-#include <unistd.h>
-#include "sstlinux.h"
-#include "sst.h"
-
-static void getcd(int, int);
-
-void imove(void)
-{
- double angle, deltax, deltay, bigger, x, y,
- finald, finalx, finaly, stopegy, probf;
- int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
-
- if (game.inorbit) {
- prout("Helmsman Sulu- \"Leaving standard orbit.\"");
- game.inorbit = FALSE;
- }
-
- angle = ((15.0 - game.direc) * 0.5235988);
- deltax = -sin(angle);
- deltay = cos(angle);
- if (fabs(deltax) > fabs(deltay))
- bigger = fabs(deltax);
- else
- bigger = fabs(deltay);
-
- deltay /= bigger;
- deltax /= bigger;
-
- /* If tractor beam is to occur, don't move full distance */
- if (game.state.date+game.optime >= game.future[FTBEAM]) {
- trbeam = 1;
- game.condit = IHRED;
- game.dist = game.dist*(game.future[FTBEAM]-game.state.date)/game.optime + 0.1;
- game.optime = game.future[FTBEAM] - game.state.date + 1e-5;
- }
- /* Move within the quadrant */
- game.quad[game.sectx][game.secty] = IHDOT;
- x = game.sectx;
- y = game.secty;
- n = 10.0*game.dist*bigger+0.5;
-
- if (n > 0) {
- for (l = 1; l <= n; l++) {
- ix = (x += deltax) + 0.5;
- iy = (y += deltay) + 0.5;
- if (!VALID_SECTOR(ix, iy)) {
- /* Leaving quadrant -- allow final enemy attack */
- /* Don't do it if being pushed by Nova */
- if (game.nenhere != 0 && game.iattak != 2) {
- newcnd();
- for_local_enemies(l) {
- finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
- (iy-game.ky[l])*(double)(iy-game.ky[l]));
- game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
- }
- /*
- * Stas Sergeev added the game.condition
- * that attacks only happen if Klingons
- * are present and your skill is good.
- */
- if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadx][game.quady].supernova)
- attack(0);
- if (game.alldone) return;
- }
- /* compute final position -- new quadrant and sector */
- x = QUADSIZE*(game.quadx-1)+game.sectx;
- y = QUADSIZE*(game.quady-1)+game.secty;
- ix = x+10.0*game.dist*bigger*deltax+0.5;
- iy = y+10.0*game.dist*bigger*deltay+0.5;
- /* check for edge of galaxy */
- kinks = 0;
- do {
- kink = 0;
- if (ix <= 0) {
- ix = -ix + 1;
- kink = 1;
- }
- if (iy <= 0) {
- iy = -iy + 1;
- kink = 1;
- }
- if (ix > GALSIZE*QUADSIZE) {
- ix = (GALSIZE*QUADSIZE*2)+1 - ix;
- kink = 1;
- }
- if (iy > GALSIZE*QUADSIZE) {
- iy = (GALSIZE*QUADSIZE*2)+1 - iy;
- kink = 1;
- }
- if (kink) kinks = 1;
- } while (kink);
-
- if (kinks) {
- game.nkinks += 1;
- if (game.nkinks == 3) {
- /* Three strikes -- you're out! */
- finish(FNEG3);
- return;
- }
- skip(1);
- prout("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER");
- prout("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,");
- prout("YOU WILL BE DESTROYED.");
- }
- /* Compute final position in new quadrant */
- if (trbeam) return; /* Don't bother if we are to be beamed */
- game.quadx = (ix+(QUADSIZE-1))/QUADSIZE;
- game.quady = (iy+(QUADSIZE-1))/QUADSIZE;
- game.sectx = ix - QUADSIZE*(game.quadx-1);
- game.secty = iy - QUADSIZE*(game.quady-1);
- skip(1);
- prout("Entering %s.",
- cramlc(quadrant, game.quadx, game.quady));
- game.quad[game.sectx][game.secty] = game.ship;
- newqad(0);
- if (game.skill>SKILL_NOVICE) attack(0);
- return;
- }
- iquad = game.quad[ix][iy];
- if (iquad != IHDOT) {
- /* object encountered in flight path */
- stopegy = 50.0*game.dist/game.optime;
- game.dist=0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
- (game.secty-iy)*(double)(game.secty-iy));
- switch (iquad) {
- case IHT: /* Ram a Tholian */
- case IHK: /* Ram enemy ship */
- case IHC:
- case IHS:
- case IHR:
- case IHQUEST:
- game.sectx = ix;
- game.secty = iy;
- ram(0, iquad, game.sectx, game.secty);
- finalx = game.sectx;
- finaly = game.secty;
- break;
- case IHBLANK:
- skip(1);
- prouts("***RED ALERT! RED ALERT!");
- skip(1);
- proutn("***");
- crmshp();
- proutn(" pulled into black hole at ");
- prout(cramlc(sector, ix, iy));
- /*
- * Getting pulled into a black hole was certain
- * death in Almy's original. Stas Sergeev added a
- * possibility that you'll get timewarped instead.
