-#include <unistd.h>
-#include "sstlinux.h"
-#include "sst.h"
-
-static void getcd(bool, int);
-
-void imove(void)
-/* movement execution for warp, impule, supernova, and tractor-beam events */
-{
- double angle, deltax, deltay, bigger, x, y,
- finald, stopegy, probf;
- int n, m, kink, kinks;
- feature iquad;
- coord w, final;
- bool trbeam = false;
-
- w.x = w.y = 0;
- 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 >= scheduled(FTBEAM)) {
- trbeam = true;
- game.condition = red;
- game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
- game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
- }
- /* Move within the quadrant */
- game.quad[game.sector.x][game.sector.y] = IHDOT;
- x = game.sector.x;
- y = game.sector.y;
- n = 10.0*game.dist*bigger+0.5;
-
- if (n > 0) {
- for (m = 1; m <= n; m++) {
- w.x = (x += deltax) + 0.5;
- w.y = (y += deltay) + 0.5;
- if (!VALID_SECTOR(w.x, w.y)) {
- /* 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(m) {
- finald = distance(w, game.ks[m]);
- game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
- }
- /*
- * Stas Sergeev added the 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.quadrant.x][game.quadrant.y].supernova)
- attack(0);
- if (game.alldone) return;
- }
- /* compute final position -- new quadrant and sector */
- x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
- y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
- w.x = x+10.0*game.dist*bigger*deltax+0.5;
- w.y = y+10.0*game.dist*bigger*deltay+0.5;
- /* check for edge of galaxy */
- kinks = 0;
- do {
- kink = 0;
- if (w.x <= 0) {
- w.x = -w.x + 1;
- kink = 1;
- }
- if (w.y <= 0) {
- w.y = -w.y + 1;
- kink = 1;
- }
- if (w.x > GALSIZE*QUADSIZE) {
- w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
- kink = 1;
- }
- if (w.y > GALSIZE*QUADSIZE) {
- w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
- 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.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
- game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
- game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
- game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
- skip(1);
- prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
- game.quad[game.sector.x][game.sector.y] = game.ship;
- newqad(false);
- if (game.skill>SKILL_NOVICE) attack(0);
- return;
- }
- iquad = game.quad[w.x][w.y];
- if (iquad != IHDOT) {
- /* object encountered in flight path */
- stopegy = 50.0*game.dist/game.optime;
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
- switch (iquad) {
- case IHT: /* Ram a Tholian */
- case IHK: /* Ram enemy ship */
- case IHC:
- case IHS:
- case IHR:
- case IHQUEST:
- game.sector = w;
- ram(false, iquad, game.sector);
- final = game.sector;
- break;
- case IHBLANK:
- skip(1);
- prouts(_("***RED ALERT! RED ALERT!"));
- skip(1);
- proutn("***");
- crmshp();
- proutn(_(" pulled into black hole at "));
- prout(cramlc(sector, w));
- /*
- * 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 (m=0;m<NDEVICES;m++)
- if (game.damage[m]>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, w));
- prout(";");
- proutn(_("Emergency stop required "));
- prout(_("%2d units of energy."), (int)stopegy);
- game.energy -= stopegy;
- final.x = x-deltax+0.5;
- final.y = y-deltay+0.5;
- game.sector = final;
- if (game.energy <= 0) {
- finish(FNRG);
- return;
- }
- break;
- }
- goto no_quad_change; /* sorry! */
- }
- }
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
- game.sector = w;
- }
- final = game.sector;
-no_quad_change:
- /* No quadrant change -- compute new avg enemy distances */
- game.quad[game.sector.x][game.sector.y] = game.ship;
- if (game.nenhere) {
- for_local_enemies(m) {
- finald = distance(w, game.ks[m]);
- game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
- game.kdist[m] = finald;
- }
- sortkl();
- if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
- attack(0);
- for_local_enemies(m) game.kavgd[m] = game.kdist[m];
- }
- newcnd();
- game.iattak = 0;
- drawmaps(0);
- setwnd(message_window);
- return;
-}
-
-void dock(bool verbose)
-/* dock our ship at a starbase */
-{
- chew();
- if (game.condition == docked && verbose) {
- prout(_("Already docked."));
- return;
- }
- if (game.inorbit) {
- prout(_("You must first leave standard orbit."));
- return;
- }
- if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
- crmshp();
- prout(_(" not adjacent to base."));
- return;
- }
- game.condition = docked;
- if (verbose) prout(_("Docked."));
- game.ididit = true;
- if (game.energy < game.inenrg) game.energy = game.inenrg;
- game.shield = game.inshld;
- game.torps = game.intorps;
- game.lsupres = game.inlsr;
- game.state.crew = FULLCREW;
- if (!damaged(DRADIO) &&
- (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
- /* get attack report from base */
- prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
- attakreport(false);
- game.iseenit = true;
- }
-}
-
-/*
- * 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!
