5 static void getcd(int, int);
9 double angle, deltax, deltay, bigger, x, y,
10 finald, finalx, finaly, stopegy, probf;
11 int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
14 prout("Helmsman Sulu- \"Leaving standard orbit.\"");
18 angle = ((15.0 - direc) * 0.5235988);
21 if (fabs(deltax) > fabs(deltay))
22 bigger = fabs(deltax);
24 bigger = fabs(deltay);
29 /* If tractor beam is to occur, don't move full distance */
30 if (game.state.date+Time >= game.future[FTBEAM]) {
33 dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;
34 Time = game.future[FTBEAM] - game.state.date + 1e-5;
36 /* Move within the quadrant */
37 game.quad[sectx][secty] = IHDOT;
40 n = 10.0*dist*bigger+0.5;
43 for (l = 1; l <= n; l++) {
44 ix = (x += deltax) + 0.5;
45 iy = (y += deltay) + 0.5;
46 if (ix < 1 || ix > QUADSIZE || iy < 1 || iy > QUADSIZE) {
47 /* Leaving quadrant -- allow final enemy attack */
48 /* Don't do it if being pushed by Nova */
49 if (nenhere != 0 && iattak != 2) {
51 for (l = 1; l <= nenhere; l++) {
52 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
53 (iy-game.ky[l])*(double)(iy-game.ky[l]));
54 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
57 * Stas Sergeev added the condition
58 * that attacks only happen if Klingons
59 * are present and your skill is good.
61 if (skill > SKILL_GOOD && klhere > 0 && game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE)
65 /* compute final position -- new quadrant and sector */
66 x = QUADSIZE*(quadx-1)+sectx;
67 y = QUADSIZE*(quady-1)+secty;
68 ix = x+10.0*dist*bigger*deltax+0.5;
69 iy = y+10.0*dist*bigger*deltay+0.5;
70 /* check for edge of galaxy */
82 if (ix > GALSIZE*QUADSIZE) {
83 ix = (GALSIZE*QUADSIZE*2)+1 - ix;
86 if (iy > GALSIZE*QUADSIZE) {
87 iy = (GALSIZE*QUADSIZE*2)+1 - iy;
96 /* Three strikes -- you're out! */
100 prout("\n\rYOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER\n\r"
101 "AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,\n\r"
102 "YOU WILL BE DESTROYED.\n\r");
104 /* Compute final position in new quadrant */
105 if (trbeam) return; /* Don't bother if we are to be beamed */
106 quadx = (ix+(QUADSIZE-1))/QUADSIZE;
107 quady = (iy+(QUADSIZE-1))/QUADSIZE;
108 sectx = ix - QUADSIZE*(quadx-1);
109 secty = iy - QUADSIZE*(quady-1);
110 prout("\n\rEntering %s.",
111 cramlc(quadrant, quadx, quady));
112 game.quad[sectx][secty] = ship;
114 if (skill>SKILL_NOVICE) attack(0);
117 iquad = game.quad[ix][iy];
118 if (iquad != IHDOT) {
119 /* object encountered in flight path */
120 stopegy = 50.0*dist/Time;
121 dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
122 (secty-iy)*(double)(secty-iy));
124 case IHT: /* Ram a Tholian */
125 case IHK: /* Ram enemy ship */
132 ram(0, iquad, sectx, secty);
138 prouts("***RED ALERT! RED ALERT!");
142 proutn(" pulled into black hole at ");
143 prout(cramlc(sector, ix, iy));
145 * Getting pulled into a black hole was certain
146 * death in Almy's original. Stas Sergeev added a
147 * possibility that you'll get timewarped instead.