- */
- n=0;
- for (l=0;l<NDEVICES;l++)
- if (game.damage[l]>0)
- n++;
- probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
- if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
- timwrp();
- else
- finish(FHOLE);
- return;
- default:
- /* something else */
- skip(1);
- crmshp();
- if (iquad == IHWEB)
- proutn(" encounters Tholian web at ");
- else
- proutn(" blocked by object at ");
- proutn(cramlc(sector, ix,iy));
- prout(";");
- proutn("Emergency stop required ");
- prout("%2d units of energy.", (int)stopegy);
- game.energy -= stopegy;
- finalx = x-deltax+0.5;
- game.sectx = finalx;
- finaly = y-deltay+0.5;
- game.secty = finaly;
- if (game.energy <= 0) {
- finish(FNRG);
- return;
- }
- break;
- }
- goto no_quad_change; /* sorry! */
- }
- }
- game.dist = 0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
- (game.secty-iy)*(double)(game.secty-iy));
- game.sectx = ix;
- game.secty = iy;
- }
- finalx = game.sectx;
- finaly = game.secty;
-no_quad_change:
- /* No quadrant change -- compute new avg enemy distances */
- game.quad[game.sectx][game.secty] = game.ship;
- if (game.nenhere) {
- for_local_enemies(l) {
- finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
- (iy-game.ky[l])*(double)(iy-game.ky[l]));
- game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
- game.kdist[l] = finald;
- }
- sortkl();
- if (!game.state.galaxy[game.quadx][game.quady].supernova && game.iattak == 0)
- attack(0);
- for_local_enemies(l) game.kavgd[l] = game.kdist[l];
- }
- newcnd();
- game.iattak = 0;
- drawmaps(0);
- setwnd(message_window);
- return;
-}
-
-void dock(int l)
-{
- chew();
- if (game.condit == IHDOCKED && l) {
- prout("Already docked.");
- return;
- }
- if (game.inorbit) {
- prout("You must first leave standard orbit.");
- return;
- }
- if (game.basex==0 || abs(game.sectx-game.basex) > 1 || abs(game.secty-game.basey) > 1) {
- crmshp();
- prout(" not adjacent to base.");
- return;
- }
- game.condit = IHDOCKED;
- if (l) prout("Docked.");
- game.ididit=1;
- if (game.energy < game.inenrg) game.energy = game.inenrg;
- game.shield = game.inshld;
- game.torps = game.intorps;
- game.lsupres = game.inlsr;
- if (game.damage[DRADIO] == 0.0 &&
- (game.future[FCDBAS] < FOREVER || game.isatb == 1) && game.iseenit == 0) {
- /* get attack report from base */
- prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
- attakreport(0);
- game.iseenit = 1;
- }
-}
-
-static void getcd(int isprobe, int akey) {
- /* This program originally required input in terms of a (clock)
- direction and distance. Somewhere in history, it was changed to
- cartesian coordinates. So we need to convert. I think
- "manual" input should still be done this way -- it's a real
- pain if the computer isn't working! Manual mode is still confusing
- because it involves giving x and y motions, yet the coordinates
- are always displayed y - x, where +y is downward! */
-
-
- int irowq=game.quadx, icolq=game.quady, irows, icols, itemp=0, iprompt=0, key=0;
- double xi, xj, xk, xl;
- double deltax, deltay;
- int automatic = -1;
-
- /* Get course direction and distance. If user types bad values, return
- with DIREC = -1.0. */
-
- game.direc = -1.0;
-
- if (game.landed == 1 && !isprobe) {
- prout("Dummy! You can't leave standard orbit until you");
- proutn("are back aboard the ");
- crmshp();
- prout(".");
- chew();
- return;
- }
- while (automatic == -1) {
- if (game.damage[DCOMPTR]) {
- if (isprobe)
- prout("Computer damaged; manual navigation only");
- else
