--- /dev/null
+#include <unistd.h>
+#include "sstlinux.h"
+#include "sst.h"
+
+static void getcd(bool, int);
+
+void imove(bool novapush)
+/* movement execution for warp, impulse, supernova, and tractor-beam events */
+{
+ double angle, deltax, deltay, bigger, x, y,
+ finald, stopegy, probf;
+ int n, m, kink, kinks;
+ feature iquad;
+ coord w, final;
+ bool trbeam = false;
+
+ w.x = w.y = 0;
+ if (game.inorbit) {
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
+ game.inorbit = false;
+ }
+
+ angle = ((15.0 - game.direc) * 0.5235988);
+ deltax = -sin(angle);
+ deltay = cos(angle);
+ if (fabs(deltax) > fabs(deltay))
+ bigger = fabs(deltax);
+ else
+ bigger = fabs(deltay);
+
+ deltay /= bigger;
+ deltax /= bigger;
+
+ /* If tractor beam is to occur, don't move full distance */
+ if (game.state.date+game.optime >= scheduled(FTBEAM)) {
+ trbeam = true;
+ game.condition = red;
+ game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
+ }
+ /* Move within the quadrant */
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
+ x = game.sector.x;
+ y = game.sector.y;
+ n = 10.0*game.dist*bigger+0.5;
+
+ if (n > 0) {
+ for (m = 1; m <= n; m++) {
+ w.x = (x += deltax) + 0.5;
+ w.y = (y += deltay) + 0.5;
+ if (!VALID_SECTOR(w.x, w.y)) {
+ /* Leaving quadrant -- allow final enemy attack */
+ /* Don't do it if being pushed by Nova */
+ if (game.nenhere != 0 && !novapush) {
+ newcnd();
+ for (m = 1; m <= game.nenhere; m++) {
+ finald = distance(w, game.ks[m]);
+ game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
+ }
+ /*
+ * Stas Sergeev added the condition
+ * that attacks only happen if Klingons
+ * are present and your skill is good.
+ */
+ if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
+ attack(false);
+ if (game.alldone)
+ return;
+ }
+ /* compute final position -- new quadrant and sector */
+ x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
+ y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
+ w.x = x+10.0*game.dist*bigger*deltax+0.5;
+ w.y = y+10.0*game.dist*bigger*deltay+0.5;
+ /* check for edge of galaxy */
+ kinks = 0;
+ do {
+ kink = 0;
+ if (w.x <= 0) {
+ w.x = -w.x + 1;
+ kink = 1;
+ }
+ if (w.y <= 0) {
+ w.y = -w.y + 1;
+ kink = 1;
+ }
+ if (w.x > GALSIZE*QUADSIZE) {
+ w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
+ kink = 1;
+ }
+ if (w.y > GALSIZE*QUADSIZE) {
+ w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
+ kink = 1;
+ }
+ if (kink)
+ kinks = 1;
+ } while (kink);
+
+ if (kinks) {
+ game.nkinks += 1;
+ if (game.nkinks == 3) {
+ /* Three strikes -- you're out! */
+ finish(FNEG3);
+ return;
+ }
+ skip(1);
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"));
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"));
+ prout(_("YOU WILL BE DESTROYED."));
+ }
+ /* Compute final position in new quadrant */
+ if (trbeam) /* Don't bother if we are to be beamed */
+ return;
+ game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
+ game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
+ game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
+ game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
+ skip(1);
+ prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
+ game.quad[game.sector.x][game.sector.y] = game.ship;
+ newqad(false);
+ if (game.skill>SKILL_NOVICE)
+ attack(false);
+ return;
+ }
+ iquad = game.quad[w.x][w.y];
+ if (iquad != IHDOT) {
+ /* object encountered in flight path */
+ stopegy = 50.0*game.dist/game.optime;
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+ switch (iquad) {
+ case IHT: /* Ram a Tholian */
+ case IHK: /* Ram enemy ship */
+ case IHC:
+ case IHS:
+ case IHR:
+ case IHQUEST:
+ game.sector = w;
+ ram(false, iquad, game.sector);
+ final = game.sector;
+ break;
+ case IHBLANK:
+ skip(1);
+ prouts(_("***RED ALERT! RED ALERT!"));
+ skip(1);
+ proutn("***");
+ crmshp();
+ proutn(_(" pulled into black hole at "));
+ prout(cramlc(sector, w));
+ /*
+ * Getting pulled into a black hole was certain
+ * death in Almy's original. Stas Sergeev added a
+ * possibility that you'll get timewarped instead.
