5 static void getcd(bool, int);
9 double angle, deltax, deltay, bigger, x, y,
10 finald, finalx, finaly, stopegy, probf;
11 int trbeam = 0, n, l, kink, kinks, iquad;
16 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
20 angle = ((15.0 - game.direc) * 0.5235988);
23 if (fabs(deltax) > fabs(deltay))
24 bigger = fabs(deltax);
26 bigger = fabs(deltay);
31 /* If tractor beam is to occur, don't move full distance */
32 if (game.state.date+game.optime >= scheduled(FTBEAM)) {
35 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
36 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
38 /* Move within the quadrant */
39 game.quad[game.sector.x][game.sector.y] = IHDOT;
42 n = 10.0*game.dist*bigger+0.5;
45 for (l = 1; l <= n; l++) {
46 w.x = (x += deltax) + 0.5;
47 w.y = (y += deltay) + 0.5;
48 if (!VALID_SECTOR(w.x, w.y)) {
49 /* Leaving quadrant -- allow final enemy attack */
50 /* Don't do it if being pushed by Nova */
51 if (game.nenhere != 0 && game.iattak != 2) {
53 for_local_enemies(l) {
54 finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
55 (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
56 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
59 * Stas Sergeev added the game.condition
60 * that attacks only happen if Klingons
61 * are present and your skill is good.
63 if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
65 if (game.alldone) return;
67 /* compute final position -- new quadrant and sector */
68 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
69 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
70 w.x = x+10.0*game.dist*bigger*deltax+0.5;
71 w.y = y+10.0*game.dist*bigger*deltay+0.5;
72 /* check for edge of galaxy */
84 if (w.x > GALSIZE*QUADSIZE) {
85 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
88 if (w.y > GALSIZE*QUADSIZE) {
89 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
97 if (game.nkinks == 3) {
98 /* Three strikes -- you're out! */
103 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"));
104 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"));
105 prout(_("YOU WILL BE DESTROYED."));
107 /* Compute final position in new quadrant */
108 if (trbeam) return; /* Don't bother if we are to be beamed */
109 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
110 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
111 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
112 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
114 prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
115 game.quad[game.sector.x][game.sector.y] = game.ship;
117 if (game.skill>SKILL_NOVICE) attack(0);
120 iquad = game.quad[w.x][w.y];
121 if (iquad != IHDOT) {
122 /* object encountered in flight path */
123 stopegy = 50.0*game.dist/game.optime;
124 game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
125 (game.sector.y-w.y)*(double)(game.sector.y-w.y));
127 case IHT: /* Ram a Tholian */
128 case IHK: /* Ram enemy ship */
135 ram(0, iquad, game.sector);
136 finalx = game.sector.x;
137 finaly = game.sector.y;
141 prouts(_("***RED ALERT! RED ALERT!"));
145 proutn(_(" pulled into black hole at "));
146 prout(cramlc(sector, w));
148 * Getting pulled into a black hole was certain
149 * death in Almy's original. Stas Sergeev added a
150 * possibility that you'll get timewarped instead.
153 for (l=0;l<NDEVICES;l++)
154 if (game.damage[l]>0)
156 probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
157 if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
167 proutn(_(" encounters Tholian web at "));
169 proutn(_(" blocked by object at "));
170 proutn(cramlc(sector, w));
172 proutn(_("Emergency stop required "));
173 prout(_("%2d units of energy."), (int)stopegy);
174 game.energy -= stopegy;
175 finalx = x-deltax+0.5;
176 game.sector.x = finalx;
177 finaly = y-deltay+0.5;
178 game.sector.y = finaly;
179 if (game.energy <= 0) {
185 goto no_quad_change; /* sorry! */
188 game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
189 (game.sector.y-w.y)*(double)(game.sector.y-w.y));
193 finalx = game.sector.x;
194 finaly = game.sector.y;
196 /* No quadrant change -- compute new avg enemy distances */
197 game.quad[game.sector.x][game.sector.y] = game.ship;
199 for_local_enemies(l) {
200 finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
201 (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
202 game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
203 game.kdist[l] = finald;
206 if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
208 for_local_enemies(l) game.kavgd[l] = game.kdist[l];
213 setwnd(message_window);
217 void dock(bool verbose)
220 if (game.condit == IHDOCKED && verbose) {
221 prout(_("Already docked."));
225 prout(_("You must first leave standard orbit."));
228 if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
230 prout(_(" not adjacent to base."));
233 game.condit = IHDOCKED;
234 if (verbose) prout(_("Docked."));
236 if (game.energy < game.inenrg) game.energy = game.inenrg;
237 game.shield = game.inshld;
238 game.torps = game.intorps;
239 game.lsupres = game.inlsr;
240 game.state.crew = FULLCREW;
241 if (!damaged(DRADIO) &&
242 (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
