5 static void getcd(bool, int);
7 void imove(bool novapush)
8 /* movement execution for warp, impulse, supernova, and tractor-beam events */
10 double angle, deltax, deltay, bigger, x, y,
11 finald, stopegy, probf;
12 int n, m, kink, kinks;
19 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
23 angle = ((15.0 - game.direc) * 0.5235988);
26 if (fabs(deltax) > fabs(deltay))
27 bigger = fabs(deltax);
29 bigger = fabs(deltay);
34 /* If tractor beam is to occur, don't move full distance */
35 if (game.state.date+game.optime >= scheduled(FTBEAM)) {
38 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
39 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
41 /* Move within the quadrant */
42 game.quad[game.sector.x][game.sector.y] = IHDOT;
45 n = 10.0*game.dist*bigger+0.5;
48 for (m = 1; m <= n; m++) {
49 w.x = (x += deltax) + 0.5;
50 w.y = (y += deltay) + 0.5;
51 if (!VALID_SECTOR(w.x, w.y)) {
52 /* Leaving quadrant -- allow final enemy attack */
53 /* Don't do it if being pushed by Nova */
54 if (game.nenhere != 0 && !novapush) {
56 for_local_enemies(m) {
57 finald = distance(w, game.ks[m]);
58 game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
61 * Stas Sergeev added the condition
62 * that attacks only happen if Klingons
63 * are present and your skill is good.
65 if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
70 /* compute final position -- new quadrant and sector */
71 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
72 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
73 w.x = x+10.0*game.dist*bigger*deltax+0.5;
74 w.y = y+10.0*game.dist*bigger*deltay+0.5;
75 /* check for edge of galaxy */
87 if (w.x > GALSIZE*QUADSIZE) {
88 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
91 if (w.y > GALSIZE*QUADSIZE) {
92 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
101 if (game.nkinks == 3) {
102 /* Three strikes -- you're out! */
107 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"));
108 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"));
109 prout(_("YOU WILL BE DESTROYED."));
111 /* Compute final position in new quadrant */
112 if (trbeam) return; /* Don't bother if we are to be beamed */
113 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
114 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
115 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
116 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
118 prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
119 game.quad[game.sector.x][game.sector.y] = game.ship;
121 if (game.skill>SKILL_NOVICE)
125 iquad = game.quad[w.x][w.y];
126 if (iquad != IHDOT) {
127 /* object encountered in flight path */
128 stopegy = 50.0*game.dist/game.optime;
129 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
131 case IHT: /* Ram a Tholian */
132 case IHK: /* Ram enemy ship */
138 ram(false, iquad, game.sector);
143 prouts(_("***RED ALERT! RED ALERT!"));
147 proutn(_(" pulled into black hole at "));
148 prout(cramlc(sector, w));
150 * Getting pulled into a black hole was certain
151 * death in Almy's original. Stas Sergeev added a
152 * possibility that you'll get timewarped instead.
155 for (m=0;m<NDEVICES;m++)
156 if (game.damage[m]>0)
158 probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
159 if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
169 proutn(_(" encounters Tholian web at "));
171 proutn(_(" blocked by object at "));
172 proutn(cramlc(sector, w));
174 proutn(_("Emergency stop required "));
175 prout(_("%2d units of energy."), (int)stopegy);
176 game.energy -= stopegy;
177 final.x = x-deltax+0.5;
178 final.y = y-deltay+0.5;
180 if (game.energy <= 0) {
186 goto no_quad_change; /* sorry! */
189 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
194 /* No quadrant change -- compute new avg enemy distances */
195 game.quad[game.sector.x][game.sector.y] = game.ship;
197 for_local_enemies(m) {
198 finald = distance(w, game.ks[m]);
199 game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
200 game.kdist[m] = finald;
203 if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
205 for_local_enemies(m) game.kavgd[m] = game.kdist[m];
209 setwnd(message_window);
213 void dock(bool verbose)
214 /* dock our ship at a starbase */
217 if (game.condition == docked && verbose) {
218 prout(_("Already docked."));
222 prout(_("You must first leave standard orbit."));
225 if (!is_valid(game.base) || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
227 prout(_(" not adjacent to base."));
230 game.condition = docked;
234 if (game.energy < game.inenrg)
235 game.energy = game.inenrg;
236 game.shield = game.inshld;
237 game.torps = game.intorps;
238 game.lsupres = game.inlsr;
239 game.state.crew = FULLCREW;
240 if (!damaged(DRADIO) &&
241 (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
242 /* get attack report from base */
243 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
250 * This program originally required input in terms of a (clock)
251 * direction and distance. Somewhere in history, it was changed to
252 * cartesian coordinates. So we need to convert. I think
253 * "manual" input should still be done this way -- it's a real
254 * pain if the computer isn't working! Manual mode is still confusing
255 * because it involves giving x and y motions, yet the coordinates
256 * are always displayed y - x, where +y is downward!
