3 static void getcd(int, int);
\r
6 double angle, deltax, deltay, bigger, x, y,
\r
7 finald, finalx, finaly, stopegy;
\r
8 int trbeam = 0, n, l, ix, iy, kink, kinks, iquad;
\r
11 prout("Helmsman Sulu- \"Leaving standard orbit.\"");
\r
15 angle = ((15.0 - direc) * 0.5235988);
\r
16 deltax = -sin(angle);
\r
17 deltay = cos(angle);
\r
18 if (fabs(deltax) > fabs(deltay))
\r
19 bigger = fabs(deltax);
\r
21 bigger = fabs(deltay);
\r
26 /* If tractor beam is to occur, don't move full distance */
\r
27 if (game.state.date+Time >= game.future[FTBEAM]) {
\r
30 dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;
\r
31 Time = game.future[FTBEAM] - game.state.date + 1e-5;
\r
33 /* Move within the quadrant */
\r
34 game.quad[sectx][secty] = IHDOT;
\r
37 n = 10.0*dist*bigger+0.5;
\r
40 for (l = 1; l <= n; l++) {
\r
41 ix = (x += deltax) + 0.5;
\r
42 iy = (y += deltay) + 0.5;
\r
43 if (ix < 1 || ix > 10 || iy < 1 || iy > 10) {
\r
44 /* Leaving quadrant -- allow final enemy attack */
\r
45 /* Don't do it if being pushed by Nova */
\r
46 if (nenhere != 0 && iattak != 2) {
\r
48 for (l = 1; l <= nenhere; l++) {
\r
49 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
\r
50 (iy-game.ky[l])*(double)(iy-game.ky[l]));
\r
51 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
\r
53 if (game.state.galaxy[quadx][quady] != 1000) attack(0);
\r
54 if (alldone) return;
\r
56 /* compute final position -- new quadrant and sector */
\r
57 x = 10*(quadx-1)+sectx;
\r
58 y = 10*(quady-1)+secty;
\r
59 ix = x+10.0*dist*bigger*deltax+0.5;
\r
60 iy = y+10.0*dist*bigger*deltay+0.5;
\r
61 /* check for edge of galaxy */
\r
81 if (kink) kinks = 1;
\r
87 /* Three strikes -- you're out! */
\r
91 prout("\nYOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER\n"
\r
92 "AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,\n"
\r
93 "YOU WILL BE DESTROYED.\n");
\r
95 /* Compute final position in new quadrant */
\r
96 if (trbeam) return; /* Don't bother if we are to be beamed */
\r
99 sectx = ix - 10*(quadx-1);
\r
100 secty = iy - 10*(quady-1);
\r
101 proutn("\nEntering");
\r
102 cramlc(1, quadx, quady);
\r
104 game.quad[sectx][secty] = ship;
\r
108 iquad = game.quad[ix][iy];
\r
109 if (iquad != IHDOT) {
\r
110 /* object encountered in flight path */
\r
111 stopegy = 50.0*dist/Time;
\r
112 dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
\r
113 (secty-iy)*(double)(secty-iy));
\r
115 case IHT: /* Ram a Tholian */
\r
116 case IHK: /* Ram enemy ship */
\r
122 ram(0, iquad, sectx, secty);
\r
128 prouts("***RED ALERT! RED ALERT!");
\r
132 proutn(" pulled into black hole at");
\r
138 /* something else */
\r
141 if (iquad == IHWEB)
\r
142 proutn(" encounters Tholian web at");
\r
144 proutn(" blocked by object at");
\r
147 proutn("Emergency stop required ");
\r
148 cramf(stopegy, 0, 2);
\r
149 prout(" units of energy.");
\r
151 finalx = x-deltax+0.5;
\r
153 finaly = y-deltay+0.5;
\r
161 goto label100; /* sorry! */
\r
164 dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
\r
165 (secty-iy)*(double)(secty-iy));
\r
172 /* No quadrant change -- compute new avg enemy distances */
\r
173 game.quad[sectx][secty] = ship;
\r
175 for (l = 1; l <= nenhere; l++) {
\r
176 finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
\r
177 (iy-game.ky[l])*(double)(iy-game.ky[l]));
\r
178 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
\r
179 game.kdist[l] = finald;
\r
182 if (game.state.galaxy[quadx][quady] != 1000 && iattak == 0)
\r
184 for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l];
\r
193 if (condit == IHDOCKED) {
\r
194 prout("Already docked.");
\r
198 prout("You must first leave standard orbit.");
\r
201 if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
\r
203 prout(" not adjacent to base.");
\r
208 if (energy < inenrg) energy = inenrg;
\r
212 if (stdamtim != 1e30 &&
\r
