* Summoning Klingons to surrender and taking captives.
-* Automatic bugout sets your warp factor to > 6.
-
* Smarter computer, with multiple requests.
* There is a small probility that a nova event will leave a black hole.
* Multiple laser banks and beam spreading.
-* Visual scans for when sensors are out.
the contents of adjacent sectors.</para>
</sect1>
+<!--
+<sect1><title>Visual Scan</title>
+
+<literallayout>
+Mnemonic: VISUAL
+Shortest abbreviation: V
+</literallayout>
+
+<para>A visual scan is made in a particular direction of three sectors
+in the general direction specified. This takes time, and Klingons can
+attack you, so it should be done only when short-range sensors are
+out.</para>
+
+</sect1>
+-->
<sect1><title>Status Report</title>
<literallayout>
}
}
+
+#if BSD_BUG_FOR_BUG
+/*
+ * A visual scan is made in a particular direction of three sectors
+ * in the general direction specified. This takes time, and
+ * Klingons can attack you, so it should be done only when sensors
+ * are out. Code swiped from BSD-Trek. Not presently used, as we
+ * automatically display all adjacent sectors on the short-range
+ * scan even when short-range sensors are out.
+ */
+
+/* This struct[] has the delta x, delta y for particular directions */
+coord visdelta[] =
+{
+ {-1,-1},
+ {-1, 0},
+ {-1, 1},
+ {0, 1},
+ {1, 1},
+ {1, 0},
+ {1, -1},
+ {0, -1},
+ {-1,-1},
+ {-1, 0},
+ {-1, 1},
+};
+
+void visual(void)
+{
+ int co, ix, iy;
+ coord *v;
+
+ if (scan() != IHREAL) {
+ chew();
+ proutn(_("Direction? "));
+ if (scan()!=IHREAL) {
+ huh();
+ return;
+ }
+ }
+ if (aaitem < 0.0 || aaitem > 360.0)
+ return;
+ co = (aaitem + 22) / 45;
+ v = &visdelta[co];
+ ix = game.sector.x + v->x;
+ iy = game.sector.y + v->y;
+ if (ix < 0 || ix >= QUADSIZE || iy < 0 || iy >= QUADSIZE)
+ co = '?';
+ else
+ co = game.quad[ix][iy];
+ printf("%d,%d %c ", ix, iy, co);
+ v++;
+ ix = game.sector.x + v->x;
+ iy = game.sector.y + v->y;
+ if (ix < 0 || ix >= QUADSIZE || iy < 0 || iy >= QUADSIZE)
+ co = '?';
+ else
+ co = game.quad[ix][iy];
+ printf("%c ", co);
+ v++;
+ ix = game.sector.x + v->x;
+ iy = game.sector.y + v->y;
+ if (ix < 0 || ix >= QUADSIZE || iy < 0 || iy >= QUADSIZE)
+ co = '?';
+ else
+ co = game.quad[ix][iy];
+ printf("%c %d,%d\n", co, ix, iy);
+ game.optime = 0.5;
+ game.ididit = true;
+}
+#endif