259 static void getcd(bool isprobe, int akey)
260 /* get course and distance */
262 int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
263 double xi, xj, xk, xl;
264 double deltax, deltay;
265 enum {unspecified, manual, automatic} navmode = unspecified;
266 enum {curt, normal, verbose} itemp = curt;
268 bool iprompt = false;
270 /* Get course direction and distance. If user types bad values, return
271 with DIREC = -1.0. */
275 if (game.landed && !isprobe) {
276 prout(_("Dummy! You can't leave standard orbit until you"));
277 proutn(_("are back aboard the ship."));
281 while (navmode == unspecified) {
282 if (damaged(DNAVSYS)) {
284 prout(_("Computer damaged; manual navigation only"));
286 prout(_("Computer damaged; manual movement only"));
292 if (isprobe && akey != -1) {
293 /* For probe launch, use pre-scanned value first time */
301 proutn(_("Manual or automatic- "));
305 else if (key == IHALPHA) {
306 if (isit("manual")) {
311 else if (isit("automatic")) {
324 prout(_("(Manual navigation assumed.)"));
326 prout(_("(Manual movement assumed.)"));
332 if (navmode == automatic) {
333 while (key == IHEOL) {
335 proutn(_("Target quadrant or quadrant§or- "));
337 proutn(_("Destination sector or quadrant§or- "));
356 /* both quadrant and sector specified */
372 /* only quadrant specified -- go to center of dest quad */
383 if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
391 prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
392 cramlc(sector, incr));
396 prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
398 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
399 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
402 while (key == IHEOL) {
403 proutn(_("X and Y displacements- "));
421 /* Check for zero movement */
422 if (deltax == 0 && deltay == 0) {
426 if (itemp == verbose && !isprobe) {
428 prout(_("Helmsman Sulu- \"Aye, Sir.\""));
430 game.dist = sqrt(deltax*deltax + deltay*deltay);
431 game.direc = atan2(deltax, deltay)*1.90985932;
432 if (game.direc < 0.0)
441 /* move under impulse power */
446 if (damaged(DIMPULS)) {
449 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
453 if (game.energy > 30.0) {
455 if (game.direc == -1.0)
457 power = 20.0 + 100.0*game.dist;
462 if (power >= game.energy) {
463 /* Insufficient power for trip */
465 prout(_("First Officer Spock- \"Captain, the impulse engines"));
466 prout(_("require 20.0 units to engage, plus 100.0 units per"));
467 if (game.energy > 30) {
468 proutn(_("quadrant. We can go, therefore, a maximum of %d"),
469 (int)(0.01 * (game.energy-20.0)-0.05));
470 prout(_(" quadrants.\""));
473 prout(_("quadrant. They are, therefore, useless.\""));
478 /* Make sure enough time is left for the trip */
479 game.optime = game.dist/0.095;
480 if (game.optime >= game.state.remtime) {
481 prout(_("First Officer Spock- \"Captain, our speed under impulse"));
482 prout(_("power is only 0.95 sectors per stardate. Are you sure"));
483 proutn(_("we dare spend the time?\" "));
487 /* Activate impulse engines and pay the cost */
492 power = 20.0 + 100.0*game.dist;
493 game.energy -= power;
494 game.optime = game.dist/0.095;
495 if (game.energy <= 0)
501 void warp(bool timewarp)
502 /* move under warp drive */
505 bool blooey = false, twarp = false;
508 if (!timewarp) { /* Not WARPX entry */
510 if (game.damage[DWARPEN] > 10.0) {