150 for (l=0;l<NDEVICES;l++)
151 if (game.damage[l]>0)
153 probf=pow(1.4,(energy+shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
164 proutn(" encounters Tholian web at ");
166 proutn(" blocked by object at ");
167 proutn(cramlc(sector, ix,iy));
169 proutn("Emergency stop required ");
170 prout("%2d units of energy.", (int)stopegy);
172 finalx = x-deltax+0.5;
174 finaly = y-deltay+0.5;
182 goto no_quad_change; /* sorry! */
185 dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
186 (secty-iy)*(double)(secty-iy));
193 /* No quadrant change -- compute new avg enemy distances */
194 game.quad[sectx][secty] = ship;
196 for (l = 1; l <= nenhere; l++) {
197 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
198 (iy-game.ky[l])*(double)(iy-game.ky[l]));
199 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
200 game.kdist[l] = finald;
203 if (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE && iattak == 0)
205 for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l];
216 if (condit == IHDOCKED && l) {
217 prout("Already docked.");
221 prout("You must first leave standard orbit.");
224 if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
226 prout(" not adjacent to base.");
230 if (l) prout("Docked.");
232 if (energy < inenrg) energy = inenrg;
236 if (stdamtim != 1e30 &&
237 (game.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) {
238 /* get attack report from base */
239 prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
245 static void getcd(int isprobe, int akey) {
246 /* This program originally required input in terms of a (clock)
247 direction and distance. Somewhere in history, it was changed to
248 cartesian coordinates. So we need to convert. I think
249 "manual" input should still be done this way -- it's a real
250 pain if the computer isn't working! Manual mode is still confusing
251 because it involves giving x and y motions, yet the coordinates
252 are always displayed y - x, where +y is downward! */
255 int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key=0;
256 double xi, xj, xk, xl;
257 double deltax, deltay;
260 /* Get course direction and distance. If user types bad values, return
261 with DIREC = -1.0. */
265 if (landed == 1 && !isprobe) {
266 prout("Dummy! You can't leave standard orbit until you");
267 proutn("are back abourt the ");
273 while (automatic == -1) {
274 if (game.damage[DCOMPTR]) {
276 prout("Computer damaged; manual navigation only");
278 prout("Computer damaged; manual movement only");
284 if (isprobe && akey != -1) {
285 /* For probe launch, use pre-scaned value first time */
293 proutn("Manual or automatic- ");
297 else if (key == IHALPHA) {
298 if (isit("manual")) {
303 else if (isit("automatic")) {
316 prout("(Manual navigation assumed.)");
318 prout("(Manual movement assumed.)");
325 while (key == IHEOL) {
327 proutn("Target quadrant or quadrant§or- ");
329 proutn("Destination sector or quadrant§or- ");
348 /* both quadrant and sector specified */
364 /* only quadrant specified -- go to center of dest quad */
375 if (irowq<1 || irowq > GALSIZE || icolq<1 || icolq > GALSIZE ||
376 irows<1 || irows > QUADSIZE || icols<1 || icols > QUADSIZE) {
384 prout("Helmsman Sulu- \"Course locked in for %s.\"",
385 cramlc(sector, irows, icols));
388 else prout("Ensign Chekov- \"Course laid in, Captain.\"");
390 deltax = icolq - quady + 0.1*(icols-secty);
391 deltay = quadx - irowq + 0.1*(sectx-irows);
394 while (key == IHEOL) {
395 proutn("X and Y displacements- ");
413 /* Check for zero movement */
414 if (deltax == 0 && deltay == 0) {
418 if (itemp == 2 && !isprobe) {
420 prout("Helmsman Sulu- \"Aye, Sir.\"");
422 dist = sqrt(deltax*deltax + deltay*deltay);
423 direc = atan2(deltax, deltay)*1.90985932;
424 if (direc < 0.0) direc += 12.0;
437 if (game.damage[DIMPULS]) {
440 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
446 if (direc == -1.0) return;
447 power = 20.0 + 100.0*dist;
452 if (power >= energy) {
453 /* Insufficient power for trip */
455 prout("First Officer Spock- \"Captain, the impulse engines");
456 prout("require 20.0 units to engage, plus 100.0 units per");
458 proutn("quadrant. We can go, therefore, a maximum of %d",
459 (int)(0.01 * (energy-20.0)-0.05));
460 prout(" quadrants.\"");
463 prout("quadrant. They are, therefore, useless.\"");
468 /* Make sure enough time is left for the trip */
470 if (Time >= game.state.remtime) {
471 prout("First Officer Spock- \"Captain, our speed under impulse");
472 prout("power is only 0.95 sectors per stardate. Are you sure");
473 proutn("we dare spend the time?\" ");
474 if (ja() == 0) return;
476 /* Activate impulse engines and pay the cost */
480 power = 20.0 + 100.0*dist;
483 if (energy <= 0) finish(FNRG);
490 int blooey=0, twarp=0, iwarp;
493 if (i!=2) { /* Not WARPX entry */
495 if (game.damage[DWARPEN] > 10.0) {
498 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
501 if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