- prout("Computer damaged; manual movement only");
- chew();
- automatic = 0;
- key = IHEOL;
- break;
- }
- if (isprobe && akey != -1) {
- /* For probe launch, use pre-scaned value first time */
- key = akey;
- akey = -1;
- }
- else
- key = scan();
-
- if (key == IHEOL) {
- proutn("Manual or automatic- ");
- iprompt = 1;
- chew();
- }
- else if (key == IHALPHA) {
- if (isit("manual")) {
- automatic =0;
- key = scan();
- break;
- }
- else if (isit("automatic")) {
- automatic = 1;
- key = scan();
- break;
- }
- else {
- huh();
- chew();
- return;
- }
- }
- else { /* numeric */
- if (isprobe)
- prout("(Manual navigation assumed.)");
- else
- prout("(Manual movement assumed.)");
- automatic = 0;
- break;
- }
- }
-
- if (automatic) {
- while (key == IHEOL) {
- if (isprobe)
- proutn("Target quadrant or quadrant§or- ");
- else
- proutn("Destination sector or quadrant§or- ");
- chew();
- iprompt = 1;
- key = scan();
- }
-
- if (key != IHREAL) {
- huh();
- return;
- }
- xi = aaitem;
- key = scan();
- if (key != IHREAL){
- huh();
- return;
- }
- xj = aaitem;
- key = scan();
- if (key == IHREAL) {
- /* both quadrant and sector specified */
- xk = aaitem;
- key = scan();
- if (key != IHREAL) {
- huh();
- return;
- }
- xl = aaitem;
-
- irowq = xi + 0.5;
- icolq = xj + 0.5;
- irows = xk + 0.5;
- icols = xl + 0.5;
- }
- else {
- if (isprobe) {
- /* only quadrant specified -- go to center of dest quad */
- irowq = xi + 0.5;
- icolq = xj + 0.5;
- irows = icols = 5;
- }
- else {
- irows = xi + 0.5;
- icols = xj + 0.5;
- }
- itemp = 1;
- }
- if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(icols,irows)) {
- huh();
- return;
- }
- skip(1);
- if (!isprobe) {
- if (itemp) {
- if (iprompt) {
- prout("Helmsman Sulu- \"Course locked in for %s.\"",
- cramlc(sector, irows, icols));
- }
- }
- else prout("Ensign Chekov- \"Course laid in, Captain.\"");
- }
- deltax = icolq - game.quady + 0.1*(icols-game.secty);
- deltay = game.quadx - irowq + 0.1*(game.sectx-irows);
- }
- else { /* manual */
- while (key == IHEOL) {
- proutn("X and Y displacements- ");
- chew();
- iprompt = 1;
- key = scan();
- }
- itemp = 2;
- if (key != IHREAL) {
- huh();
- return;
- }
- deltax = aaitem;
- key = scan();
- if (key != IHREAL) {
- huh();
- return;
- }
- deltay = aaitem;
- }
- /* Check for zero movement */
- if (deltax == 0 && deltay == 0) {
- chew();
- return;
- }
- if (itemp == 2 && !isprobe) {
- skip(1);
- prout("Helmsman Sulu- \"Aye, Sir.\"");
- }
- game.dist = sqrt(deltax*deltax + deltay*deltay);
- game.direc = atan2(deltax, deltay)*1.90985932;
- if (game.direc < 0.0) game.direc += 12.0;
- chew();
- return;
-
-}
-
-
-
-void impuls(void)
-{
- double power;
-
- game.ididit = 0;
- if (game.damage[DIMPULS]) {
- chew();
- skip(1);
- prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
- return;
- }
-
- if (game.energy > 30.0) {
- getcd(FALSE, 0);
- if (game.direc == -1.0) return;
- power = 20.0 + 100.0*game.dist;
- }
- else
- power = 30.0;
-
- if (power >= game.energy) {
- /* Insufficient power for trip */
- skip(1);
- prout("First Officer Spock- \"Captain, the impulse engines");
- prout("require 20.0 units to engage, plus 100.0 units per");
- if (game.energy > 30) {
- proutn("quadrant. We can go, therefore, a maximum of %d",
- (int)(0.01 * (game.energy-20.0)-0.05));
- prout(" quadrants.\"");
- }
- else {
- prout("quadrant. They are, therefore, useless.\"");
- }
- chew();
- return;
- }
- /* Make sure enough time is left for the trip */
- game.optime = game.dist/0.095;
