--- /dev/null
+#include "sst.h"
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+
+void attackreport(bool curt)
+/* report status of bases under attack */
+{
+ if (!curt) {
+ if (is_scheduled(FCDBAS)) {
+ prout(_("Starbase in %s is currently under Commander attack."),
+ cramlc(quadrant, game.battle));
+ prout(_("It can hold out until Stardate %d."),
+ (int)scheduled(FCDBAS));
+ }
+ else if (game.isatb == 1) {
+ prout(_("Starbase in %s is under Super-commander attack."),
+ cramlc(quadrant, game.state.kscmdr));
+ prout(_("It can hold out until Stardate %d."),
+ (int)scheduled(FSCDBAS));
+ } else {
+ prout(_("No Starbase is currently under attack."));
+ }
+ } else {
+ if (is_scheduled(FCDBAS))
+ proutn(_("Base in %i - %i attacked by C. Alive until %.1f"), game.battle.x, game.battle.y, scheduled(FCDBAS));
+ if (game.isatb)
+ proutn(_("Base in %i - %i attacked by S. Alive until %.1f"), game.state.kscmdr.x, game.state.kscmdr.y, scheduled(FSCDBAS));
+ clreol();
+ }
+}
+
+
+void report(void)
+/* report on general game status */
+{
+ char *s1,*s2,*s3;
+
+ chew();
+ s1 = (game.thawed?_("thawed "):"");
+ switch (game.length) {
+ case 1: s2=_("short"); break;
+ case 2: s2=_("medium"); break;
+ case 4: s2=_("long"); break;
+ default: s2=_("unknown length"); break;
+ }
+ switch (game.skill) {
+ case SKILL_NOVICE: s3=_("novice"); break;
+ case SKILL_FAIR: s3=_("fair"); break;
+ case SKILL_GOOD: s3=_("good"); break;
+ case SKILL_EXPERT: s3=_("expert"); break;
+ case SKILL_EMERITUS: s3=_("emeritus"); break;
+ default: s3=_("skilled"); break;
+ }
+ skip(1);
+ prout(_("You %s a %s%s %s game."),
+ game.alldone? _("were playing") : _("are playing"), s1, s2, s3);
+ if (game.skill>SKILL_GOOD && game.thawed && !game.alldone)
+ prout(_("No plaque is allowed."));
+ if (game.tourn)
+ prout(_("This is tournament game %d."), game.tourn);
+ prout(_("Your secret password is \"%s\""),game.passwd);
+ proutn(_("%d of %d Klingons have been killed"),
+ ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
+ (game.inkling + game.incom + game.inscom));
+ if (game.incom - game.state.remcom)
+ prout(_(", including %d Commander%s."), game.incom - game.state.remcom, (game.incom - game.state.remcom)==1?"":_("s"));
+ else if (game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0)
+ prout(_(", but no Commanders."));
+ else
+ prout(".");
+ if (game.skill > SKILL_FAIR)
+ prout(_("The Super Commander has %sbeen destroyed."),
+ game.state.nscrem?_("not "):"");
+ if (game.state.rembase != game.inbase) {
+ proutn(_("There "));
+ if (game.inbase-game.state.rembase==1)
+ proutn(_("has been 1 base"));
+ else {
+ proutn(_("have been %d bases"), game.inbase-game.state.rembase);
+ }
+ prout(_(" destroyed, %d remaining."), game.state.rembase);
+ }
+ else
+ prout(_("There are %d bases."), game.inbase);
+ if (!damaged(DRADIO) || game.condition == docked || game.iseenit) {
+ // Don't report this if not seen and
+ // either the radio is dead or not at base!