504 prout("Engineer Scott- \"Sorry, Captain. Until this damage");
505 prout(" is repaired, I can only give you warp 4.\"");
509 /* Read in course and distance */
511 if (direc == -1.0) return;
513 /* Make sure starship has enough energy for the trip */
514 power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
517 if (power >= energy) {
518 /* Insufficient power for trip */
521 prout("Engineering to bridge--");
522 if (shldup==0 || 0.5*power > energy) {
523 iwarp = pow((energy/(dist+0.05)), 0.333333333);
525 prout("We can't do it, Captain. We haven't the energy.");
528 proutn("We haven't the energy, but we could do it at warp %d", iwarp);
531 prout("if you'll lower the shields.");
538 prout("We haven't the energy to go that far with the shields up.");
542 /* Make sure enough time is left for the trip */
543 Time = 10.0*dist/wfacsq;
544 if (Time >= 0.8*game.state.remtime) {
546 prout("First Officer Spock- \"Captain, I compute that such");
547 proutn(" a trip would require approximately %2.0f",
548 100.0*Time/game.state.remtime);
549 prout(" percent of our");
550 proutn(" remaining time. Are you sure this is wise?\" ");
551 if (ja() == 0) { ididit = 0; Time=0; return;}
556 /* Decide if engine damage will occur */
557 double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
562 /* Decide if time warp will occur */
563 if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
565 if (idebug &&warpfac==10 && twarp==0) {
567 proutn("Force time warp? ");
568 if (ja()==1) twarp=1;
571 if (blooey || twarp) {
572 /* If time warp or engine damage, check path */
573 /* If it is obstructed, don't do warp or damage */
574 double angle = ((15.0-direc)*0.5235998);
575 double deltax = -sin(angle);
576 double deltay = cos(angle);
579 if (fabs(deltax) > fabs(deltay))
580 bigger = fabs(deltax);
582 bigger = fabs(deltay);
586 n = 10.0 * dist * bigger +0.5;
589 for (l = 1; l <= n; l++) {
592 if (ix < 1 || ix > QUADSIZE) break;
595 if (iy < 1 || iy > QUADSIZE) break;
596 if (game.quad[ix][iy] != IHDOT) {
605 /* Activate Warp Engines and pay the cost */
608 energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
609 if (energy <= 0) finish(FNRG);
610 Time = 10.0*dist/wfacsq;
613 game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);
615 prout("Engineering to bridge--");
616 prout(" Scott here. The warp engines are damaged.");
617 prout(" We'll have to reduce speed to warp 4.");
630 while ((key=scan()) == IHEOL) {
632 proutn("Warp factor- ");
639 if (game.damage[DWARPEN] > 10.0) {
640 prout("Warp engines inoperative.");
643 if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
644 prout("Engineer Scott- \"I'm doing my best, Captain,\n"
645 " but right now we can only go warp 4.\"");
649 prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
653 prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
658 wfacsq=warpfac*warpfac;
659 if (warpfac <= oldfac || warpfac <= 6.0) {
660 proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
664 if (warpfac < 8.00) {
665 prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
668 if (warpfac == 10.0) {
669 prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
672 prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
676 void atover(int igrab)
678 double power, distreq;
681 /* is captain on planet? */
683 if (game.damage[DTRANSP]) {
687 prout("Scotty rushes to the transporter controls.");
689 prout("But with the shields up it's hopeless.");
692 prouts("His desperate attempt to rescue you . . .");
701 proutn("The crystals mined were ");
702 if (Rand() <= 0.25) {
713 /* Check to see if captain in shuttle craft */
714 if (icraft) finish(FSTRACTOR);
717 /* Inform captain of attempt to reach safety */
721 prouts("***RED ALERT! READ ALERT!");
725 prout(" has stopped in a quadrant containing");
726 prouts(" a supernova.");
729 proutn("***Emergency automatic override attempts to hurl ");
732 prout("safely out of quadrant.");
733 game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+SUPERNOVA_PLACE:1;
735 /* Try to use warp engines */
736 if (game.damage[DWARPEN]) {
738 prout("Warp engines damaged.");
742 warpfac = 6.0+2.0*Rand();
743 wfacsq = warpfac * warpfac;
744 prout("Warp factor set to %d", (int)warpfac);
746 dist = power/(warpfac*warpfac*warpfac*(shldup+1));
747 distreq = 1.4142+Rand();
748 if (distreq < dist) dist = distreq;
749 Time = 10.0*dist/wfacsq;
750 direc = 12.0*Rand(); /* How dumb! */
755 /* This is bad news, we didn't leave quadrant. */
758 prout("Insufficient energy to leave quadrant.");
762 /* Repeat if another snova */
763 } while (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE);
764 if (game.state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */
770 prout("***TIME WARP ENTERED.");
771 if (game.state.snap && Rand() < 0.5) {
772 /* Go back in time */
773 prout("You are traveling backwards in time %d stardates.",
774 (int)(game.state.date-game.snapsht.date));
775 game.state = game.snapsht;
777 if (game.state.remcom) {