- if (game.optime >= game.state.remtime) {
- prout("First Officer Spock- \"Captain, our speed under impulse");
- prout("power is only 0.95 sectors per stardate. Are you sure");
- proutn("we dare spend the time?\" ");
- if (ja() == 0) return;
- }
- /* Activate impulse engines and pay the cost */
- imove();
- game.ididit = 1;
- if (game.alldone) return;
- power = 20.0 + 100.0*game.dist;
- game.energy -= power;
- game.optime = game.dist/0.095;
- if (game.energy <= 0) finish(FNRG);
- return;
-}
-
-
-void warp(int i)
-{
- int blooey=0, twarp=0, iwarp;
- double power;
-
- if (i!=2) { /* Not WARPX entry */
- game.ididit = 0;
- if (game.damage[DWARPEN] > 10.0) {
- chew();
- skip(1);
- prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
- return;
- }
- if (game.damage[DWARPEN] > 0.0 && game.warpfac > 4.0) {
- chew();
- skip(1);
- prout("Engineer Scott- \"Sorry, Captain. Until this damage");
- prout(" is repaired, I can only give you warp 4.\"");
- return;
- }
-
- /* Read in course and distance */
- getcd(FALSE, 0);
- if (game.direc == -1.0) return;
-
- /* Make sure starship has enough energy for the trip */
- power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
-
-
- if (power >= game.energy) {
- /* Insufficient power for trip */
- game.ididit = 0;
- skip(1);
- prout("Engineering to bridge--");
- if (game.shldup==0 || 0.5*power > game.energy) {
- iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
- if (iwarp <= 0) {
- prout("We can't do it, Captain. We haven't the energy.");
- }
- else {
- proutn("We haven't the energy, but we could do it at warp %d", iwarp);
- if (game.shldup) {
- prout(",");
- prout("if you'll lower the shields.");
- }
- else
- prout(".");
- }
- }
- else
- prout("We haven't the energy to go that far with the shields up.");
- return;
- }
-
- /* Make sure enough time is left for the trip */
- game.optime = 10.0*game.dist/game.wfacsq;
- if (game.optime >= 0.8*game.state.remtime) {
- skip(1);
- prout("First Officer Spock- \"Captain, I compute that such");
- proutn(" a trip would require approximately %2.0f",
- 100.0*game.optime/game.state.remtime);
- prout(" percent of our");
- proutn(" remaining time. Are you sure this is wise?\" ");
- if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
- }
- }
- /* Entry WARPX */
- if (game.warpfac > 6.0) {
- /* Decide if engine damage will occur */
- double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
- if (prob > Rand()) {
- blooey = 1;
- game.dist = Rand()*game.dist;
- }
- /* Decide if time warp will occur */
- if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
-#ifdef DEBUG
- if (game.idebug &&game.warpfac==10 && twarp==0) {
- blooey=0;
- proutn("Force time warp? ");
- if (ja()==1) twarp=1;
- }
-#endif
- if (blooey || twarp) {
- /* If time warp or engine damage, check path */
- /* If it is obstructed, don't do warp or damage */
- double angle = ((15.0-game.direc)*0.5235998);
- double deltax = -sin(angle);
- double deltay = cos(angle);
- double bigger, x, y;
- int n, l, ix, iy;
- if (fabs(deltax) > fabs(deltay))
- bigger = fabs(deltax);
- else
- bigger = fabs(deltay);
-
- deltax /= bigger;
- deltay /= bigger;
- n = 10.0 * game.dist * bigger +0.5;
- x = game.sectx;
- y = game.secty;
- for (l = 1; l <= n; l++) {
- x += deltax;
- ix = x + 0.5;
- y += deltay;
- iy = y +0.5;
- if (!VALID_SECTOR(ix, iy)) break;
- if (game.quad[ix][iy] != IHDOT) {
- blooey = 0;
- twarp = 0;
- }
- }
- }
- }
-
-
- /* Activate Warp Engines and pay the cost */
- imove();
- if (game.alldone) return;