- */
-
-static void getcd(bool isprobe, int akey)
-/* get course and distance */
-{
- int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
- double xi, xj, xk, xl;
- double deltax, deltay;
- enum {unspecified, manual, automatic} navmode = unspecified;
- enum {curt, normal, verbose} itemp = curt;
- coord incr;
- bool iprompt = false;
-
- /* Get course direction and distance. If user types bad values, return
- with DIREC = -1.0. */
-
- game.direc = -1.0;
-
- if (game.landed && !isprobe) {
- prout(_("Dummy! You can't leave standard orbit until you"));
- proutn(_("are back aboard the "));
- crmshp();
- prout(".");
- chew();
- return;
- }
- while (navmode == unspecified) {
- if (damaged(DNAVSYS)) {
- if (isprobe)
- prout(_("Computer damaged; manual navigation only"));
- else
- prout(_("Computer damaged; manual movement only"));
- chew();
- navmode = manual;
- key = IHEOL;
- break;
- }
- if (isprobe && akey != -1) {
- /* For probe launch, use pre-scanned value first time */
- key = akey;
- akey = -1;
- }
- else
- key = scan();
-
- if (key == IHEOL) {
- proutn(_("Manual or automatic- "));
- iprompt = true;
- chew();
- }
- else if (key == IHALPHA) {
- if (isit("manual")) {
- navmode = manual;
- key = scan();
- break;
- }
- else if (isit("automatic")) {
- navmode = automatic;
- key = scan();
- break;
- }
- else {
- huh();
- chew();
- return;
- }
- }
- else { /* numeric */
- if (isprobe)
- prout(_("(Manual navigation assumed.)"));
- else
- prout(_("(Manual movement assumed.)"));
- navmode = automatic;
- break;
- }
- }
-
- if (navmode == automatic) {
- while (key == IHEOL) {
- if (isprobe)
- proutn(_("Target quadrant or quadrant§or- "));
- else
- proutn(_("Destination sector or quadrant§or- "));
- chew();
- iprompt = true;
- 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;
- incr.y = xk + 0.5;
- incr.x = xl + 0.5;
- }
- else {
- if (isprobe) {
- /* only quadrant specified -- go to center of dest quad */
- irowq = xi + 0.5;
- icolq = xj + 0.5;
- incr.y = incr.x = 5;
- }
- else {
- incr.y = xi + 0.5;
- incr.x = xj + 0.5;
- }
- itemp = normal;
- }
- if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
- huh();
- return;
- }
- skip(1);
- if (!isprobe) {
- if (itemp > curt) {
- if (iprompt) {
- prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
- cramlc(sector, incr));
- }
- }
- else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
- }
- deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
- deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
- }
- else { /* manual */
- while (key == IHEOL) {
- proutn(_("X and Y displacements- "));
- chew();
- iprompt = true;
- key = scan();
- }
- itemp = verbose;
- 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 == verbose && !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)
-/* move under impulse power */
-{
- double power;
-
- game.ididit = false;
- if (damaged(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() == false) return;
- }
- /* Activate impulse engines and pay the cost */
- imove();
- game.ididit = true;
- 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(bool timewarp)
-/* move under warp drive */
-{
- int iwarp;
- bool blooey = false, twarp = false;
- double power;
-
- if (!timewarp) { /* Not WARPX entry */
- game.ididit = false;
- if (game.damage[DWARPEN] > 10.0) {
- chew();
- skip(1);
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
- return;
- }
- if (damaged(DWARPEN) && 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 = false;
- skip(1);
- prout(_("Engineering to bridge--"));
- if (!game.shldup || 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 don't have enough energy."));
- }
- else {
- proutn(_("We don't have enough 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() == false) { game.ididit = false; 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 = true;
- 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 = true;
- if (idebug && game.warpfac==10 && !twarp) {
- blooey = false;
- proutn("=== Force time warp? ");
- if (ja() == true) twarp = true;
- }
- 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.sector.x;
- y = game.sector.y;
- 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 = false;
- twarp = false;
- }
- }
- }
- }
-
-
- /* 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 = true;
- return;
-}
-
-
-
-void setwrp(void)
-/* change the warp factor */
-{
- 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 (damaged(DWARPEN) && 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) {
- prout(_("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(bool igrab)
-/* cope with being tossed out of quadrant by supernova or yanked by beam */
-{
- double power, distreq;
-
- chew();
- /* is captain on planet? */
- if (game.landed) {
- if (damaged(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 = false;
- proutn(_("The crystals mined were "));
- if (Rand() <= 0.25) {
- prout(_("lost."));
- }
- else {
- prout(_("saved."));
- game.icrystl = true;
- }
- }
- }
- 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! RED 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 (!damaged(DRADIO))
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
- /* Try to use warp engines */
- if (damaged(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 = false;
