Ready to ship 2.8
[super-star-trek.git] / src / moving.c
diff --git a/src/moving.c b/src/moving.c
deleted file mode 100644 (file)
index b273c60..0000000
+++ /dev/null
@@ -1,1009 +0,0 @@
-#include <unistd.h>
-#include "sstlinux.h"
-#include "sst.h"
-
-static void getcd(bool, int);
-
-void imove(void) 
-{
-    double angle, deltax, deltay, bigger, x, y,
-        finald, finalx, finaly, stopegy, probf;
-    int trbeam = 0, n, l, kink, kinks, iquad;
-    coord w;
-
-    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 = 1;
-       game.condit = IHRED;
-       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 (l = 1; l <= n; l++) {
-           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(l) {
-                       finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
-                                     (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
-                       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.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(0);
-               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=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
-                             (game.sector.y-w.y)*(double)(game.sector.y-w.y));
-               switch (iquad) {
-               case IHT: /* Ram a Tholian */
-               case IHK: /* Ram enemy ship */
-               case IHC:
-               case IHS:
-               case IHR:
-               case IHQUEST:
-                   game.sector.x = w.x;
-                   game.sector.y = w.y;
-                   ram(0, iquad, game.sector);
-                   finalx = game.sector.x;
-                   finaly = game.sector.y;
-                   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 (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, w));
-                   prout(";");
-                   proutn("Emergency stop required ");
-                   prout("%2d units of energy.", (int)stopegy);
-                   game.energy -= stopegy;
-                   finalx = x-deltax+0.5;
-                   game.sector.x = finalx;
-                   finaly = y-deltay+0.5;
-                   game.sector.y = finaly;
-                   if (game.energy <= 0) {
-                       finish(FNRG);
-                       return;
-                   }
-                   break;
-               }
-               goto no_quad_change;    /* sorry! */
-           }
-       }
-       game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
-                       (game.sector.y-w.y)*(double)(game.sector.y-w.y));
-       game.sector.x = w.x;
-       game.sector.y = w.y;
-    }
-    finalx = game.sector.x;
-    finaly = game.sector.y;
-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(l) {
-           finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
-                         (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
-           game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
-           game.kdist[l] = finald;
-       }
-       sortkl();
-       if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].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.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.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 (!damaged(DRADIO) &&
-       (is_scheduled(FCDBAS) || 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(bool 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.quadrant.x, icolq=game.quadrant.y, itemp=0, iprompt=0, key=0;
-       double xi, xj, xk, xl;
-       double deltax, deltay;
-       int automatic = -1;
-       coord incr;
-
-       /* 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 (damaged(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&sector- ");
-                       else
-                               proutn("Destination sector or quadrant&sector- ");
-                       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;
-                       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 = 1;
-               }
-               if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
-                   huh();
-                   return;
-               }
-               skip(1);
-               if (!isprobe) {
-                       if (itemp) {
-                               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 = 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 (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() == 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(bool timewarp) 
-{
-    int blooey=0, twarp=0, iwarp;
-    double power;
-
-    if (!timewarp) { /* 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 (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 = 0;
-           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 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;
-       if (idebug && game.warpfac==10 && twarp==0) {
-           blooey=0;
-           proutn("=== Force time warp? ");
-           if (ja()==1) twarp=1;
-       }
-       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 = 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 (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) {
-       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 (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 = 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 (!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() 
-{
-    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) {
-           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 = 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 */
-       postpone(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 (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.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.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 = 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 (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 == 1) {
-       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 = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
-    }
-    else {
-       ddist = FOREVER;
-       for_starbases(l) {
-           xdist=10.0*sqrt(square(game.state.baseq[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.y));
-           if (xdist < ddist) {
-               ddist = xdist;
-               line = l;
-           }
-       }
-       /* Since starbase not in quadrant, set up new quadrant */
-       game.quadrant = game.state.baseq[line];
-       newqad(1);
-    }
-    /* 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 (l = 1; l <= 5; l++) {
-       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 (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!\"");
-}