- game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
- if (game.energy <= 0) finish(FNRG);
- game.optime = 10.0*game.dist/game.wfacsq;
- if (twarp) timwrp();
- if (blooey) {
- game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
- skip(1);
- prout("Engineering to bridge--");
- prout(" Scott here. The warp engines are damaged.");
- prout(" We'll have to reduce speed to warp 4.");
- }
- game.ididit = 1;
- return;
-}
-
-
-
-void setwrp(void)
-{
- int key;
- double oldfac;
-
- while ((key=scan()) == IHEOL) {
- chew();
- proutn("Warp factor- ");
- }
- chew();
- if (key != IHREAL) {
- huh();
- return;
- }
- if (game.damage[DWARPEN] > 10.0) {
- prout("Warp engines inoperative.");
- return;
- }
- if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
- prout("Engineer Scott- \"I'm doing my best, Captain,");
- prout(" but right now we can only go warp 4.\"");
- return;
- }
- if (aaitem > 10.0) {
- prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
- return;
- }
- if (aaitem < 1.0) {
- prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
- return;
- }
- oldfac = game.warpfac;
- game.warpfac = aaitem;
- game.wfacsq=game.warpfac*game.warpfac;
- if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
- proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
- (int)game.warpfac);
- return;
- }
- if (game.warpfac < 8.00) {
- prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
- return;
- }
- if (game.warpfac == 10.0) {
- prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
- return;
- }
- prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
- return;
-}
-
-void atover(int igrab)
-{
- double power, distreq;
-
- chew();
- /* is captain on planet? */
- if (game.landed==1) {
- if (game.damage[DTRANSP]) {
- finish(FPNOVA);
- return;
- }
- prout("Scotty rushes to the transporter controls.");
- if (game.shldup) {
- prout("But with the shields up it's hopeless.");
- finish(FPNOVA);
- }
- prouts("His desperate attempt to rescue you . . .");
- if (Rand() <= 0.5) {
- prout("fails.");
- finish(FPNOVA);
- return;
- }
- prout("SUCCEEDS!");
- if (game.imine) {
- game.imine = 0;
- proutn("The crystals mined were ");
- if (Rand() <= 0.25) {
- prout("lost.");
- }
- else {
- prout("saved.");
- game.icrystl = 1;
- }
- }
- }
- if (igrab) return;
-
- /* Check to see if captain in shuttle craft */
- if (game.icraft) finish(FSTRACTOR);
- if (game.alldone) return;
-
- /* Inform captain of attempt to reach safety */
- skip(1);
- do {
- if (game.justin) {
- prouts("***RED ALERT! READ ALERT!");
- skip(1);
- proutn("The ");
- crmshp();
- prout(" has stopped in a quadrant containing");
- prouts(" a supernova.");
- skip(2);
- }
- proutn("***Emergency automatic override attempts to hurl ");
- crmshp();
- skip(1);
- prout("safely out of quadrant.");
- if (game.damage[DRADIO] == 0.0)
- game.state.galaxy[game.quadx][game.quady].charted = TRUE;
- /* Try to use warp engines */
- if (game.damage[DWARPEN]) {
- skip(1);
- prout("Warp engines damaged.");
- finish(FSNOVAED);
- return;
- }
- game.warpfac = 6.0+2.0*Rand();
- game.wfacsq = game.warpfac * game.warpfac;
- prout("Warp factor set to %d", (int)game.warpfac);
- power = 0.75*game.energy;
- game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
- distreq = 1.4142+Rand();
- if (distreq < game.dist) game.dist = distreq;
- game.optime = 10.0*game.dist/game.wfacsq;
- game.direc = 12.0*Rand(); /* How dumb! */
- game.justin = 0;
- game.inorbit = 0;
- warp(2);
- if (game.justin == 0) {