213 (game.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) {
\r
214 /* get attack report from base */
\r
215 prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
\r
221 static void getcd(int isprobe, int akey) {
\r
222 /* This program originally required input in terms of a (clock)
\r
223 direction and distance. Somewhere in history, it was changed to
\r
224 cartesian coordinates. So we need to convert. I think
\r
225 "manual" input should still be done this way -- it's a real
\r
226 pain if the computer isn't working! Manual mode is still confusing
\r
227 because it involves giving x and y motions, yet the coordinates
\r
228 are always displayed y - x, where +y is downward! */
\r
231 int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key;
\r
232 double xi, xj, xk, xl;
\r
233 double deltax, deltay;
\r
234 int automatic = -1;
\r
236 /* Get course direction and distance. If user types bad values, return
\r
237 with DIREC = -1.0. */
\r
241 if (landed == 1 && !isprobe) {
\r
242 prout("Dummy! You can't leave standard orbit until you");
\r
243 proutn("are back abourt the ");
\r
249 while (automatic == -1) {
\r
250 if (game.damage[DCOMPTR]) {
\r
252 prout("Computer damaged; manual navigation only");
\r
254 prout("Computer damaged; manual movement only");
\r
260 if (isprobe && akey != -1) {
\r
261 /* For probe launch, use pre-scaned value first time */
\r
268 if (key == IHEOL) {
\r
269 proutn("Manual or automatic- ");
\r
273 else if (key == IHALPHA) {
\r
274 if (isit("manual")) {
\r
279 else if (isit("automatic")) {
\r
290 else { /* numeric */
\r
292 prout("(Manual navigation assumed.)");
\r
294 prout("(Manual movement assumed.)");
\r
301 while (key == IHEOL) {
\r
303 proutn("Target quadrant or quadrant§or- ");
\r
305 proutn("Destination sector or quadrant§or- ");
\r
311 if (key != IHREAL) {
\r
317 if (key != IHREAL){
\r
323 if (key == IHREAL) {
\r
324 /* both quadrant and sector specified */
\r
327 if (key != IHREAL) {
\r
340 /* only quadrant specified -- go to center of dest quad */
\r
351 if (irowq<1 || irowq > 8 || icolq<1 || icolq > 8 ||
\r
352 irows<1 || irows > 10 || icols<1 || icols > 10) {
\r
360 proutn("Helmsman Sulu- \"Course locked in for");
\r
361 cramlc(2, irows, icols);
\r
365 else prout("Ensign Chekov- \"Course laid in, Captain.\"");
\r
367 deltax = icolq - quady + 0.1*(icols-secty);
\r
368 deltay = quadx - irowq + 0.1*(sectx-irows);
\r
370 else { /* manual */
\r
371 while (key == IHEOL) {
\r
372 proutn("X and Y displacements- ");
\r
378 if (key != IHREAL) {
\r
384 if (key != IHREAL) {
\r
390 /* Check for zero movement */
\r
391 if (deltax == 0 && deltay == 0) {
\r
395 if (itemp == 2 && !isprobe) {
\r
397 prout("Helmsman Sulu- \"Aye, Sir.\"");
\r
399 dist = sqrt(deltax*deltax + deltay*deltay);
\r
400 direc = atan2(deltax, deltay)*1.90985932;
\r
401 if (direc < 0.0) direc += 12.0;
\r
409 void impuls(void) {
\r
413 if (game.damage[DIMPULS]) {
\r
416 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
\r
420 if (energy > 30.0) {
\r
422 if (direc == -1.0) return;
\r
423 power = 20.0 + 100.0*dist;
\r
428 if (power >= energy) {
\r
429 /* Insufficient power for trip */
\r
431 prout("First Officer Spock- \"Captain, the impulse engines");
\r
432 prout("require 20.0 units to engage, plus 100.0 units per");
\r
434 proutn("quadrant. We can go, therefore, a maximum of ");
\r
435 cramf(0.01 * (energy-20.0)-0.05, 0, 1);
\r
436 prout(" quadrants.\"");
\r
439 prout("quadrant. They are, therefore, useless.\"");
\r
444 /* Make sure enough time is left for the trip */
\r
446 if (Time >= game.state.remtime) {
\r
447 prout("First Officer Spock- \"Captain, our speed under impulse");
\r
448 prout("power is only 0.95 sectors per stardate. Are you sure");
\r
449 prout("we dare spend the time?\"");
\r
450 if (ja() == 0) return;
\r
452 /* Activate impulse engines and pay the cost */