+ */
+ n=0;
+ for (m=0;m<NDEVICES;m++)
+ if (game.damage[m]>0)
+ n++;
+ probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
+ if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
+ timwrp();
+ else
+ finish(FHOLE);
+ return;
+ default:
+ /* something else */
+ skip(1);
+ crmshp();
+ if (iquad == IHWEB)
+ proutn(_(" encounters Tholian web at "));
+ else
+ proutn(_(" blocked by object at "));
+ proutn(cramlc(sector, w));
+ prout(";");
+ proutn(_("Emergency stop required "));
+ prout(_("%2d units of energy."), (int)stopegy);
+ game.energy -= stopegy;
+ final.x = x-deltax+0.5;
+ final.y = y-deltay+0.5;
+ game.sector = final;
+ if (game.energy <= 0) {
+ finish(FNRG);
+ return;
+ }
+ break;
+ }
+ goto no_quad_change; /* sorry! */
+ }
+ }
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+ game.sector = w;
+ }
+ final = game.sector;
+no_quad_change:
+ /* No quadrant change -- compute new avg enemy distances */
+ game.quad[game.sector.x][game.sector.y] = game.ship;
+ if (game.nenhere) {
+ for (m = 1; m <= game.nenhere; m++) {
+ finald = distance(w, game.ks[m]);
+ game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
+ game.kdist[m] = finald;
+ }
+ sortklings();
+ if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
+ attack(false);
+ for (m = 1; m <= game.nenhere; m++)
+ game.kavgd[m] = game.kdist[m];
+ }
+ newcnd();
+ drawmaps(0);
+ setwnd(message_window);
+ return;
+}
+
+void dock(bool verbose)
+/* dock our ship at a starbase */
+{
+ chew();
+ if (game.condition == docked && verbose) {
+ prout(_("Already docked."));
+ return;
+ }
+ if (game.inorbit) {
+ prout(_("You must first leave standard orbit."));
+ return;
+ }
+ if (!is_valid(game.base) || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
+ crmshp();
+ prout(_(" not adjacent to base."));
+ return;
+ }
+ game.condition = docked;
+ if (verbose)
+ prout(_("Docked."));
+ game.ididit = true;
+ if (game.energy < game.inenrg)
+ game.energy = game.inenrg;
+ game.shield = game.inshld;
+ game.torps = game.intorps;
+ game.lsupres = game.inlsr;
+ game.state.crew = FULLCREW;
+ if (!damaged(DRADIO) &&
+ (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
+ /* get attack report from base */
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
+ attackreport(false);
+ game.iseenit = true;
+ }
+}
+
+/*
+ * This program originally required input in terms of a (clock)
+ * direction and distance. Somewhere in history, it was changed to
+ * cartesian coordinates. So we need to convert. Probably
+ * "manual" input should still be done this way -- it's a real
+ * pain if the computer isn't working! Manual mode is still confusing
+ * because it involves giving x and y motions, yet the coordinates
+ * are always displayed y - x, where +y is downward!
+ */
+
+static void getcd(bool isprobe, int akey)
+/* get course and distance */
+{
+ int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
+ double xi, xj, xk, xl;
+ double deltax, deltay;
+ enum {unspecified, manual, automatic} navmode = unspecified;
+ enum {curt, normal, verbose} itemp = curt;
+ coord incr;
+ bool iprompt = false;
+
+ // Get course direction and distance. If user types bad values, return
+ // with DIREC = -1.0.