- game.inorbit = false;
- warp(true);
- if (!game.justin) {
- /* 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.quadrant.x][game.quadrant.y].supernova);
- if (KLINGREM==0)
- finish(FWON); /* Snova killed remaining enemy. */
-}
-
-void timwrp()
-/* let's do the time warp again */
-{
- int l;
- bool 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 = false;
- if (game.state.remcom) {
- schedule(FTBEAM, expran(game.intime/game.state.remcom));
- schedule(FBATTAK, expran(0.3*game.intime));
- }
- schedule(FSNOVA, expran(0.5*game.intime));
- /* next snapshot will be sooner */
- schedule(FSNAP, expran(0.25*game.state.remtime));
-
- if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
- game.isatb = 0;
- unschedule(FCDBAS);
- unschedule(FSCDBAS);
- game.battle.x = game.battle.y = 0;
-
- /* Make sure Galileo is consistant -- Snapshot may have been taken
- when on planet, which would give us two Galileos! */
- gotit = false;
- for (l = 0; l < game.inplan; l++) {
- if (game.state.plnets[l].known == shuttle_down) {
- gotit = true;
- if (game.iscraft == onship && game.ship==IHE) {
- prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
- game.iscraft = offship;
- }
- }
- }
- /* 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 == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
- prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
- game.iscraft = onship;
- }
- /*
- * 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 */
- postpone(FTBEAM, game.optime);
- game.damage[DRADIO] += game.optime;
- }
- newqad(false);
- events(); /* Stas Sergeev added this -- do pending events */
-}
-
-void probe(void)
-/* launch deep-space probe */
-{
- 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 (damaged(DDSP)) {
- chew();
- skip(1);
- prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
- return;
- }
- if (is_scheduled(FDSPROB)) {
- chew();
- skip(1);
- if (damaged(DRADIO) && game.condition != docked) {
- 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() == false) 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.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
- game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
- game.probec = game.quadrant;
- schedule(FDSPROB, 0.01); // Time to move one sector
- prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
- game.ididit = true;
- return;
-}
-
-/*
- * Here's how the mayday code works:
- *
- * First, the closest starbase is selected. If there is a
- * a starbase in your own quadrant, you are in good shape.
- * This distance takes quadrant distances into account only.
- *
- * A magic number is computed based on the distance which acts
- * as the probability that you will be rematerialized. You
- * get three tries.
- *
- * When it is determined that you should be able to be remater-
- * ialized (i.e., when the probability thing mentioned above
- * comes up positive), you are put into that quadrant (anywhere).
- * Then, we try to see if there is a spot adjacent to the star-
- * base. If not, you can't be rematerialized!!! Otherwise,
- * it drops you there. It only tries five times to find a spot
- * to drop you. After that, it's your problem.
- */
-
-void mayday(void)
-/* yell for help from nearest starbase */
-{
- /* There's more than one way to move in this game! */
- double ddist, xdist, probf;
- int line = 0, m, ix, iy;
-
- chew();
- /* Test for conditions which prevent calling for help */
- if (game.condition == docked) {
- prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
- return;
- }
- if (damaged(DRADIO)) {
- 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) {
- proutn(_("You must be aboard the "));
- crmshp();
- prout(".");
- return;
- }
- /* OK -- call for help from nearest starbase */
- game.nhelp++;
- if (game.base.x!=0) {
- /* There's one in this quadrant */
- ddist = distance(game.base, game.sector);
- }
- else {
- ddist = FOREVER;
- for_starbases(m) {
- xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
- if (xdist < ddist) {
- ddist = xdist;
- line = m;
- }
- }
- /* Since starbase not in quadrant, set up new quadrant */
- game.quadrant = game.state.baseq[line];
- newqad(true);
- }
- /* dematerialize starship */
- game.quad[game.sector.x][game.sector.y]=IHDOT;
- proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
- proutn("");
- crmshp();
- prout(_(" dematerializes."));
- game.sector.x=0;
- for (m = 1; m <= 5; m++) {
- ix = game.base.x+3.0*Rand()-1;
- iy = game.base.y+3.0*Rand()-1;
- if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
- /* found one -- finish up */
- game.sector.x=ix;
- game.sector.y=iy;
- break;
- }
- }
- if (game.sector.x==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 (m = 1; m <= 3; m++) {
- switch (m) {
- case 1: proutn(_("1st")); break;
- case 2: proutn(_("2nd")); break;
- case 3: proutn(_("3rd")); break;
- }
- proutn(_(" attempt to re-materialize "));
- crmshp();
- switch (m){
- 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 (m > 3) {
- game.quad[ix][iy]=IHQUEST;
- game.alive = false;
- drawmaps(1);
- setwnd(message_window);
- finish(FMATERIALIZE);
- return;
- }
- game.quad[ix][iy]=game.ship;
- textcolor(GREEN);
- prout(_("succeeds."));
- textcolor(DEFAULT);
- dock(false);
- skip(1);
- prout(_("Lt. Uhura- \"Captain, we made it!\""));
-}