- /* This is bad news, we didn't leave quadrant. */
- if (game.alldone) return;
- skip(1);
- prout("Insufficient energy to leave quadrant.");
- finish(FSNOVAED);
- return;
- }
- } while
- /* Repeat if another snova */
- (game.state.galaxy[game.quadx][game.quady].supernova);
- if (KLINGREM==0)
- finish(FWON); /* Snova killed remaining enemy. */
-}
-
-void timwrp()
-{
- int l, gotit;
- prout("***TIME WARP ENTERED.");
- if (game.state.snap && Rand() < 0.5) {
- /* Go back in time */
- prout("You are traveling backwards in time %d stardates.",
- (int)(game.state.date-game.snapsht.date));
- game.state = game.snapsht;
- game.state.snap = 0;
- if (game.state.remcom) {
- game.future[FTBEAM] = game.state.date + expran(game.intime/game.state.remcom);
- game.future[FBATTAK] = game.state.date + expran(0.3*game.intime);
- }
- game.future[FSNOVA] = game.state.date + expran(0.5*game.intime);
- game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
- be sooner */
- if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
- game.isatb = 0;
- game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
- game.batx = game.baty = 0;
-
- /* Make sure Galileo is consistant -- Snapshot may have been taken
- when on planet, which would give us two Galileos! */
- gotit = 0;
- for (l = 0; l < game.inplan; l++) {
- if (game.state.plnets[l].known == shuttle_down) {
- gotit = 1;
- if (game.iscraft==1 && game.ship==IHE) {
- prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
- game.iscraft = 0;
- }
- }
- }
- /* Likewise, if in the original time the Galileo was abandoned, but
- was on ship earlier, it would have vanished -- lets restore it */
- if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
- prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
- game.iscraft = 1;
- }
- /*
- * There used to be code to do the actual reconstrction here,
- * but the starchart is now part of the snapshotted galaxy state.
- */
- prout("Spock has reconstructed a correct star chart from memory");
- }
- else {
- /* Go forward in time */
- game.optime = -0.5*game.intime*log(Rand());
- prout("You are traveling forward in time %d stardates.", (int)game.optime);
- /* cheat to make sure no tractor beams occur during time warp */
- game.future[FTBEAM] += game.optime;
- game.damage[DRADIO] += game.optime;
- }
- newqad(0);
- events(); /* Stas Sergeev added this -- do pending events */
-}
-
-void probe(void)
-{
- double angle, bigger;
- int key;
- /* New code to launch a deep space probe */
- if (game.nprobes == 0) {
- chew();
- skip(1);
- if (game.ship == IHE)
- prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
- else
- prout("Ye Faerie Queene has no deep space probes.");
- return;
- }
- if (game.damage[DDSP] != 0.0) {
- chew();
- skip(1);
- prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
- return;
- }
- if (game.future[FDSPROB] != FOREVER) {
- chew();
- skip(1);
- if (game.damage[DRADIO] != 0 && game.condit != IHDOCKED) {
- prout("Spock- \"Records show the previous probe has not yet");
- prout(" reached its destination.\"");
- }
- else
- prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
- return;
- }
- key = scan();
-
- if (key == IHEOL) {
- /* slow mode, so let Kirk know how many probes there are left */
- prout(game.nprobes==1 ? "%d probe left." : "%d probes left.", game.nprobes);
- proutn("Are you sure you want to fire a probe? ");
- if (ja()==0) return;
- }
-
- game.isarmed = FALSE;
- if (key == IHALPHA && strcmp(citem,"armed") == 0) {
- game.isarmed = TRUE;
- key = scan();
- }