+ game.direc = -1.0;
+
+ if (game.landed && !isprobe) {
+ prout(_("Dummy! You can't leave standard orbit until you"));
+ proutn(_("are back aboard the ship."));
+ chew();
+ return;
+ }
+ while (navmode == unspecified) {
+ if (damaged(DNAVSYS)) {
+ if (isprobe)
+ prout(_("Computer damaged; manual navigation only"));
+ else
+ prout(_("Computer damaged; manual movement only"));
+ chew();
+ navmode = manual;
+ key = IHEOL;
+ break;
+ }
+ if (isprobe && akey != -1) {
+ /* For probe launch, use pre-scanned value first time */
+ key = akey;
+ akey = -1;
+ }
+ else
+ key = scan();
+
+ if (key == IHEOL) {
+ proutn(_("Manual or automatic- "));
+ iprompt = true;
+ chew();
+ }
+ else if (key == IHALPHA) {
+ if (isit("manual")) {
+ navmode = manual;
+ key = scan();
+ break;
+ }
+ else if (isit("automatic")) {
+ navmode = automatic;
+ key = scan();
+ break;
+ }
+ else {
+ huh();
+ chew();
+ return;
+ }
+ }
+ else { /* numeric */
+ if (isprobe)
+ prout(_("(Manual navigation assumed.)"));
+ else
+ prout(_("(Manual movement assumed.)"));
+ navmode = manual;
+ break;
+ }
+ }
+
+ if (navmode == automatic) {
+ while (key == IHEOL) {
+ if (isprobe)
+ proutn(_("Target quadrant or quadrant§or- "));
+ else
+ proutn(_("Destination sector or quadrant§or- "));
+ chew();
+ iprompt = true;
+ key = scan();
+ }
+
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ xi = aaitem;
+ key = scan();
+ if (key != IHREAL){
+ huh();
+ return;
+ }
+ xj = aaitem;
+ key = scan();
+ if (key == IHREAL) {
+ /* both quadrant and sector specified */
+ xk = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ xl = aaitem;
+
+ irowq = xi + 0.5;
+ icolq = xj + 0.5;
+ incr.y = xk + 0.5;
+ incr.x = xl + 0.5;
+ }
+ else {
+ if (isprobe) {
+ /* only quadrant specified -- go to center of dest quad */
+ irowq = xi + 0.5;
+ icolq = xj + 0.5;
+ incr.y = incr.x = 5;
+ }
+ else {
+ incr.y = xi + 0.5;
+ incr.x = xj + 0.5;
+ }
+ itemp = normal;
+ }
+ if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
+ huh();
+ return;
+ }
+ skip(1);
+ if (!isprobe) {
+ if (itemp > curt) {
+ if (iprompt) {
+ prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
+ cramlc(sector, incr));
+ }
+ }
+ else
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
+ }
+ deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
+ deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
+ }
+ else { /* manual */
+ while (key == IHEOL) {
+ proutn(_("X and Y displacements- "));
+ chew();
+ iprompt = true;
+ key = scan();
+ }
+ itemp = verbose;
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ deltax = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ deltay = aaitem;
+ }
+ /* Check for zero movement */
+ if (deltax == 0 && deltay == 0) {
+ chew();
+ return;
+ }
+ if (itemp == verbose && !isprobe) {
+ skip(1);
+ prout(_("Helmsman Sulu- \"Aye, Sir.\""));
+ }
+ game.dist = sqrt(deltax*deltax + deltay*deltay);
+ game.direc = atan2(deltax, deltay)*1.90985932;
+ if (game.direc < 0.0)
+ game.direc += 12.0;
+ chew();
+ return;
+}
+
+
+
+void impulse(void)
+/* move under impulse power */
+{
+ double power;
+
+ game.ididit = false;
+ if (damaged(DIMPULS)) {
+ chew();
+ skip(1);
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
+ return;
+ }
+
+ if (game.energy > 30.0) {
+ getcd(false, 0);
+ if (game.direc == -1.0)
+ return;
+ power = 20.0 + 100.0*game.dist;
+ }
+ else
+ power = 30.0;
+
+ if (power >= game.energy) {
+ /* Insufficient power for trip */
+ skip(1);
+ prout(_("First Officer Spock- \"Captain, the impulse engines"));
+ prout(_("require 20.0 units to engage, plus 100.0 units per"));
+ if (game.energy > 30) {
+ proutn(_("quadrant. We can go, therefore, a maximum of %d"),
+ (int)(0.01 * (game.energy-20.0)-0.05));
+ prout(_(" quadrants.\""));
+ }
+ else {
+ prout(_("quadrant. They are, therefore, useless.\""));
+ }
+ chew();
+ return;
+ }
+ /* Make sure enough time is left for the trip */
+ game.optime = game.dist/0.095;