243 /* get attack report from base */
244 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
250 static void getcd(bool isprobe, int akey) {
251 /* This program originally required input in terms of a (clock)
252 direction and distance. Somewhere in history, it was changed to
253 cartesian coordinates. So we need to convert. I think
254 "manual" input should still be done this way -- it's a real
255 pain if the computer isn't working! Manual mode is still confusing
256 because it involves giving x and y motions, yet the coordinates
257 are always displayed y - x, where +y is downward! */
260 int irowq=game.quadrant.x, icolq=game.quadrant.y, itemp=0, iprompt=0, key=0;
261 double xi, xj, xk, xl;
262 double deltax, deltay;
266 /* Get course direction and distance. If user types bad values, return
267 with DIREC = -1.0. */
271 if (game.landed == 1 && !isprobe) {
272 prout(_("Dummy! You can't leave standard orbit until you"));
273 proutn(_("are back aboard the "));
279 while (automatic == -1) {
280 if (damaged(DCOMPTR)) {
282 prout(_("Computer damaged; manual navigation only"));
284 prout(_("Computer damaged; manual movement only"));
290 if (isprobe && akey != -1) {
291 /* For probe launch, use pre-scaned value first time */
299 proutn(_("Manual or automatic- "));
303 else if (key == IHALPHA) {
304 if (isit("manual")) {
309 else if (isit("automatic")) {
322 prout(_("(Manual navigation assumed.)"));
324 prout(_("(Manual movement assumed.)"));
331 while (key == IHEOL) {
333 proutn(_("Target quadrant or quadrant§or- "));
335 proutn(_("Destination sector or quadrant§or- "));
354 /* both quadrant and sector specified */
370 /* only quadrant specified -- go to center of dest quad */
381 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
389 prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
390 cramlc(sector, incr));
393 else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
395 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
396 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
399 while (key == IHEOL) {
400 proutn(_("X and Y displacements- "));
418 /* Check for zero movement */
419 if (deltax == 0 && deltay == 0) {
423 if (itemp == 2 && !isprobe) {
425 prout(_("Helmsman Sulu- \"Aye, Sir.\""));
427 game.dist = sqrt(deltax*deltax + deltay*deltay);
428 game.direc = atan2(deltax, deltay)*1.90985932;
429 if (game.direc < 0.0) game.direc += 12.0;
442 if (damaged(DIMPULS)) {
445 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
449 if (game.energy > 30.0) {
451 if (game.direc == -1.0) return;
452 power = 20.0 + 100.0*game.dist;
457 if (power >= game.energy) {
458 /* Insufficient power for trip */
460 prout(_("First Officer Spock- \"Captain, the impulse engines"));
461 prout(_("require 20.0 units to engage, plus 100.0 units per"));
462 if (game.energy > 30) {
463 proutn(_("quadrant. We can go, therefore, a maximum of %d"),
464 (int)(0.01 * (game.energy-20.0)-0.05));
465 prout(_(" quadrants.\""));
468 prout(_("quadrant. They are, therefore, useless.\""));
473 /* Make sure enough time is left for the trip */
474 game.optime = game.dist/0.095;
475 if (game.optime >= game.state.remtime) {
476 prout(_("First Officer Spock- \"Captain, our speed under impulse"));
477 prout(_("power is only 0.95 sectors per stardate. Are you sure"));
478 proutn(_("we dare spend the time?\" "));
479 if (ja() == 0) return;
481 /* Activate impulse engines and pay the cost */
484 if (game.alldone) return;
485 power = 20.0 + 100.0*game.dist;
486 game.energy -= power;
487 game.optime = game.dist/0.095;
488 if (game.energy <= 0) finish(FNRG);
493 void warp(bool timewarp)
495 int blooey=0, twarp=0, iwarp;
498 if (!timewarp) { /* Not WARPX entry */
500 if (game.damage[DWARPEN] > 10.0) {
503 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
506 if (damaged(DWARPEN) && game.warpfac > 4.0) {
509 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
510 prout(_(" is repaired, I can only give you warp 4.\""));
514 /* Read in course and distance */
516 if (game.direc == -1.0) return;
518 /* Make sure starship has enough energy for the trip */
519 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
522 if (power >= game.energy) {
523 /* Insufficient power for trip */
526 prout(_("Engineering to bridge--"));
527 if (!game.shldup || 0.5*power > game.energy) {
528 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
530 prout(_("We can't do it, Captain. We don't have enough energy."));
533 proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
536 prout(_("if you'll lower the shields."));
543 prout(_("We haven't the energy to go that far with the shields up."));
547 /* Make sure enough time is left for the trip */
548 game.optime = 10.0*game.dist/game.wfacsq;
549 if (game.optime >= 0.8*game.state.remtime) {
551 prout(_("First Officer Spock- \"Captain, I compute that such"));
552 proutn(_(" a trip would require approximately %2.0f"),
553 100.0*game.optime/game.state.remtime);
554 prout(_(" percent of our"));
555 proutn(_(" remaining time. Are you sure this is wise?\" "));
556 if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
560 if (game.warpfac > 6.0) {
561 /* Decide if engine damage will occur */