513 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
516 if (damaged(DWARPEN) && game.warpfac > 4.0) {
519 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
520 prout(_(" is repaired, I can only give you warp 4.\""));
524 /* Read in course and distance */
526 if (game.direc == -1.0)
529 /* Make sure starship has enough energy for the trip */
530 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
533 if (power >= game.energy) {
534 /* Insufficient power for trip */
537 prout(_("Engineering to bridge--"));
538 if (!game.shldup || 0.5*power > game.energy) {
539 iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
541 prout(_("We can't do it, Captain. We don't have enough energy."));
544 proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
547 prout(_("if you'll lower the shields."));
554 prout(_("We haven't the energy to go that far with the shields up."));
558 /* Make sure enough time is left for the trip */
559 game.optime = 10.0*game.dist/game.wfacsq;
560 if (game.optime >= 0.8*game.state.remtime) {
562 prout(_("First Officer Spock- \"Captain, I compute that such"));
563 proutn(_(" a trip would require approximately %2.0f"),
564 100.0*game.optime/game.state.remtime);
565 prout(_(" percent of our"));
566 proutn(_(" remaining time. Are you sure this is wise?\" "));
567 if (ja() == false) { game.ididit = false; game.optime=0; return;}
571 if (game.warpfac > 6.0) {
572 /* Decide if engine damage will occur */
573 double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
576 game.dist = Rand()*game.dist;
578 /* Decide if time warp will occur */
579 if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand())
581 if (idebug && game.warpfac==10 && !twarp) {
583 proutn("=== Force time warp? ");
587 if (blooey || twarp) {
588 /* If time warp or engine damage, check path */
589 /* If it is obstructed, don't do warp or damage */
590 double angle = ((15.0-game.direc)*0.5235998);
591 double deltax = -sin(angle);
592 double deltay = cos(angle);
595 if (fabs(deltax) > fabs(deltay))
596 bigger = fabs(deltax);
598 bigger = fabs(deltay);
602 n = 10.0 * game.dist * bigger +0.5;
605 for (l = 1; l <= n; l++) {
610 if (!VALID_SECTOR(ix, iy))
612 if (game.quad[ix][iy] != IHDOT) {
621 /* Activate Warp Engines and pay the cost */
625 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
626 if (game.energy <= 0)
628 game.optime = 10.0*game.dist/game.wfacsq;
632 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
634 prout(_("Engineering to bridge--"));
635 prout(_(" Scott here. The warp engines are damaged."));
636 prout(_(" We'll have to reduce speed to warp 4."));
645 /* change the warp factor */
650 while ((key=scan()) == IHEOL) {
652 proutn(_("Warp factor- "));
659 if (game.damage[DWARPEN] > 10.0) {
660 prout(_("Warp engines inoperative."));
663 if (damaged(DWARPEN) && aaitem > 4.0) {
664 prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
665 prout(_(" but right now we can only go warp 4.\""));
669 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""));
673 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""));
676 oldfac = game.warpfac;
677 game.warpfac = aaitem;
678 game.wfacsq=game.warpfac*game.warpfac;
679 if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
680 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
684 if (game.warpfac < 8.00) {