+ if (game.optime >= game.state.remtime) {
+ prout(_("First Officer Spock- \"Captain, our speed under impulse"));
+ prout(_("power is only 0.95 sectors per stardate. Are you sure"));
+ proutn(_("we dare spend the time?\" "));
+ if (ja() == false)
+ return;
+ }
+ /* Activate impulse engines and pay the cost */
+ imove(false);
+ game.ididit = true;
+ if (game.alldone)
+ return;
+ power = 20.0 + 100.0*game.dist;
+ game.energy -= power;
+ game.optime = game.dist/0.095;
+ if (game.energy <= 0)
+ finish(FNRG);
+ return;
+}
+
+
+void warp(bool timewarp)
+/* move under warp drive */
+{
+ int iwarp;
+ bool blooey = false, twarp = false;
+ double power;
+
+ if (!timewarp) { /* Not WARPX entry */
+ game.ididit = false;
+ if (game.damage[DWARPEN] > 10.0) {
+ chew();
+ skip(1);
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""));
+ return;
+ }
+ if (damaged(DWARPEN) && game.warpfac > 4.0) {
+ chew();
+ skip(1);
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
+ prout(_(" is repaired, I can only give you warp 4.\""));
+ return;
+ }
+
+ /* Read in course and distance */
+ getcd(false, 0);
+ if (game.direc == -1.0)
+ return;
+
+ /* Make sure starship has enough energy for the trip */
+ power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
+
+
+ if (power >= game.energy) {
+ /* Insufficient power for trip */
+ game.ididit = false;
+ skip(1);
+ prout(_("Engineering to bridge--"));
+ if (!game.shldup || 0.5*power > game.energy) {
+ iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
+ if (iwarp <= 0) {
+ prout(_("We can't do it, Captain. We don't have enough energy."));
+ }
+ else {
+ proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
+ if (game.shldup) {
+ prout(",");
+ prout(_("if you'll lower the shields."));
+ }
+ else
+ prout(".");
+ }
+ }
+ else
+ prout(_("We haven't the energy to go that far with the shields up."));
+ return;
+ }
+
+ /* Make sure enough time is left for the trip */
+ game.optime = 10.0*game.dist/game.wfacsq;
+ if (game.optime >= 0.8*game.state.remtime) {
+ skip(1);
+ prout(_("First Officer Spock- \"Captain, I compute that such"));
+ proutn(_(" a trip would require approximately %2.0f"),
+ 100.0*game.optime/game.state.remtime);
+ prout(_(" percent of our"));
+ proutn(_(" remaining time. Are you sure this is wise?\" "));
+ if (ja() == false) {
+ game.ididit = false;
+ game.optime=0;
+ return;
+ }
+ }
+ }
+ /* Entry WARPX */
+ if (game.warpfac > 6.0) {
+ /* Decide if engine damage will occur */
+ double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
+ if (prob > Rand()) {
+ blooey = true;
+ game.dist = Rand()*game.dist;
+ }
+ /* Decide if time warp will occur */
+ if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand())
+ twarp = true;
+ if (idebug && game.warpfac==10 && !twarp) {
+ blooey = false;
+ proutn("=== Force time warp? ");
+ if (ja() == true)
+ twarp = true;
+ }
+ if (blooey || twarp) {
+ /* If time warp or engine damage, check path */
+ /* If it is obstructed, don't do warp or damage */
+ double angle = ((15.0-game.direc)*0.5235998);
+ double deltax = -sin(angle);
+ double deltay = cos(angle);
+ double bigger, x, y;
+ int n, l, ix, iy;
+ if (fabs(deltax) > fabs(deltay))
+ bigger = fabs(deltax);
+ else
+ bigger = fabs(deltay);
+
+ deltax /= bigger;
+ deltay /= bigger;
+ n = 10.0 * game.dist * bigger +0.5;
+ x = game.sector.x;
+ y = game.sector.y;
+ for (l = 1; l <= n; l++) {
+ x += deltax;
+ ix = x + 0.5;
+ y += deltay;
+ iy = y +0.5;
+ if (!VALID_SECTOR(ix, iy))
+ break;
+ if (game.quad[ix][iy] != IHDOT) {
+ blooey = false;
+ twarp = false;
+ }
+ }
+ }
+ }
+
+
+ /* Activate Warp Engines and pay the cost */
+ imove(false);
+ if (game.alldone)
+ return;
+ game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
+ if (game.energy <= 0)
+ finish(FNRG);
+ game.optime = 10.0*game.dist/game.wfacsq;
+ if (twarp)
+ timwrp();
+ if (blooey) {
+ game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