\r
455 if (alldone) return;
\r
456 power = 20.0 + 100.0*dist;
\r
459 if (energy <= 0) finish(FNRG);
\r
465 int blooey=0, twarp=0, iwarp;
\r
468 if (i!=2) { /* Not WARPX entry */
\r
470 if (game.damage[DWARPEN] > 10.0) {
\r
473 prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
\r
476 if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
\r
479 prout("Engineer Scott- \"Sorry, Captain. Until this damage");
\r
480 prout(" is repaired, I can only give you warp 4.\"");
\r
484 /* Read in course and distance */
\r
486 if (direc == -1.0) return;
\r
488 /* Make sure starship has enough energy for the trip */
\r
489 power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
\r
492 if (power >= energy) {
\r
493 /* Insufficient power for trip */
\r
496 prout("Engineering to bridge--");
\r
497 if (shldup==0 || 0.5*power > energy) {
\r
498 iwarp = pow((energy/(dist+0.05)), 0.333333333);
\r
500 prout("We can't do it, Captain. We haven't the energy.");
\r
503 proutn("We haven't the energy, but we could do it at warp %d", iwarp);
\r
506 prout("if you'll lower the shields.");
\r
513 prout("We haven't the energy to go that far with the shields up.");
\r
517 /* Make sure enough time is left for the trip */
\r
518 Time = 10.0*dist/wfacsq;
\r
519 if (Time >= 0.8*game.state.remtime) {
\r
521 prout("First Officer Spock- \"Captain, I compute that such");
\r
522 proutn(" a trip would require approximately ");
\r
523 cramf(100.0*Time/game.state.remtime, 0, 2);
\r
524 prout(" percent of our");
\r
525 prout(" remaining time. Are you sure this is wise?\"");
\r
526 if (ja() == 0) { ididit = 0; return;}
\r
530 if (warpfac > 6.0) {
\r
531 /* Decide if engine damage will occur */
\r
532 double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
\r
533 if (prob > Rand()) {
\r
535 dist = Rand()*dist;
\r
537 /* Decide if time warp will occur */
\r
538 if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
\r
540 if (idebug &&warpfac==10 && twarp==0) {
\r
542 proutn("Force time warp? ");
\r
543 if (ja()==1) twarp=1;
\r
546 if (blooey || twarp) {
\r
547 /* If time warp or engine damage, check path */
\r
548 /* If it is obstructed, don't do warp or damage */
\r
549 double angle = ((15.0-direc)*0.5235998);
\r
550 double deltax = -sin(angle);
\r
551 double deltay = cos(angle);
\r
552 double bigger, x, y;
\r
554 if (fabs(deltax) > fabs(deltay))
\r
555 bigger = fabs(deltax);
\r
557 bigger = fabs(deltay);
\r
561 n = 10.0 * dist * bigger +0.5;
\r
564 for (l = 1; l <= n; l++) {
\r
567 if (ix < 1 || ix > 10) break;
\r
570 if (iy < 1 || iy > 10) break;
\r
571 if (game.quad[ix][iy] != IHDOT) {
\r
580 /* Activate Warp Engines and pay the cost */
\r
582 if (alldone) return;
\r
583 energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
\r
584 if (energy <= 0) finish(FNRG);
\r
585 Time = 10.0*dist/wfacsq;
\r
586 if (twarp) timwrp();
\r
588 game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);
\r
590 prout("Engineering to bridge--");
\r
591 prout(" Scott here. The warp engines are damaged.");
\r
592 prout(" We'll have to reduce speed to warp 4.");
\r
600 void setwrp(void) {
\r
604 while ((key=scan()) == IHEOL) {
\r
606 proutn("Warp factor-");
\r
609 if (key != IHREAL) {
\r
613 if (game.damage[DWARPEN] > 10.0) {
\r
614 prout("Warp engines inoperative.");
\r
617 if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
\r
618 prout("Engineer Scott- \"I'm doing my best, Captain,\n"
\r
619 " but right now we can only go warp 4.\"");
\r
622 if (aaitem > 10.0) {
\r
623 prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
\r
626 if (aaitem < 1.0) {
\r
627 prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
\r
632 wfacsq=warpfac*warpfac;
\r
633 if (warpfac <= oldfac || warpfac <= 6.0) {
\r
634 proutn("Helmsman Sulu- \"Warp factor ");
\r
635 cramf(warpfac, 0, 1);
\r
636 prout(", Captain.\"");