+ attackreport(false);
+ game.iseenit = true;
+ }
+ if (game.casual)
+ prout(_("%d casualt%s suffered so far."),
+ game.casual, game.casual==1? "y" : "ies");
+ if (game.nhelp)
+ prout(_("There were %d call%s for help."),
+ game.nhelp, game.nhelp==1 ? "" : _("s"));
+ if (game.ship == IHE) {
+ proutn(_("You have "));
+ if (game.nprobes)
+ proutn("%d", game.nprobes);
+ else
+ proutn(_("no"));
+ proutn(_(" deep space probe"));
+ if (game.nprobes!=1)
+ proutn(_("s"));
+ prout(".");
+ }
+ if ((!damaged(DRADIO) || game.condition == docked)
+ && is_scheduled(FDSPROB)) {
+ if (game.isarmed)
+ proutn(_("An armed deep space probe is in "));
+ else
+ proutn(_("A deep space probe is in "));
+ proutn(cramlc(quadrant, game.probec));
+ prout(".");
+ }
+ if (game.icrystl) {
+ if (game.cryprob <= .05)
+ prout(_("Dilithium crystals aboard ship... not yet used."));
+ else {
+ int i=0;
+ double ai = 0.05;
+ while (game.cryprob > ai) {
+ ai *= 2.0;
+ i++;
+ }
+ prout(_("Dilithium crystals have been used %d time%s."),
+ i, i==1? "" : _("s"));
+ }
+ }
+ skip(1);
+}
+
+void lrscan(void)
+/* long-range sensor scan */
+{
+ int x, y;
+ if (damaged(DLRSENS)) {
+ /* Now allow base's sensors if docked */
+ if (game.condition != docked) {
+ prout(_("LONG-RANGE SENSORS DAMAGED."));
+ return;
+ }
+ prout(_("Starbase's long-range scan"));
+ }
+ else {
+ prout(_("Long-range scan"));
+ }
+ for (x = game.quadrant.x-1; x <= game.quadrant.x+1; x++) {
+ proutn(" ");
+ for (y = game.quadrant.y-1; y <= game.quadrant.y+1; y++) {
+ if (!VALID_QUADRANT(x, y))
+ proutn(" -1");
+ else {
+ game.state.galaxy[x][y].charted = true;
+ rechart();
+ if (game.state.galaxy[x][y].supernova)
+ proutn(" ***");
+ else
+ proutn(" %3d", game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars);
+ }
+ }
+ prout(" ");
+ }
+}
+
+void damagereport(void)
+/* damage report */
+{
+ bool jdam = false;
+ int i;
+ chew();
+
+ for (i = 0; i < NDEVICES; i++) {
+ if (damaged(i)) {
+ if (!jdam) {
+ prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"));
+ prout(_("\t\t\tIN FLIGHT\t\tDOCKED"));
+ jdam = true;
+ }
+ prout(" %-26s\t%8.2f\t\t%8.2f",
+ device[i],
+ game.damage[i]+0.05,
+ game.docfac*game.damage[i]+0.005);
+ }
+ }
+ if (!jdam)
+ prout(_("All devices functional."));
+}
+
+static void rechart_quad(int x, int y)
+{
+ if (game.state.galaxy[x][y].charted) {
+ game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons;
+ game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase;
+ game.state.chart[x][y].stars = game.state.galaxy[x][y].stars;
+ }
+}
+
+static void rechart_dsradio(void)
+/* update the chart in the Enterprise's computer from galaxy data */
+{
+ int i, j;
+ game.lastchart = game.state.date;
+ for (i = 1; i <= GALSIZE; i++)
+ for (j = 1; j <= GALSIZE; j++)
+ rechart_quad(i, j);
+}
+
+static void rechart_lr(void)
+/* update the chart in the Enterprise's computer from galaxy data */