+ skip(1);
+ prout(_("Engineering to bridge--"));
+ prout(_(" Scott here. The warp engines are damaged."));
+ prout(_(" We'll have to reduce speed to warp 4."));
+ }
+ game.ididit = true;
+ return;
+}
+
+
+
+void setwarp(void)
+/* change the warp factor */
+{
+ int key;
+ double oldfac;
+
+ while ((key=scan()) == IHEOL) {
+ chew();
+ proutn(_("Warp factor- "));
+ }
+ chew();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ if (game.damage[DWARPEN] > 10.0) {
+ prout(_("Warp engines inoperative."));
+ return;
+ }
+ if (damaged(DWARPEN) && aaitem > 4.0) {
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
+ prout(_(" but right now we can only go warp 4.\""));
+ return;
+ }
+ if (aaitem > 10.0) {
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""));
+ return;
+ }
+ if (aaitem < 1.0) {
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""));
+ return;
+ }
+ oldfac = game.warpfac;
+ game.warpfac = aaitem;
+ game.wfacsq=game.warpfac*game.warpfac;
+ if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
+ (int)game.warpfac);
+ return;
+ }
+ if (game.warpfac < 8.00) {
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
+ return;
+ }
+ if (game.warpfac == 10.0) {
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
+ return;
+ }
+ prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
+ return;
+}
+
+void atover(bool igrab)
+/* cope with being tossed out of quadrant by supernova or yanked by beam */
+{
+ double power, distreq;
+
+ chew();
+ /* is captain on planet? */
+ if (game.landed) {
+ if (damaged(DTRANSP)) {
+ finish(FPNOVA);
+ return;
+ }
+ prout(_("Scotty rushes to the transporter controls."));
+ if (game.shldup) {
+ prout(_("But with the shields up it's hopeless."));
+ finish(FPNOVA);
+ }
+ prouts(_("His desperate attempt to rescue you . . ."));
+ if (Rand() <= 0.5) {
+ prout(_("fails."));
+ finish(FPNOVA);
+ return;
+ }
+ prout(_("SUCCEEDS!"));
+ if (game.imine) {
+ game.imine = false;
+ proutn(_("The crystals mined were "));
+ if (Rand() <= 0.25) {
+ prout(_("lost."));
+ }
+ else {
+ prout(_("saved."));
+ game.icrystl = true;
+ }
+ }
+ }
+ if (igrab)
+ return;
+
+ /* Check to see if captain in shuttle craft */
+ if (game.icraft)
+ finish(FSTRACTOR);
+ if (game.alldone)
+ return;
+
+ /* Inform captain of attempt to reach safety */
+ skip(1);
+ do {
+ if (game.justin) {
+ prouts(_("***RED ALERT! RED ALERT!"));
+ skip(1);
+ proutn(_("The "));
+ crmshp();
+ prout(_(" has stopped in a quadrant containing"));
+ prouts(_(" a supernova."));
+ skip(2);
+ }
+ proutn(_("***Emergency automatic override attempts to hurl "));
+ crmshp();
+ skip(1);
+ prout(_("safely out of quadrant."));
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
+ /* Try to use warp engines */
+ if (damaged(DWARPEN)) {
+ skip(1);
+ prout(_("Warp engines damaged."));
+ finish(FSNOVAED);
+ return;
+ }
+ game.warpfac = 6.0+2.0*Rand();
+ game.wfacsq = game.warpfac * game.warpfac;
+ prout(_("Warp factor set to %d"), (int)game.warpfac);
+ power = 0.75*game.energy;
+ game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
+ distreq = 1.4142+Rand();
+ if (distreq < game.dist)
+ game.dist = distreq;
+ game.optime = 10.0*game.dist/game.wfacsq;
+ game.direc = 12.0*Rand(); /* How dumb! */
+ game.justin = false;
+ game.inorbit = false;
+ warp(true);
+ if (!game.justin) {
+ /* This is bad news, we didn't leave quadrant. */
+ if (game.alldone)
+ return;
+ skip(1);
+ prout(_("Insufficient energy to leave quadrant."));
+ finish(FSNOVAED);
+ return;
+ }
+ } while
+ /* Repeat if another snova */
+ (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
+ if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0)
+ finish(FWON); /* Snova killed remaining enemy. */
+}
+
+void timwrp()
+/* let's do the time warp again */
+{
+ int l;
+ bool gotit;
+ prout(_("***TIME WARP ENTERED."));
+ if (game.state.snap && Rand() < 0.5) {
+ /* Go back in time */