685 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
688 if (game.warpfac == 10.0) {
689 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
692 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
696 void atover(bool igrab)
697 /* cope with being tossed out of quadrant by supernova or yanked by beam */
699 double power, distreq;
702 /* is captain on planet? */
704 if (damaged(DTRANSP)) {
708 prout(_("Scotty rushes to the transporter controls."));
710 prout(_("But with the shields up it's hopeless."));
713 prouts(_("His desperate attempt to rescue you . . ."));
719 prout(_("SUCCEEDS!"));
722 proutn(_("The crystals mined were "));
723 if (Rand() <= 0.25) {
735 /* Check to see if captain in shuttle craft */
741 /* Inform captain of attempt to reach safety */
745 prouts(_("***RED ALERT! RED ALERT!"));
749 prout(_(" has stopped in a quadrant containing"));
750 prouts(_(" a supernova."));
753 proutn(_("***Emergency automatic override attempts to hurl "));
756 prout(_("safely out of quadrant."));
757 if (!damaged(DRADIO))
758 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
759 /* Try to use warp engines */
760 if (damaged(DWARPEN)) {
762 prout(_("Warp engines damaged."));
766 game.warpfac = 6.0+2.0*Rand();
767 game.wfacsq = game.warpfac * game.warpfac;
768 prout(_("Warp factor set to %d"), (int)game.warpfac);
769 power = 0.75*game.energy;
770 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
771 distreq = 1.4142+Rand();
772 if (distreq < game.dist)
774 game.optime = 10.0*game.dist/game.wfacsq;
775 game.direc = 12.0*Rand(); /* How dumb! */
777 game.inorbit = false;
780 /* This is bad news, we didn't leave quadrant. */
784 prout(_("Insufficient energy to leave quadrant."));
789 /* Repeat if another snova */
790 (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
792 finish(FWON); /* Snova killed remaining enemy. */
796 /* let's do the time warp again */
800 prout(_("***TIME WARP ENTERED."));
801 if (game.state.snap && Rand() < 0.5) {
802 /* Go back in time */
803 prout(_("You are traveling backwards in time %d stardates."),
804 (int)(game.state.date-game.snapsht.date));
805 game.state = game.snapsht;
806 game.state.snap = false;
807 if (game.state.remcom) {
808 schedule(FTBEAM, expran(game.intime/game.state.remcom));
809 schedule(FBATTAK, expran(0.3*game.intime));
811 schedule(FSNOVA, expran(0.5*game.intime));
812 /* next snapshot will be sooner */
813 schedule(FSNAP, expran(0.25*game.state.remtime));
815 if (game.state.nscrem)
816 schedule(FSCMOVE, 0.2777);
820 invalidate(game.battle);
822 /* Make sure Galileo is consistant -- Snapshot may have been taken
823 when on planet, which would give us two Galileos! */
825 for (l = 0; l < game.inplan; l++) {
826 if (game.state.planets[l].known == shuttle_down) {
828 if (game.iscraft == onship && game.ship==IHE) {
829 prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
830 game.iscraft = offship;
834 /* Likewise, if in the original time the Galileo was abandoned, but
835 was on ship earlier, it would have vanished -- lets restore it */
836 if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
837 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
838 game.iscraft = onship;
841 * There used to be code to do the actual reconstrction here,
842 * but the starchart is now part of the snapshotted galaxy state.
