X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2Fmoving.c;h=0d41dd18f10950eac57bfe95845f30a2ffe0de2f;hb=HEAD;hp=5c9f67dde508bc02a1ff01b1f9d82ee9851378c0;hpb=459d6afcbe13be588b29c8bd1fbffb39b13fdee1;p=super-star-trek.git diff --git a/src/moving.c b/src/moving.c deleted file mode 100644 index 5c9f67d..0000000 --- a/src/moving.c +++ /dev/null @@ -1,1009 +0,0 @@ -#include -#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;l0) - 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 (game.damage[DRADIO] == 0.0 && - (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 (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; - 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 (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; - 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 (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.quadrant.x][game.quadrant.y].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.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 (game.damage[DDSP] != 0.0) { - chew(); - skip(1); - prout("Engineer Scott- \"The probe launcher is damaged, Sir.\""); - return; - } - if (is_scheduled(FDSPROB)) { - 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.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 (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.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!\""); -}