+{
+ int i, j;
+ for (i = game.quadrant.x-1; i <= game.quadrant.x+1; i++) {
+ for (j = game.quadrant.y-1; j <= game.quadrant.y+1; j++) {
+ if (i == game.quadrant.x && j == game.quadrant.y)
+ continue;
+ rechart_quad(i, j);
+ }
+ }
+}
+
+static void rechart_sr(void)
+/* update the chart in the Enterprise's computer from galaxy data */
+{
+ rechart_quad(game.quadrant.x, game.quadrant.y);
+}
+
+void rechart(void)
+{
+ if (!damaged(DRADIO) || game.condition == docked) {
+ if (game.lastchart < game.state.date && game.condition == docked)
+ prout(_("Spock- \"I revised the Star Chart from the "
+ "starbase's records.\""));
+ rechart_dsradio();
+ } else {
+ if (!damaged(DLRSENS))
+ rechart_lr();
+ if (!damaged(DSRSENS))
+ rechart_sr();
+ }
+}
+
+void chart(void)
+/* display the star chart */
+{
+ int i,j;
+ chew();
+
+ rechart();
+
+ prout(_(" STAR CHART FOR THE KNOWN GALAXY"));
+ if (game.state.date > game.lastchart)
+ prout(_("(Last surveillance update %d stardates ago)."),
+ (int)(game.state.date-game.lastchart));
+ prout(" 1 2 3 4 5 6 7 8");
+ for (i = 1; i <= GALSIZE; i++) {
+ proutn("%d |", i);
+ for (j = 1; j <= GALSIZE; j++) {
+ char buf[4];
+ if ((game.options & OPTION_SHOWME) && i == game.quadrant.x && j == game.quadrant.y)
+ proutn("<");
+ else
+ proutn(" ");
+ if (game.state.galaxy[i][j].supernova)
+ strcpy(buf, "***");
+ else if (!game.state.galaxy[i][j].charted && game.state.galaxy[i][j].starbase)
+ strcpy(buf, ".1.");
+ else if (game.state.galaxy[i][j].charted)
+ sprintf(buf, "%3d", game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars);
+ else
+ strcpy(buf, "...");
+ proutn(buf);
+ if ((game.options & OPTION_SHOWME) && i == game.quadrant.x && j == game.quadrant.y)
+ proutn(">");
+ else
+ proutn(" ");
+ }
+ proutn(" |");
+ if (i<GALSIZE)
+ skip(1);
+ }
+}
+
+static void sectscan(int goodScan, int i, int j)
+/* light up an individual dot in a sector */
+{
+ if (goodScan || (abs(i-game.sector.x)<= 1 && abs(j-game.sector.y) <= 1)){
+ if ((game.quad[i][j]==IHMATER0)||(game.quad[i][j]==IHMATER1)||(game.quad[i][j]==IHMATER2)||(game.quad[i][j]==IHE)||(game.quad[i][j]==IHF)){
+ switch (game.condition) {
+ case red: textcolor(RED); break;
+ case green: textcolor(GREEN); break;
+ case yellow: textcolor(YELLOW); break;
+ case docked: textcolor(CYAN); break;
+ case dead: textcolor(BROWN);
+ }
+ if (game.quad[i][j] != game.ship)
+ highvideo();
+ }
+ proutn("%c ",game.quad[i][j]);
+ textcolor(DEFAULT);
+ }
+ else
+ proutn("- ");
+}
+
+void status(int req)
+/* print status report lines */
+{
+#define RQ(n, a) if (!req || req == n) do { a } while(0)
+ char *cp = NULL, s[256];
+ int t, dam = 0;
+
+ RQ(1,
+ prstat(_("Stardate"), _("%.1f, Time Left %.2f"), game.state.date, game.state.remtime);
+ );
+
+ RQ(2,
+ if (game.condition != docked)
+ newcnd();
+ switch (game.condition) {
+ case red: cp = _("RED"); break;
+ case green: cp = _("GREEN"); break;