- else if (key == IHEOL) {
- proutn("Arm NOVAMAX warhead? ");
- game.isarmed = ja();
- }
- getcd(TRUE, key);
- if (game.direc == -1.0) return;
- game.nprobes--;
- angle = ((15.0 - game.direc) * 0.5235988);
- game.probeinx = -sin(angle);
- game.probeiny = cos(angle);
- if (fabs(game.probeinx) > fabs(game.probeiny))
- bigger = fabs(game.probeinx);
- else
- bigger = fabs(game.probeiny);
-
- game.probeiny /= bigger;
- game.probeinx /= bigger;
- game.proben = 10.0*game.dist*bigger +0.5;
- game.probex = game.quadx*QUADSIZE + game.sectx - 1; // We will use better packing than original
- game.probey = game.quady*QUADSIZE + game.secty - 1;
- game.probecx = game.quadx;
- game.probecy = game.quady;
- game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
- prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
- game.ididit = 1;
- return;
-}
-
-void mayday(void)
-{
- /* There's more than one way to move in this game! */
- double ddist, xdist, probf;
- int line = 0, l, ix, iy;
-
- chew();
- /* Test for game.conditions which prevent calling for help */
- if (game.condit == IHDOCKED) {
- prout("Lt. Uhura- \"But Captain, we're already docked.\"");
- return;
- }
- if (game.damage[DRADIO] != 0) {
- prout("Subspace radio damaged.");
- return;
- }
- if (game.state.rembase==0) {
- prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
- return;
- }
- if (game.landed == 1) {
- proutn("You must be aboard the ");
- crmshp();
- prout(".");
- return;
- }
- /* OK -- call for help from nearest starbase */
- game.nhelp++;
- if (game.basex!=0) {
- /* There's one in this quadrant */
- ddist = sqrt(square(game.basex-game.sectx)+square(game.basey-game.secty));
- }
- else {
- ddist = FOREVER;
- for_starbases(l) {
- xdist=10.0*sqrt(square(game.state.baseqx[l]-game.quadx)+square(game.state.baseqy[l]-game.quady));
- if (xdist < ddist) {
- ddist = xdist;
- line = l;
- }
- }
- /* Since starbase not in quadrant, set up new quadrant */
- game.quadx = game.state.baseqx[line];
- game.quady = game.state.baseqy[line];
- newqad(1);
- }
- /* dematerialize starship */
- game.quad[game.sectx][game.secty]=IHDOT;
- proutn("Starbase in %s responds--", cramlc(quadrant, game.quadx, game.quady));
- proutn("");
- crmshp();
- prout(" dematerializes.");
- game.sectx=0;
- for (l = 1; l <= 5; l++) {
- ix = game.basex+3.0*Rand()-1;
- iy = game.basey+3.0*Rand()-1;
- if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
- /* found one -- finish up */
- game.sectx=ix;
- game.secty=iy;
- break;
- }
- }
- if (game.sectx==0){
- prout("You have been lost in space...");
- finish(FMATERIALIZE);
- return;
- }
- /* Give starbase three chances to rematerialize starship */
- probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
- for (l = 1; l <= 3; l++) {
- switch (l) {
- case 1: proutn("1st"); break;
- case 2: proutn("2nd"); break;
- case 3: proutn("3rd"); break;
- }
- proutn(" attempt to re-materialize ");
- crmshp();
- switch (l){
- case 1: game.quad[ix][iy]=IHMATER0;
- break;
- case 2: game.quad[ix][iy]=IHMATER1;
- break;
- case 3: game.quad[ix][iy]=IHMATER2;
- break;
- }
- textcolor(RED);
- warble();
- if (Rand() > probf) break;
- prout("fails.");
- delay(500);
- textcolor(DEFAULT);
- }
- if (l > 3) {
- game.quad[ix][iy]=IHQUEST;
- game.alive = 0;
- drawmaps(1);
- setwnd(message_window);
- finish(FMATERIALIZE);
- return;
- }
- game.quad[ix][iy]=game.ship;
- textcolor(GREEN);
- prout("succeeds.");
- textcolor(DEFAULT);
- dock(0);
- skip(1);
- prout("Lt. Uhura- \"Captain, we made it!\"");
-}