778 game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);
779 game.future[FBATTAK] = game.state.date + expran(0.3*intime);
781 game.future[FSNOVA] = game.state.date + expran(0.5*intime);
782 game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
784 if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
786 game.future[FCDBAS] = game.future[FSCDBAS] = 1e30;
789 /* Make sure Galileo is consistant -- Snapshot may have been taken
790 when on planet, which would give us two Galileos! */
792 for (l = 0; l < inplan; l++) {
793 if (game.state.plnets[l].known == shuttle_down) {
795 if (iscraft==1 && ship==IHE) {
796 prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
801 /* Likewise, if in the original time the Galileo was abandoned, but
802 was on ship earlier, it would have vanished -- lets restore it */
803 if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
804 prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
808 /* Revert star chart to earlier era, if it was known then*/
809 if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) {
810 for (l = 1; l <= GALSIZE; l++)
811 for (ll = 1; ll <= GALSIZE; ll++)
812 if (game.starch[l][ll] > 1)
813 game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+SUPERNOVA_PLACE :1;
814 prout("Spock has reconstructed a correct star chart from memory");
815 if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date;
819 /* Go forward in time */
820 Time = -0.5*intime*log(Rand());
821 prout("You are traveling forward in time %d stardates.", (int)Time);
822 /* cheat to make sure no tractor beams occur during time warp */
823 game.future[FTBEAM] += Time;
824 game.damage[DRADIO] += Time;
827 events(); /* Stas Sergeev added this -- do pending events */
832 double angle, bigger;
834 /* New code to launch a deep space probe */
839 prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
841 prout("Ye Faerie Queene has no deep space probes.");
844 if (game.damage[DDSP] != 0.0) {
847 prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
850 if (game.future[FDSPROB] != 1e30) {
853 if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
854 prout("Spock- \"Records show the previous probe has not yet");
855 prout(" reached its destination.\"");
858 prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
864 /* slow mode, so let Kirk know how many probes there are left */
865 prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
866 proutn("Are you sure you want to fire a probe? ");
871 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
875 else if (key == IHEOL) {
876 proutn("Arm NOVAMAX warhead? ");
880 if (direc == -1.0) return;
882 angle = ((15.0 - direc) * 0.5235988);
883 probeinx = -sin(angle);
884 probeiny = cos(angle);
885 if (fabs(probeinx) > fabs(probeiny))
886 bigger = fabs(probeinx);
888 bigger = fabs(probeiny);
892 proben = 10.0*dist*bigger +0.5;
893 probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original
894 probey = quady*QUADSIZE + secty - 1;
897 game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
898 prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
905 /* There's more than one way to move in this game! */
906 double ddist, xdist, probf;
907 int line = 0, l, ix, iy;
910 /* Test for conditions which prevent calling for help */
911 if (condit == IHDOCKED) {
912 prout("Lt. Uhura- \"But Captain, we're already docked.\"");
915 if (game.damage[DRADIO] != 0) {
916 prout("Subspace radio damaged.");
919 if (game.state.rembase==0) {
920 prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
924 proutn("You must be aboard the ");
929 /* OK -- call for help from nearest starbase */
932 /* There's one in this quadrant */
933 ddist = sqrt(square(basex-sectx)+square(basey-secty));
937 for (l = 1; l <= game.state.rembase; l++) {
938 xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
944 /* Since starbase not in quadrant, set up new quadrant */
945 quadx = game.state.baseqx[line];
946 quady = game.state.baseqy[line];
949 /* dematerialize starship */
950 game.quad[sectx][secty]=IHDOT;
951 proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady));
954 prout(" dematerializes.");
956 for (l = 1; l <= 5; l++) {
957 ix = basex+3.0*Rand()-1;
958 iy = basey+3.0*Rand()-1;
959 if (ix>=1 && ix<=QUADSIZE && iy>=1 && iy<=QUADSIZE && game.quad[ix][iy]==IHDOT) {
960 /* found one -- finish up */
963 game.quad[ix][iy]=IHMATER0;
968 prout("You have been lost in space...");
969 finish(FMATERIALIZE);
972 /* Give starbase three chances to rematerialize starship */
973 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
974 for (l = 1; l <= 3; l++) {
976 case 1: proutn("1st"); break;
977 case 2: proutn("2nd"); break;
978 case 3: proutn("3rd"); break;
980 proutn(" attempt to re-materialize ");
983 if (Rand() > probf) break;
985 case 1: game.quad[ix][iy]=IHMATER1;
987 case 2: game.quad[ix][iy]=IHMATER2;
989 case 3: game.quad[ix][iy]=IHQUEST;
998 finish(FMATERIALIZE);
1001 game.quad[ix][iy]=ship;
1007 prout("Lt. Uhura- \"Captain, we made it!\"");