\r
639 if (warpfac < 8.00) {
\r
640 prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
\r
643 if (warpfac == 10.0) {
\r
644 prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
\r
647 prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
\r
651 void atover(int igrab) {
\r
652 double power, distreq;
\r
655 /* is captain on planet? */
\r
657 if (game.damage[DTRANSP]) {
\r
661 prout("Scotty rushes to the transporter controls.");
\r
663 prout("But with the shields up it's hopeless.");
\r
666 prouts("His desperate attempt to rescue you . . .");
\r
667 if (Rand() <= 0.5) {
\r
672 prout("SUCCEEDS!");
\r
675 proutn("The crystals mined were ");
\r
676 if (Rand() <= 0.25) {
\r
687 /* Check to see if captain in shuttle craft */
\r
688 if (icraft) finish(FSTRACTOR);
\r
689 if (alldone) return;
\r
691 /* Inform captain of attempt to reach safety */
\r
695 prouts("***RED ALERT! READ ALERT!");
\r
699 prout(" has stopped in a quadrant containing");
\r
700 prouts(" a supernova.");
\r
703 proutn("***Emergency automatic override attempts to hurl ");
\r
706 prout("safely out of quadrant.");
\r
707 game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+1000:1;
\r
709 /* Try to use warp engines */
\r
710 if (game.damage[DWARPEN]) {
\r
712 prout("Warp engines damaged.");
\r
716 warpfac = 6.0+2.0*Rand();
\r
717 wfacsq = warpfac * warpfac;
\r
718 proutn("Warp factor set to ");
\r
719 cramf(warpfac, 1, 1);
\r
721 power = 0.75*energy;
\r
722 dist = power/(warpfac*warpfac*warpfac*(shldup+1));
\r
723 distreq = 1.4142+Rand();
\r
724 if (distreq < dist) dist = distreq;
\r
725 Time = 10.0*dist/wfacsq;
\r
726 direc = 12.0*Rand(); /* How dumb! */
\r
731 /* This is bad news, we didn't leave quadrant. */
\r
732 if (alldone) return;
\r
734 prout("Insufficient energy to leave quadrant.");
\r
738 /* Repeat if another snova */
\r
739 } while (game.state.galaxy[quadx][quady] == 1000);
\r
740 if (game.state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */
\r
745 prout("***TIME WARP ENTERED.");
\r
746 if (game.state.snap && Rand() < 0.5) {
\r
747 /* Go back in time */
\r
748 proutn("You are traveling backwards in time ");
\r
749 cramf(game.state.date-game.snapsht.date, 0, 2);
\r
750 prout(" stardates.");
\r
751 game.state = game.snapsht;
\r
752 game.state.snap = 0;
\r
753 if (game.state.remcom) {
\r
754 game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);
\r
755 game.future[FBATTAK] = game.state.date + expran(0.3*intime);
\r
757 game.future[FSNOVA] = game.state.date + expran(0.5*intime);
\r
758 game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
\r
760 if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
\r
762 game.future[FCDBAS] = game.future[FSCDBAS] = 1e30;
\r
765 /* Make sure Galileo is consistant -- Snapshot may have been taken
\r
766 when on planet, which would give us two Galileos! */
\r
768 for (l = 0; l < inplan; l++) {
\r
769 if (game.state.plnets[l].known == shuttle_down) {
\r
771 if (iscraft==1 && ship==IHE) {
\r
772 prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
\r
777 /* Likewise, if in the original time the Galileo was abandoned, but
\r
778 was on ship earlier, it would have vanished -- lets restore it */
\r
779 if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
\r
780 prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
\r
784 /* Revert star chart to earlier era, if it was known then*/
\r
785 if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) {
\r
786 for (l = 1; l <= 8; l++)
\r
787 for (ll = 1; ll <= 8; ll++)
\r
788 if (game.starch[l][ll] > 1)
\r
789 game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+1000 :1;
\r
790 prout("Spock has reconstructed a correct star chart from memory");
\r
791 if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date;
\r
795 /* Go forward in time */
\r
796 Time = -0.5*intime*log(Rand());
