bool, int);
7 void imove(bool novapush)
8 /* movement execution for warp, impulse, 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 && !novapush) {
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(false);
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)
202 for_local_enemies(m) game.kavgd[m] = game.kdist[m];
206 setwnd(message_window);
210 void dock(bool verbose)
211 /* dock our ship at a starbase */
214 if (game.condition == docked && verbose) {
215 prout(_("Already docked."));
219 prout(_("You must first leave standard orbit."));
222 if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
224 prout(_(" not adjacent to base."));
227 game.condition = docked;
228 if (verbose) prout(_("Docked."));
230 if (game.energy < game.inenrg) game.energy = game.inenrg;
231 game.shield = game.inshld;
232 game.torps = game.intorps;
233 game.lsupres = game.inlsr;
234 game.state.crew = FULLCREW;
235 if (!damaged(DRADIO) &&
236 (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
237 /* get attack report from base */
238 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
245 * This program originally required input in terms of a (clock)
246 * direction and distance. Somewhere in history, it was changed to
247 * cartesian coordinates. So we need to convert. I think
248 * "manual" input should still be done this way -- it's a real
249 * pain if the computer isn't working! Manual mode is still confusing
250 * because it involves giving x and y motions, yet the coordinates
251 * are always displayed y - x, where +y is downward!
254 static void getcd(bool isprobe, int akey)
255 /* get course and distance */
257 int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
258 double xi, xj, xk, xl;
259 double deltax, deltay;
260 enum {unspecified, manual, automatic} navmode = unspecified;
261 enum {curt, normal, verbose} itemp = curt;
263 bool iprompt = false;
265 /* Get course direction and distance. If user types bad values, return
266 with DIREC = -1.0. */
270 if (game.landed && !isprobe) {
271 prout(_("Dummy! You can't leave standard orbit until you"));
272 proutn(_("are back aboard the ship."));
276 while (navmode == unspecified) {
277 if (damaged(DNAVSYS)) {
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-scanned 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.)"));
327 if (navmode == automatic) {
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(incr.x,incr.y)) {
386 prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
387 cramlc(sector, incr));
390 else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
392 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
393 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
396 while (key == IHEOL) {
397 proutn(_("X and Y displacements- "));
415 /* Check for zero movement */
416 if (deltax == 0 && deltay == 0) {
420 if (itemp == verbose && !isprobe) {
422 prout(_("Helmsman Sulu- \"Aye, Sir.\""));
424 game.dist = sqrt(deltax*deltax + deltay*deltay);
425 game.direc = atan2(deltax, deltay)*1.90985932;
426 if (game.direc < 0.0) game.direc += 12.0;
434 /* move under impulse power */
439 if (damaged(DIMPULS)) {
442 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
446 if (game.energy > 30.0) {
448 if (game.direc == -1.0) return;
449 power = 20.0 + 100.0*game.dist;
454 if (power >= game.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"));
459 if (game.energy > 30) {
460 proutn(_("quadrant. We can go, therefore, a maximum of %d"),
461 (int)(0.01 * (game.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 */
471 game.optime = game.dist/0.095;
472 if (game.optime >= 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() == false) return;
478 /* Activate impulse engines and pay the cost */
481 if (game.alldone) return;
482 power = 20.0 + 100.0*game.dist;
483 game.energy -= power;
484 game.optime = game.dist/0.095;
485 if (game.energy <= 0) finish(FNRG);
490 void warp(bool timewarp)
491 /* move under warp drive */
494 bool blooey = false, twarp = false;
497 if (!timewarp) { /* Not WARPX entry */
499 if (game.damage[DWARPEN] > 10.0) {
502 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
505 if (damaged(DWARPEN) && game.warpfac > 4.0) {
508 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
509 prout(_(" is repaired, I can only give you warp 4.\""));
513 /* Read in course and distance */
515 if (game.direc == -1.0) return;
517 /* Make sure starship has enough energy for the trip */
518 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
521 if (power >= game.energy) {
522 /* Insufficient power for trip */
525 prout(_("Engineering to bridge--"));
526 if (!game.shldup || 0.5*power > game.energy) {
527 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
529 prout(_("We can't do it, Captain. We don't have enough energy."));
532 proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
535 prout(_("if you'll lower the shields."));
542 prout(_("We haven't the energy to go that far with the shields up."));
546 /* Make sure enough time is left for the trip */
547 game.optime = 10.0*game.dist/game.wfacsq;
548 if (game.optime >= 0.8*game.state.remtime) {