562 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
565 game.dist = Rand()*game.dist;
567 /* Decide if time warp will occur */
568 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
569 if (idebug && game.warpfac==10 && twarp==0) {
571 proutn("=== Force time warp? ");
572 if (ja()==1) twarp=1;
574 if (blooey || twarp) {
575 /* If time warp or engine damage, check path */
576 /* If it is obstructed, don't do warp or damage */
577 double angle = ((15.0-game.direc)*0.5235998);
578 double deltax = -sin(angle);
579 double deltay = cos(angle);
582 if (fabs(deltax) > fabs(deltay))
583 bigger = fabs(deltax);
585 bigger = fabs(deltay);
589 n = 10.0 * game.dist * bigger +0.5;
592 for (l = 1; l <= n; l++) {
597 if (!VALID_SECTOR(ix, iy)) break;
598 if (game.quad[ix][iy] != IHDOT) {
607 /* Activate Warp Engines and pay the cost */
609 if (game.alldone) return;
610 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
611 if (game.energy <= 0) finish(FNRG);
612 game.optime = 10.0*game.dist/game.wfacsq;
615 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
617 prout(_("Engineering to bridge--"));
618 prout(_(" Scott here. The warp engines are damaged."));
619 prout(_(" We'll have to reduce speed to warp 4."));
632 while ((key=scan()) == IHEOL) {
634 proutn(_("Warp factor- "));
641 if (game.damage[DWARPEN] > 10.0) {
642 prout(_("Warp engines inoperative."));
645 if (damaged(DWARPEN) && aaitem > 4.0) {
646 prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
647 prout(_(" but right now we can only go warp 4.\""));
651 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""));
655 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""));
658 oldfac = game.warpfac;
659 game.warpfac = aaitem;
660 game.wfacsq=game.warpfac*game.warpfac;
661 if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
662 proutn(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
666 if (game.warpfac < 8.00) {
667 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
670 if (game.warpfac == 10.0) {
671 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
674 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
678 void atover(int igrab)
680 double power, distreq;
683 /* is captain on planet? */
684 if (game.landed==1) {
685 if (damaged(DTRANSP)) {
689 prout(_("Scotty rushes to the transporter controls."));
691 prout(_("But with the shields up it's hopeless."));
694 prouts(_("His desperate attempt to rescue you . . ."));
700 prout(_("SUCCEEDS!"));
703 proutn(_("The crystals mined were "));
704 if (Rand() <= 0.25) {
715 /* Check to see if captain in shuttle craft */
716 if (game.icraft) finish(FSTRACTOR);
717 if (game.alldone) return;
719 /* Inform captain of attempt to reach safety */
723 prouts(_("***RED ALERT! RED ALERT!"));
727 prout(_(" has stopped in a quadrant containing"));
728 prouts(_(" a supernova."));
731 proutn(_("***Emergency automatic override attempts to hurl "));
734 prout(_("safely out of quadrant."));
735 if (!damaged(DRADIO))
736 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
737 /* Try to use warp engines */
738 if (damaged(DWARPEN)) {
740 prout(_("Warp engines damaged."));
744 game.warpfac = 6.0+2.0*Rand();
745 game.wfacsq = game.warpfac * game.warpfac;
746 prout(_("Warp factor set to %d"), (int)game.warpfac);
747 power = 0.75*game.energy;
748 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
749 distreq = 1.4142+Rand();
750 if (distreq < game.dist) game.dist = distreq;
751 game.optime = 10.0*game.dist/game.wfacsq;
752 game.direc = 12.0*Rand(); /* How dumb! */
754 game.inorbit = false;
757 /* This is bad news, we didn't leave quadrant. */
758 if (game.alldone) return;
760 prout(_("Insufficient energy to leave quadrant."));
765 /* Repeat if another snova */
766 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
768 finish(FWON); /* Snova killed remaining enemy. */
774 prout(_("***TIME WARP ENTERED."));
775 if (game.state.snap && Rand() < 0.5) {
776 /* Go back in time */
777 prout(_("You are traveling backwards in time %d stardates."),
778 (int)(game.state.date-game.snapsht.date));
779 game.state = game.snapsht;
781 if (game.state.remcom) {
782 schedule(FTBEAM, expran(game.intime/game.state.remcom));
783 schedule(FBATTAK, expran(0.3*game.intime));
785 schedule(FSNOVA, expran(0.5*game.intime));
786 /* next snapshot will be sooner */
787 schedule(FSNAP, expran(0.25*game.state.remtime));
789 if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
793 game.battle.x = game.battle.y = 0;
795 /* Make sure Galileo is consistant -- Snapshot may have been taken
796 when on planet, which would give us two Galileos! */
798 for (l = 0; l < game.inplan; l++) {
799 if (game.state.plnets[l].known == shuttle_down) {
801 if (game.iscraft==1 && game.ship==IHE) {
802 prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
807 /* Likewise, if in the original time the Galileo was abandoned, but
808 was on ship earlier, it would have vanished -- lets restore it */
809 if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
810 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
814 * There used to be code to do the actual reconstrction here,
815 * but the starchart is now part of the snapshotted galaxy state.