+ prout(_("You are traveling backwards in time %d stardates."),
+ (int)(game.state.date-game.snapsht.date));
+ game.state = game.snapsht;
+ game.state.snap = false;
+ if (game.state.remcom) {
+ schedule(FTBEAM, expran(game.intime/game.state.remcom));
+ schedule(FBATTAK, expran(0.3*game.intime));
+ }
+ schedule(FSNOVA, expran(0.5*game.intime));
+ /* next snapshot will be sooner */
+ schedule(FSNAP, expran(0.25*game.state.remtime));
+
+ if (game.state.nscrem)
+ schedule(FSCMOVE, 0.2777);
+ game.isatb = 0;
+ unschedule(FCDBAS);
+ unschedule(FSCDBAS);
+ invalidate(game.battle);
+
+ /* Make sure Galileo is consistant -- Snapshot may have been taken
+ when on planet, which would give us two Galileos! */
+ gotit = false;
+ for (l = 0; l < game.inplan; l++) {
+ if (game.state.planets[l].known == shuttle_down) {
+ gotit = true;
+ if (game.iscraft == onship && game.ship==IHE) {
+ prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
+ game.iscraft = offship;
+ }
+ }
+ }
+ // Likewise, if in the original time the Galileo was abandoned, but
+ // was on ship earlier, it would have vanished -- let's restore it.
+ if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
+ prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
+ game.iscraft = onship;
+ }
+ /*
+ * There used to be code to do the actual reconstrction here,
+ * but the starchart is now part of the snapshotted galaxy state.
+ */
+ prout(_("Spock has reconstructed a correct star chart from memory"));
+ }
+ else {
+ /* Go forward in time */
+ game.optime = -0.5*game.intime*log(Rand());
+ prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
+ /* cheat to make sure no tractor beams occur during time warp */
+ postpone(FTBEAM, game.optime);
+ game.damage[DRADIO] += game.optime;
+ }
+ newqad(false);
+ events(); /* Stas Sergeev added this -- do pending events */
+}
+
+void probe(void)
+/* launch deep-space probe */
+{
+ double angle, bigger;
+ int key;
+ /* New code to launch a deep space probe */
+ if (game.nprobes == 0) {
+ chew();
+ skip(1);
+ if (game.ship == IHE)
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
+ else
+ prout(_("Ye Faerie Queene has no deep space probes."));
+ return;
+ }
+ if (damaged(DDSP)) {
+ chew();
+ skip(1);
+ prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
+ return;
+ }
+ if (is_scheduled(FDSPROB)) {
+ chew();
+ skip(1);
+ if (damaged(DRADIO) && game.condition != docked) {
+ prout(_("Spock- \"Records show the previous probe has not yet"));
+ prout(_(" reached its destination.\""));
+ }
+ else
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
+ return;
+ }
+ key = scan();
+
+ if (key == IHEOL) {
+ /* slow mode, so let Kirk know how many probes there are left */
+ prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
+ proutn(_("Are you sure you want to fire a probe? "));
+ if (ja() == false)
+ return;
+ }
+
+ game.isarmed = false;
+ if (key == IHALPHA && strcmp(citem,"armed") == 0) {
+ game.isarmed = true;
+ key = scan();
+ }
+ else if (key == IHEOL) {
+ proutn(_("Arm NOVAMAX warhead? "));
+ game.isarmed = ja();
+ }
+ getcd(true, key);
+ if (game.direc == -1.0)
+ return;
+ game.nprobes--;
+ angle = ((15.0 - game.direc) * 0.5235988);
+ game.probeinx = -sin(angle);
+ game.probeiny = cos(angle);
+ if (fabs(game.probeinx) > fabs(game.probeiny))
+ bigger = fabs(game.probeinx);
+ else
+ bigger = fabs(game.probeiny);
+
+ game.probeiny /= bigger;
+ game.probeinx /= bigger;
+ game.proben = 10.0*game.dist*bigger +0.5;
+ game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
+ game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
+ game.probec = game.quadrant;
+ schedule(FDSPROB, 0.01); // Time to move one sector
+ prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""));
+ game.ididit = true;
+ return;
+}
+
+/*
+ * Here's how the mayday code works:
+ *
+ * First, the closest starbase is selected. If there is a
+ * a starbase in your own quadrant, you are in good shape.