550 prout(_("First Officer Spock- \"Captain, I compute that such"));
551 proutn(_(" a trip would require approximately %2.0f"),
552 100.0*game.optime/game.state.remtime);
553 prout(_(" percent of our"));
554 proutn(_(" remaining time. Are you sure this is wise?\" "));
555 if (ja() == false) { game.ididit = false; game.optime=0; return;}
559 if (game.warpfac > 6.0) {
560 /* Decide if engine damage will occur */
561 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
564 game.dist = Rand()*game.dist;
566 /* Decide if time warp will occur */
567 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp = true;
568 if (idebug && game.warpfac==10 && !twarp) {
570 proutn("=== Force time warp? ");
571 if (ja() == true) twarp = true;
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-game.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 * game.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 */
608 if (game.alldone) return;
609 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
610 if (game.energy <= 0) finish(FNRG);
611 game.optime = 10.0*game.dist/game.wfacsq;
614 game.damage[DWARPEN] = game.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."));
627 /* change the warp factor */
632 while ((key=scan()) == IHEOL) {
634 proutn(_("Warp factor- "));
641 if (game.damage[DWARPEN] > 10.0) {
642 prout(_("Warp engines inoperative."));
645 if (damaged(DWARPEN) && aaitem > 4.0) {
646 prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
647 prout(_(" 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.\""));
658 oldfac = game.warpfac;
659 game.warpfac = aaitem;
660 game.wfacsq=game.warpfac*game.warpfac;
661 if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
662 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
666 if (game.warpfac < 8.00) {
667 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
670 if (game.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(bool igrab)
679 /* cope with being tossed out of quadrant by supernova or yanked by beam */
681 double power, distreq;
684 /* is captain on planet? */
686 if (damaged(DTRANSP)) {
690 prout(_("Scotty rushes to the transporter controls."));
692 prout(_("But with the shields up it's hopeless."));
695 prouts(_("His desperate attempt to rescue you . . ."));
701 prout(_("SUCCEEDS!"));
704 proutn(_("The crystals mined were "));
705 if (Rand() <= 0.25) {
716 /* Check to see if captain in shuttle craft */
717 if (game.icraft) finish(FSTRACTOR);
718 if (game.alldone) return;
720 /* Inform captain of attempt to reach safety */
724 prouts(_("***RED ALERT! RED ALERT!"));
728 prout(_(" has stopped in a quadrant containing"));
729 prouts(_(" a supernova."));
732 proutn(_("***Emergency automatic override attempts to hurl "));
735 prout(_("safely out of quadrant."));
736 if (!damaged(DRADIO))
737 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
738 /* Try to use warp engines */
739 if (damaged(DWARPEN)) {
741 prout(_("Warp engines damaged."));
745 game.warpfac = 6.0+2.0*Rand();
746 game.wfacsq = game.warpfac * game.warpfac;
747 prout(_("Warp factor set to %d"), (int)game.warpfac);
748 power = 0.75*game.energy;
749 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
750 distreq = 1.4142+Rand();
751 if (distreq < game.dist) game.dist = distreq;
752 game.optime = 10.0*game.dist/game.wfacsq;
753 game.direc = 12.0*Rand(); /* How dumb! */
755 game.inorbit = false;
758 /* This is bad news, we didn't leave quadrant. */
759 if (game.alldone) return;
761 prout(_("Insufficient energy to leave quadrant."));
766 /* Repeat if another snova */
767 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
769 finish(FWON); /* Snova killed remaining enemy. */
773 /* let's do the time warp again */
777 prout(_("***TIME WARP ENTERED."));
778 if (game.state.snap && Rand() < 0.5) {
779 /* Go back in time */
780 prout(_("You are traveling backwards in time %d stardates."),
781 (int)(game.state.date-game.snapsht.date));
782 game.state = game.snapsht;
783 game.state.snap = false;
784 if (game.state.remcom) {
785 schedule(FTBEAM, expran(game.intime/game.state.remcom));
786 schedule(FBATTAK, expran(0.3*game.intime));
788 schedule(FSNOVA, expran(0.5*game.intime));
789 /* next snapshot will be sooner */
790 schedule(FSNAP, expran(0.25*game.state.remtime));
792 if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
796 game.battle.x = game.battle.y = 0;
798 /* Make sure Galileo is consistant -- Snapshot may have been taken
799 when on planet, which would give us two Galileos! */
801 for (l = 0; l < game.inplan; l++) {
802 if (game.state.plnets[l].known == shuttle_down) {
804 if (game.iscraft == onship && game.ship==IHE) {
805 prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
806 game.iscraft = offship;
810 /* Likewise, if in the original time the Galileo was abandoned, but
811 was on ship earlier, it would have vanished -- lets restore it */
812 if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
813 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
814 game.iscraft = onship;
817 * There used to be code to do the actual reconstrction here,
818 * but the starchart is now part of the snapshotted galaxy state.