817 prout(_("Spock has reconstructed a correct star chart from memory"));
820 /* Go forward in time */
821 game.optime = -0.5*game.intime*log(Rand());
822 prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
823 /* cheat to make sure no tractor beams occur during time warp */
824 postpone(FTBEAM, game.optime);
825 game.damage[DRADIO] += game.optime;
828 events(); /* Stas Sergeev added this -- do pending events */
833 double angle, bigger;
835 /* New code to launch a deep space probe */
836 if (game.nprobes == 0) {
839 if (game.ship == IHE)
840 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
842 prout(_("Ye Faerie Queene has no deep space probes."));
848 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
851 if (is_scheduled(FDSPROB)) {
854 if (damaged(DRADIO) && game.condit != IHDOCKED) {
855 prout(_("Spock- \"Records show the previous probe has not yet"));
856 prout(_(" reached its destination.\""));
859 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
865 /* slow mode, so let Kirk know how many probes there are left */
866 prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
867 proutn(_("Are you sure you want to fire a probe? "));
871 game.isarmed = false;
872 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
876 else if (key == IHEOL) {
877 proutn(_("Arm NOVAMAX warhead? "));
881 if (game.direc == -1.0) return;
883 angle = ((15.0 - game.direc) * 0.5235988);
884 game.probeinx = -sin(angle);
885 game.probeiny = cos(angle);
886 if (fabs(game.probeinx) > fabs(game.probeiny))
887 bigger = fabs(game.probeinx);
889 bigger = fabs(game.probeiny);
891 game.probeiny /= bigger;
892 game.probeinx /= bigger;
893 game.proben = 10.0*game.dist*bigger +0.5;
894 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
895 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
896 game.probec = game.quadrant;
897 schedule(FDSPROB, 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 game.conditions which prevent calling for help */
911 if (game.condit == IHDOCKED) {
912 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
915 if (damaged(DRADIO)) {
916 prout(_("Subspace radio damaged."));
919 if (game.state.rembase==0) {
920 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
923 if (game.landed == 1) {
924 proutn(_("You must be aboard the "));
929 /* OK -- call for help from nearest starbase */
931 if (game.base.x!=0) {
932 /* There's one in this quadrant */
933 ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
938 xdist=10.0*sqrt(square(game.state.baseq[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.y));
944 /* Since starbase not in quadrant, set up new quadrant */
945 game.quadrant = game.state.baseq[line];
948 /* dematerialize starship */
949 game.quad[game.sector.x][game.sector.y]=IHDOT;
950 proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
953 prout(_(" dematerializes."));
955 for (l = 1; l <= 5; l++) {
956 ix = game.base.x+3.0*Rand()-1;
957 iy = game.base.y+3.0*Rand()-1;
958 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
959 /* found one -- finish up */
965 if (game.sector.x==0){
966 prout(_("You have been lost in space..."));
967 finish(FMATERIALIZE);
970 /* Give starbase three chances to rematerialize starship */
971 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
972 for (l = 1; l <= 3; l++) {
974 case 1: proutn(_("1st")); break;
975 case 2: proutn(_("2nd")); break;
976 case 3: proutn(_("3rd")); break;
978 proutn(_(" attempt to re-materialize "));
981 case 1: game.quad[ix][iy]=IHMATER0;
983 case 2: game.quad[ix][iy]=IHMATER1;
985 case 3: game.quad[ix][iy]=IHMATER2;
990 if (Rand() > probf) break;
996 game.quad[ix][iy]=IHQUEST;
999 setwnd(message_window);
1000 finish(FMATERIALIZE);
1003 game.quad[ix][iy]=game.ship;
1005 prout(_("succeeds."));
1009 prout(_("Lt. Uhura- \"Captain, we made it!\""));