+ * This distance takes quadrant distances into account only.
+ *
+ * A magic number is computed based on the distance which acts
+ * as the probability that you will be rematerialized. You
+ * get three tries.
+ *
+ * When it is determined that you should be able to be remater-
+ * ialized (i.e., when the probability thing mentioned above
+ * comes up positive), you are put into that quadrant (anywhere).
+ * Then, we try to see if there is a spot adjacent to the star-
+ * base. If not, you can't be rematerialized!!! Otherwise,
+ * it drops you there. It only tries five times to find a spot
+ * to drop you. After that, it's your problem.
+ */
+
+void mayday(void)
+/* yell for help from nearest starbase */
+{
+ /* There's more than one way to move in this game! */
+ double ddist, xdist, probf;
+ int line = 0, m, ix, iy;
+
+ chew();
+ /* Test for conditions which prevent calling for help */
+ if (game.condition == docked) {
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
+ return;
+ }
+ if (damaged(DRADIO)) {
+ prout(_("Subspace radio damaged."));
+ return;
+ }
+ if (game.state.rembase==0) {
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
+ return;
+ }
+ if (game.landed) {
+ proutn(_("You must be aboard the "));
+ crmshp();
+ prout(".");
+ return;
+ }
+ /* OK -- call for help from nearest starbase */
+ game.nhelp++;
+ if (game.base.x!=0) {
+ /* There's one in this quadrant */
+ ddist = distance(game.base, game.sector);
+ }
+ else {
+ ddist = FOREVER;
+ for (m = 1; m <= game.state.rembase; m++) {
+ xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
+ if (xdist < ddist) {
+ ddist = xdist;
+ line = m;
+ }
+ }
+ /* Since starbase not in quadrant, set up new quadrant */
+ game.quadrant = game.state.baseq[line];
+ newqad(true);
+ }
+ /* dematerialize starship */
+ game.quad[game.sector.x][game.sector.y]=IHDOT;
+ proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
+ crmshp();
+ prout(_(" dematerializes."));
+ game.sector.x=0;
+ for (m = 1; m <= 5; m++) {
+ ix = game.base.x+3.0*Rand()-1;
+ iy = game.base.y+3.0*Rand()-1;
+ if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
+ /* found one -- finish up */
+ game.sector.x=ix;
+ game.sector.y=iy;
+ break;
+ }
+ }
+ if (!is_valid(game.sector)){
+ prout(_("You have been lost in space..."));
+ finish(FMATERIALIZE);
+ return;
+ }
+ /* Give starbase three chances to rematerialize starship */
+ probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
+ for (m = 1; m <= 3; m++) {
+ switch (m) {
+ case 1: proutn(_("1st")); break;
+ case 2: proutn(_("2nd")); break;
+ case 3: proutn(_("3rd")); break;
+ }
+ proutn(_(" attempt to re-materialize "));
+ crmshp();
+ switch (m){
+ case 1: game.quad[ix][iy]=IHMATER0;
+ break;
+ case 2: game.quad[ix][iy]=IHMATER1;
+ break;
+ case 3: game.quad[ix][iy]=IHMATER2;
+ break;
+ }
+ textcolor(RED);
+ warble();
+ if (Rand() > probf)
+ break;
+ prout(_("fails."));
+ delay(500);
+ textcolor(DEFAULT);
+ }
+ if (m > 3) {
+ game.quad[ix][iy]=IHQUEST;
+ game.alive = false;
+ drawmaps(1);
+ setwnd(message_window);
+ finish(FMATERIALIZE);
+ return;
+ }
+ game.quad[ix][iy]=game.ship;
+ textcolor(GREEN);
+ prout(_("succeeds."));
+ textcolor(DEFAULT);
+ dock(false);
+ skip(1);
+ prout(_("Lt. Uhura- \"Captain, we made it!\""));
+}
+
+/*
+ * Abandon Ship
+ *
+ * The ship is abandoned. If your current ship is the Faire
+ * Queene, or if your shuttlecraft is dead, you're out of
+ * luck. You need the shuttlecraft in order for the captain
+ * (that's you!!) to escape.
+ *
+ * Your crew can beam to an inhabited starsystem in the
+ * quadrant, if there is one and if the transporter is working.