\r
797 proutn("You are traveling forward in time ");
\r
799 prout(" stardates.");
\r
800 /* cheat to make sure no tractor beams occur during time warp */
\r
801 game.future[FTBEAM] += Time;
\r
802 game.damage[DRADIO] += Time;
\r
808 double angle, bigger;
\r
810 /* New code to launch a deep space probe */
\r
811 if (nprobes == 0) {
\r
815 prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
\r
817 prout("Ye Faerie Queene has no deep space probes.");
\r
820 if (game.damage[DDSP] != 0.0) {
\r
823 prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
\r
826 if (game.future[FDSPROB] != 1e30) {
\r
829 if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
\r
830 prout("Spock- \"Records show the previous probe has not yet");
\r
831 prout(" reached its destination.\"");
\r
834 prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
\r
839 if (key == IHEOL) {
\r
840 /* slow mode, so let Kirk know how many probes there are left */
\r
841 prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
\r
842 proutn("Are you sure you want to fire a probe? ");
\r
843 if (ja()==0) return;
\r
847 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
\r
851 else if (key == IHEOL) {
\r
852 proutn("Arm NOVAMAX warhead?");
\r
856 if (direc == -1.0) return;
\r
858 angle = ((15.0 - direc) * 0.5235988);
\r
859 probeinx = -sin(angle);
\r
860 probeiny = cos(angle);
\r
861 if (fabs(probeinx) > fabs(probeiny))
\r
862 bigger = fabs(probeinx);
\r
864 bigger = fabs(probeiny);
\r
866 probeiny /= bigger;
\r
867 probeinx /= bigger;
\r
868 proben = 10.0*dist*bigger +0.5;
\r
869 probex = quadx*10 + sectx - 1; // We will use better packing than original
\r
870 probey = quady*10 + secty - 1;
\r
873 game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
\r
874 prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
\r
879 /* There's more than one way to move in this game! */
\r
880 double ddist, xdist, probf;
\r
881 int line, l, ix, iy;
\r
884 /* Test for conditions which prevent calling for help */
\r
885 if (condit == IHDOCKED) {
\r
886 prout("Lt. Uhura- \"But Captain, we're already docked.\"");
\r
889 if (game.damage[DRADIO] != 0) {
\r
890 prout("Subspace radio damaged.");
\r
893 if (game.state.rembase==0) {
\r
894 prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
\r
898 proutn("You must be aboard the ");
\r
903 /* OK -- call for help from nearest starbase */
\r
906 /* There's one in this quadrant */
\r
907 ddist = sqrt(square(basex-sectx)+square(basey-secty));
\r
911 for (l = 1; l <= game.state.rembase; l++) {
\r
912 xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
\r
913 if (xdist < ddist) {
\r
918 /* Since starbase not in quadrant, set up new quadrant */
\r
919 quadx = game.state.baseqx[line];
\r
920 quady = game.state.baseqy[line];
\r
923 /* dematerialize starship */
\r
924 game.quad[sectx][secty]=IHDOT;
\r
925 proutn("Starbase in");
\r
926 cramlc(1, quadx, quady);
\r
927 proutn(" responds--");
\r
929 prout(" dematerializes.");
\r
930 /* Give starbase three chances to rematerialize starship */
\r
931 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
\r
932 for (l = 1; l <= 3; l++) {
\r
934 case 1: proutn("1st"); break;
\r
935 case 2: proutn("2nd"); break;
\r
936 case 3: proutn("3rd"); break;
\r
938 proutn(" attempt to re-materialize ");
\r
940 prouts(" . . . . . ");
\r
941 if (Rand() > probf) break;
\r
945 finish(FMATERIALIZE);
\r
948 /* Rematerialization attempt should succeed if can get adj to base */
\r
949 for (l = 1; l <= 5; l++) {
\r
950 ix = basex+3.0*Rand()-1;
\r
951 iy = basey+3.0*Rand()-1;
\r
952 if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && game.quad[ix][iy]==IHDOT) {
\r
953 /* found one -- finish up */
\r
954 prout("succeeds.");
\r
957 game.quad[ix][iy]=ship;
\r
960 prout("Lt. Uhura- \"Captain, we made it!\"");
\r
964 finish(FMATERIALIZE);
\r