820 prout(_("Spock has reconstructed a correct star chart from memory"));
823 /* Go forward in time */
824 game.optime = -0.5*game.intime*log(Rand());
825 prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
826 /* cheat to make sure no tractor beams occur during time warp */
827 postpone(FTBEAM, game.optime);
828 game.damage[DRADIO] += game.optime;
831 events(); /* Stas Sergeev added this -- do pending events */
835 /* launch deep-space probe */
837 double angle, bigger;
839 /* New code to launch a deep space probe */
840 if (game.nprobes == 0) {
843 if (game.ship == IHE)
844 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
846 prout(_("Ye Faerie Queene has no deep space probes."));
852 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
855 if (is_scheduled(FDSPROB)) {
858 if (damaged(DRADIO) && game.condition != docked) {
859 prout(_("Spock- \"Records show the previous probe has not yet"));
860 prout(_(" reached its destination.\""));
863 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
869 /* slow mode, so let Kirk know how many probes there are left */
870 prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
871 proutn(_("Are you sure you want to fire a probe? "));
872 if (ja() == false) return;
875 game.isarmed = false;
876 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
880 else if (key == IHEOL) {
881 proutn(_("Arm NOVAMAX warhead? "));
885 if (game.direc == -1.0) return;
887 angle = ((15.0 - game.direc) * 0.5235988);
888 game.probeinx = -sin(angle);
889 game.probeiny = cos(angle);
890 if (fabs(game.probeinx) > fabs(game.probeiny))
891 bigger = fabs(game.probeinx);
893 bigger = fabs(game.probeiny);
895 game.probeiny /= bigger;
896 game.probeinx /= bigger;
897 game.proben = 10.0*game.dist*bigger +0.5;
898 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
899 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
900 game.probec = game.quadrant;
901 schedule(FDSPROB, 0.01); // Time to move one sector
902 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
908 * Here's how the mayday code works:
910 * First, the closest starbase is selected. If there is a
911 * a starbase in your own quadrant, you are in good shape.
912 * This distance takes quadrant distances into account only.
914 * A magic number is computed based on the distance which acts
915 * as the probability that you will be rematerialized. You
918 * When it is determined that you should be able to be remater-
919 * ialized (i.e., when the probability thing mentioned above
920 * comes up positive), you are put into that quadrant (anywhere).
921 * Then, we try to see if there is a spot adjacent to the star-
922 * base. If not, you can't be rematerialized!!! Otherwise,
923 * it drops you there. It only tries five times to find a spot
924 * to drop you. After that, it's your problem.
928 /* yell for help from nearest starbase */
930 /* There's more than one way to move in this game! */
931 double ddist, xdist, probf;
932 int line = 0, m, ix, iy;
935 /* Test for conditions which prevent calling for help */
936 if (game.condition == docked) {
937 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
940 if (damaged(DRADIO)) {
941 prout(_("Subspace radio damaged."));
944 if (game.state.rembase==0) {
945 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
949 proutn(_("You must be aboard the "));
954 /* OK -- call for help from nearest starbase */
956 if (game.base.x!=0) {
957 /* There's one in this quadrant */
958 ddist = distance(game.base, game.sector);
963 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
969 /* Since starbase not in quadrant, set up new quadrant */
970 game.quadrant = game.state.baseq[line];
973 /* dematerialize starship */
974 game.quad[game.sector.x][game.sector.y]=IHDOT;
975 proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
978 prout(_(" dematerializes."));
980 for (m = 1; m <= 5; m++) {
981 ix = game.base.x+3.0*Rand()-1;
982 iy = game.base.y+3.0*Rand()-1;
983 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
984 /* found one -- finish up */
990 if (game.sector.x==0){
991 prout(_("You have been lost in space..."));
992 finish(FMATERIALIZE);
995 /* Give starbase three chances to rematerialize starship */
996 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
997 for (m = 1; m <= 3; m++) {
999 case 1: proutn(_("1st")); break;
1000 case 2: proutn(_("2nd")); break;
1001 case 3: proutn(_("3rd")); break;
1003 proutn(_(" attempt to re-materialize "));
1006 case 1: game.quad[ix][iy]=IHMATER0;
1008 case 2: game.quad[ix][iy]=IHMATER1;
1010 case 3: game.quad[ix][iy]=IHMATER2;
1015 if (Rand() > probf) break;
1021 game.quad[ix][iy]=IHQUEST;
1024 setwnd(message_window);
1025 finish(FMATERIALIZE);
1028 game.quad[ix][iy]=game.ship;
1030 prout(_("succeeds."));
1034 prout(_("Lt. Uhura- \"Captain, we made it!\""));
1040 ** The ship is abandoned. If your current ship is the Faire
1041 ** Queene, or if your shuttlecraft is dead, you're out of
1042 ** luck. You need the shuttlecraft in order for the captain
1043 ** (that's you!!) to escape.