+ * If there is no inhabited starsystem, or if the transporter
+ * is out, they are left to die in outer space.
+ *
+ * If there are no starbases left, you are captured by the
+ * Klingons, who torture you mercilessly. However, if there
+ * is at least one starbase, you are returned to the
+ * Federation in a prisoner of war exchange. Of course, this
+ * can't happen unless you have taken some prisoners.
+ *
+ */
+
+void abandon(void)
+/* abandon ship */
+{
+ int nb, l;
+ struct quadrant *q;
+
+ chew();
+ if (game.condition==docked) {
+ if (game.ship!=IHE) {
+ prout(_("You cannot abandon Ye Faerie Queene."));
+ return;
+ }
+ }
+ else {
+ /* Must take shuttle craft to exit */
+ if (game.damage[DSHUTTL]==-1) {
+ prout(_("Ye Faerie Queene has no shuttle craft."));
+ return;
+ }
+ if (game.damage[DSHUTTL]<0) {
+ prout(_("Shuttle craft now serving Big Macs."));
+ return;
+ }
+ if (game.damage[DSHUTTL]>0) {
+ prout(_("Shuttle craft damaged."));
+ return;
+ }
+ if (game.landed) {
+ prout(_("You must be aboard the ship."));
+ return;
+ }
+ if (game.iscraft != onship) {
+ prout(_("Shuttle craft not currently available."));
+ return;
+ }
+ /* Print abandon ship messages */
+ skip(1);
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
+ skip(1);
+ prouts(_("***ALL HANDS ABANDON SHIP!"));
+ skip(2);
+ prout(_("Captain and crew escape in shuttle craft."));
+ if (game.state.rembase==0) {
+ /* Oops! no place to go... */
+ finish(FABANDN);
+ return;
+ }
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ /* Dispose of crew */
+ if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
+ prout(_("Remainder of ship's complement beam down"));
+ prout(_("to nearest habitable planet."));
+ } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
+ prout(_("Remainder of ship's complement beam down to %s."),
+ systnames[q->planet]);
+ } else {
+ prout(_("Entire crew of %d left to die in outer space."),
+ game.state.crew);
+ game.casual += game.state.crew;
+ game.abandoned += game.state.crew;
+ }
+
+ /* If at least one base left, give 'em the Faerie Queene */
+ skip(1);
+ game.icrystl = false; /* crystals are lost */
+ game.nprobes = 0; /* No probes */
+ prout(_("You are captured by Klingons and released to"));
+ prout(_("the Federation in a prisoner-of-war exchange."));
+ nb = Rand()*game.state.rembase+1;
+ /* Set up quadrant and position FQ adjacient to base */
+ if (!same(game.quadrant, game.state.baseq[nb])) {
+ game.quadrant = game.state.baseq[nb];
+ game.sector.x = game.sector.y = 5;
+ newqad(true);
+ }
+ for (;;) {
+ /* position next to base by trial and error */
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
+ for (l = 1; l <= QUADSIZE; l++) {
+ game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
+ game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
+ if (VALID_SECTOR(game.sector.x, game.sector.y) &&
+ game.quad[game.sector.x][game.sector.y] == IHDOT) break;
+ }
+ if (l < QUADSIZE+1)
+ break; /* found a spot */
+ game.sector.x=QUADSIZE/2;
+ game.sector.y=QUADSIZE/2;
+ newqad(true);
+ }
+ }
+ /* Get new commission */
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
+ game.state.crew = FULLCREW;
+ prout(_("Starfleet puts you in command of another ship,"));
+ prout(_("the Faerie Queene, which is antiquated but,"));
+ prout(_("still useable."));
+ if (game.icrystl)
+ prout(_("The dilithium crystals have been moved."));
+ game.imine = false;
+ game.iscraft = offship; /* Galileo disappears */
+ /* Resupply ship */
+ game.condition=docked;
+ for (l = 0; l < NDEVICES; l++)
+ game.damage[l] = 0.0;
+ game.damage[DSHUTTL] = -1;
+ game.energy = game.inenrg = 3000.0;
+ game.shield = game.inshld = 1250.0;
+ game.torps = game.intorps = 6;
+ game.lsupres=game.inlsr=3.0;
+ game.shldup=false;
+ game.warpfac=5.0;
+ game.wfacsq=25.0;
+ return;
+}