844 prout(_("Spock has reconstructed a correct star chart from memory"));
847 /* Go forward in time */
848 game.optime = -0.5*game.intime*log(Rand());
849 prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
850 /* cheat to make sure no tractor beams occur during time warp */
851 postpone(FTBEAM, game.optime);
852 game.damage[DRADIO] += game.optime;
855 events(); /* Stas Sergeev added this -- do pending events */
859 /* launch deep-space probe */
861 double angle, bigger;
863 /* New code to launch a deep space probe */
864 if (game.nprobes == 0) {
867 if (game.ship == IHE)
868 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
870 prout(_("Ye Faerie Queene has no deep space probes."));
876 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
879 if (is_scheduled(FDSPROB)) {
882 if (damaged(DRADIO) && game.condition != docked) {
883 prout(_("Spock- \"Records show the previous probe has not yet"));
884 prout(_(" reached its destination.\""));
887 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
893 /* slow mode, so let Kirk know how many probes there are left */
894 prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
895 proutn(_("Are you sure you want to fire a probe? "));
900 game.isarmed = false;
901 if (key == IHALPHA && strcmp(citem,"armed") == 0) {
905 else if (key == IHEOL) {
906 proutn(_("Arm NOVAMAX warhead? "));
910 if (game.direc == -1.0)
913 angle = ((15.0 - game.direc) * 0.5235988);
914 game.probeinx = -sin(angle);
915 game.probeiny = cos(angle);
916 if (fabs(game.probeinx) > fabs(game.probeiny))
917 bigger = fabs(game.probeinx);
919 bigger = fabs(game.probeiny);
921 game.probeiny /= bigger;
922 game.probeinx /= bigger;
923 game.proben = 10.0*game.dist*bigger +0.5;
924 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
925 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
926 game.probec = game.quadrant;
927 schedule(FDSPROB, 0.01); // Time to move one sector
928 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
934 * Here's how the mayday code works:
936 * First, the closest starbase is selected. If there is a
937 * a starbase in your own quadrant, you are in good shape.
938 * This distance takes quadrant distances into account only.
940 * A magic number is computed based on the distance which acts
941 * as the probability that you will be rematerialized. You
944 * When it is determined that you should be able to be remater-
945 * ialized (i.e., when the probability thing mentioned above
946 * comes up positive), you are put into that quadrant (anywhere).
947 * Then, we try to see if there is a spot adjacent to the star-
948 * base. If not, you can't be rematerialized!!! Otherwise,
949 * it drops you there. It only tries five times to find a spot
950 * to drop you. After that, it's your problem.
954 /* yell for help from nearest starbase */
956 /* There's more than one way to move in this game! */
957 double ddist, xdist, probf;
958 int line = 0, m, ix, iy;
961 /* Test for conditions which prevent calling for help */
962 if (game.condition == docked) {
963 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
966 if (damaged(DRADIO)) {
967 prout(_("Subspace radio damaged."));
970 if (game.state.rembase==0) {
971 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
975 proutn(_("You must be aboard the "));
980 /* OK -- call for help from nearest starbase */
982 if (game.base.x!=0) {
983 /* There's one in this quadrant */
984 ddist = distance(game.base, game.sector);
989 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
995 /* Since starbase not in quadrant, set up new quadrant */
996 game.quadrant = game.state.baseq[line];
999 /* dematerialize starship */
1000 game.quad[game.sector.x][game.sector.y]=IHDOT;
1001 proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
1003 prout(_(" dematerializes."));
1005 for (m = 1; m <= 5; m++) {
1006 ix = game.base.x+3.0*Rand()-1;
1007 iy = game.base.y+3.0*Rand()-1;
1008 if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
1009 /* found one -- finish up */
1015 if (!is_valid(game.sector)){
1016 prout(_("You have been lost in space..."));
1017 finish(FMATERIALIZE);
1020 /* Give starbase three chances to rematerialize starship */
1021 probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
1022 for (m = 1; m <= 3; m++) {
1024 case 1: proutn(_("1st")); break;
1025 case 2: proutn(_("2nd")); break;
1026 case 3: proutn(_("3rd")); break;
1028 proutn(_(" attempt to re-materialize "));
1031 case 1: game.quad[ix][iy]=IHMATER0;
1033 case 2: game.quad[ix][iy]=IHMATER1;
1035 case 3: game.quad[ix][iy]=IHMATER2;
1047 game.quad[ix][iy]=IHQUEST;
1050 setwnd(message_window);
1051 finish(FMATERIALIZE);
1054 game.quad[ix][iy]=game.ship;
1056 prout(_("succeeds."));
1060 prout(_("Lt. Uhura- \"Captain, we made it!\""));
1066 ** The ship is abandoned. If your current ship is the Faire
1067 ** Queene, or if your shuttlecraft is dead, you're out of
1068 ** luck. You need the shuttlecraft in order for the captain
1069 ** (that's you!!) to escape.