1045 ** Your crew can beam to an inhabited starsystem in the
1046 ** quadrant, if there is one and if the transporter is working.
1047 ** If there is no inhabited starsystem, or if the transporter
1048 ** is out, they are left to die in outer space.
1050 ** If there are no starbases left, you are captured by the
1051 ** Klingons, who torture you mercilessly. However, if there
1052 ** is at least one starbase, you are returned to the
1053 ** Federation in a prisoner of war exchange. Of course, this
1054 ** can't happen unless you have taken some prisoners.
1065 if (game.condition==docked) {
1066 if (game.ship!=IHE) {
1067 prout(_("You cannot abandon Ye Faerie Queene."));
1072 /* Must take shuttle craft to exit */
1073 if (game.damage[DSHUTTL]==-1) {
1074 prout(_("Ye Faerie Queene has no shuttle craft."));
1077 if (game.damage[DSHUTTL]<0) {
1078 prout(_("Shuttle craft now serving Big Macs."));
1081 if (game.damage[DSHUTTL]>0) {
1082 prout(_("Shuttle craft damaged."));
1086 prout(_("You must be aboard the Enterprise."));
1089 if (game.iscraft != onship) {
1090 prout(_("Shuttle craft not currently available."));
1093 /* Print abandon ship messages */
1095 prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
1097 prouts(_("***ALL HANDS ABANDON SHIP!"));
1099 prout(_("Captain and crew escape in shuttle craft."));
1100 if (game.state.rembase==0) {
1101 /* Oops! no place to go... */
1105 q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
1106 /* Dispose of crew */
1107 if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
1108 prout(_("Remainder of ship's complement beam down"));
1109 prout(_("to nearest habitable planet."));
1110 } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
1111 prout(_("Remainder of ship's complement beam down"));
1112 prout(_("to %s."), systnames[q->planet]);
1114 prout(_("Entire crew of %d left to die in outer space."));
1115 game.casual += game.state.crew;
1116 game.abandoned += game.state.crew;
1119 /* If at least one base left, give 'em the Faerie Queene */
1121 game.icrystl = false; /* crystals are lost */
1122 game.nprobes = 0; /* No probes */
1123 prout(_("You are captured by Klingons and released to"));
1124 prout(_("the Federation in a prisoner-of-war exchange."));
1125 nb = Rand()*game.state.rembase+1;
1126 /* Set up quadrant and position FQ adjacient to base */
1127 if (!same(game.quadrant, game.state.baseq[nb])) {
1128 game.quadrant = game.state.baseq[nb];
1129 game.sector.x = game.sector.y = 5;
1133 /* position next to base by trial and error */
1134 game.quad[game.sector.x][game.sector.y] = IHDOT;
1136 game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
1137 game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
1138 if (VALID_SECTOR(game.sector.x, game.sector.y) &&
1139 game.quad[game.sector.x][game.sector.y] == IHDOT) break;
1141 if (l < QUADSIZE+1) break; /* found a spot */
1142 game.sector.x=QUADSIZE/2;
1143 game.sector.y=QUADSIZE/2;
1147 /* Get new commission */
1148 game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
1149 game.state.crew = FULLCREW;
1150 prout(_("Starfleet puts you in command of another ship,"));
1151 prout(_("the Faerie Queene, which is antiquated but,"));
1152 prout(_("still useable."));
1153 if (game.icrystl) prout(_("The dilithium crystals have been moved."));
1155 game.iscraft = offship; /* Galileo disappears */
1157 game.condition=docked;
1158 for (l = 0; l < NDEVICES; l++)
1159 game.damage[l] = 0.0;
1160 game.damage[DSHUTTL] = -1;
1161 game.energy = game.inenrg = 3000.0;
1162 game.shield = game.inshld = 1250.0;
1163 game.torps = game.intorps = 6;
1164 game.lsupres=game.inlsr=3.0;