1071 ** Your crew can beam to an inhabited starsystem in the
1072 ** quadrant, if there is one and if the transporter is working.
1073 ** If there is no inhabited starsystem, or if the transporter
1074 ** is out, they are left to die in outer space.
1076 ** If there are no starbases left, you are captured by the
1077 ** Klingons, who torture you mercilessly. However, if there
1078 ** is at least one starbase, you are returned to the
1079 ** Federation in a prisoner of war exchange. Of course, this
1080 ** can't happen unless you have taken some prisoners.
1091 if (game.condition==docked) {
1092 if (game.ship!=IHE) {
1093 prout(_("You cannot abandon Ye Faerie Queene."));
1098 /* Must take shuttle craft to exit */
1099 if (game.damage[DSHUTTL]==-1) {
1100 prout(_("Ye Faerie Queene has no shuttle craft."));
1103 if (game.damage[DSHUTTL]<0) {
1104 prout(_("Shuttle craft now serving Big Macs."));
1107 if (game.damage[DSHUTTL]>0) {
1108 prout(_("Shuttle craft damaged."));
1112 prout(_("You must be aboard the ship."));
1115 if (game.iscraft != onship) {
1116 prout(_("Shuttle craft not currently available."));
1119 /* Print abandon ship messages */
1121 prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
1123 prouts(_("***ALL HANDS ABANDON SHIP!"));
1125 prout(_("Captain and crew escape in shuttle craft."));
1126 if (game.state.rembase==0) {
1127 /* Oops! no place to go... */
1131 q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
1132 /* Dispose of crew */
1133 if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
1134 prout(_("Remainder of ship's complement beam down"));
1135 prout(_("to nearest habitable planet."));
1136 } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
1137 prout(_("Remainder of ship's complement beam down"));
1138 prout(_("to %s."), systnames[q->planet]);
1140 prout(_("Entire crew of %d left to die in outer space."),
1142 game.casual += game.state.crew;
1143 game.abandoned += game.state.crew;
1146 /* If at least one base left, give 'em the Faerie Queene */
1148 game.icrystl = false; /* crystals are lost */
1149 game.nprobes = 0; /* No probes */
1150 prout(_("You are captured by Klingons and released to"));
1151 prout(_("the Federation in a prisoner-of-war exchange."));
1152 nb = Rand()*game.state.rembase+1;
1153 /* Set up quadrant and position FQ adjacient to base */
1154 if (!same(game.quadrant, game.state.baseq[nb])) {
1155 game.quadrant = game.state.baseq[nb];
1156 game.sector.x = game.sector.y = 5;
1160 /* position next to base by trial and error */
1161 game.quad[game.sector.x][game.sector.y] = IHDOT;
1163 game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
1164 game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
1165 if (VALID_SECTOR(game.sector.x, game.sector.y) &&
1166 game.quad[game.sector.x][game.sector.y] == IHDOT) break;
1168 if (l < QUADSIZE+1) break; /* found a spot */
1169 game.sector.x=QUADSIZE/2;
1170 game.sector.y=QUADSIZE/2;
1174 /* Get new commission */
1175 game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
1176 game.state.crew = FULLCREW;
1177 prout(_("Starfleet puts you in command of another ship,"));
1178 prout(_("the Faerie Queene, which is antiquated but,"));
1179 prout(_("still useable."));
1181 prout(_("The dilithium crystals have been moved."));
1183 game.iscraft = offship; /* Galileo disappears */
1185 game.condition=docked;
1186 for (l = 0; l < NDEVICES; l++)
1187 game.damage[l] = 0.0;
1188 game.damage[DSHUTTL] = -1;
1189 game.energy = game.inenrg = 3000.0;
1190 game.shield = game.inshld = 1250.0;
1191 game.torps = game.intorps = 6;
1192 game.lsupres=game.inlsr=3.0;