+ case yellow: cp = _("YELLOW"); break;
+ case docked: cp = _("DOCKED"); break;
+ case dead: cp = _("DEAD"); break;
+ }
+ for (t=0;t<NDEVICES;t++)
+ if (game.damage[t]>0)
+ dam++;
+ prstat(_("Condition"), _("%s, %i DAMAGES"), cp, dam);
+ );
+
+ RQ(3,
+ prstat(_("Position"), "%d - %d , %d - %d",
+ game.quadrant.x, game.quadrant.y, game.sector.x, game.sector.y);
+ );
+
+ RQ(4,
+ if (damaged(DLIFSUP)) {
+ if (game.condition == docked)
+ sprintf(s, _("DAMAGED, Base provides"));
+ else
+ sprintf(s, _("DAMAGED, reserves=%4.2f"), game.lsupres);
+ }
+ else
+ sprintf(s, _("ACTIVE"));
+ prstat(_("Life Support"), s);
+ );
+
+ RQ(5,
+ prstat(_("Warp Factor"), "%.1f", game.warpfac);
+ );
+
+ RQ(6,
+ prstat(_("Energy"), "%.2f%s", game.energy,
+ (game.icrystl && (game.options & OPTION_SHOWME)) ? /* ESR */
+ _(" (have crystals)") : "");
+ );
+
+ RQ(7,
+ prstat(_("Torpedoes"), "%d", game.torps);
+ );
+
+ RQ(8,
+ if (damaged(DSHIELD))
+ strcpy(s, _("DAMAGED,"));
+ else if (game.shldup)
+ strcpy(s, _("UP,"));
+ else
+ strcpy(s, _("DOWN,"));
+ sprintf(s + strlen(s), _(" %d%% %.1f units"),
+ (int)((100.0*game.shield)/game.inshld + 0.5), game.shield);
+ prstat(_("Shields"), s);
+ );
+
+ RQ(9,
+ prstat(_("Klingons Left"), "%d", game.state.remkl + game.state.remcom + game.state.nscrem);
+ );
+
+ RQ(10,
+ if (game.options & OPTION_WORLDS) {
+ int plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet;
+ if (plnet != NOPLANET && game.state.planets[plnet].inhabited != UNINHABITED)
+ prstat(_("Major system"), "%s", systnames[plnet]);
+ else
+ prout(_("Sector is uninhabited"));
+ }
+ );
+
+ RQ(11,
+ attackreport(!req);
+ );
+
+#undef RQ
+}
+
+void request(void)
+{
+ int req;
+ static char requests[][3] =
+ {"da","co","po","ls","wa","en","to","sh","kl","sy", "ti"};
+
+ while (scan() == IHEOL)
+ proutn(_("Information desired? "));
+ chew();
+ for (req = 0; req < ARRAY_SIZE(requests); req++)
+ if (strncmp(citem, requests[req], min(2,strlen(citem)))==0)
+ break;
+ if (req >= ARRAY_SIZE(requests)) {
+ prout(_("UNRECOGNIZED REQUEST. Legal requests are:"));
+ prout((" date, condition, position, lsupport, warpfactor,"));
+ prout((" energy, torpedoes, shields, klingons, system, time."));
+ return;
+ }
+ status(req + 1);
+}
+
+void srscan(void)
+/* short-range scan */
+{
+ int i, j;
+ int goodScan=true;
+ if (damaged(DSRSENS)) {
+ /* Allow base's sensors if docked */
+ if (game.condition != docked) {
+ prout(_(" S.R. SENSORS DAMAGED!"));
+ goodScan=false;
+ }
+ else
+ prout(_(" [Using Base's sensors]"));
+ }
+ else
+ prout(_(" Short-range scan"));
+ if (goodScan) {
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
+ rechart();
+ }
+ prout(" 1 2 3 4 5 6 7 8 9 10");
+ if (game.condition != docked)
+ newcnd();
+ for (i = 1; i <= QUADSIZE; i++) {
+ proutn("%2d ", i);
+ for (j = 1; j <= QUADSIZE; j++) {
+ sectscan(goodScan, i, j);
+ }
+ skip(1);
+ }
+}
+
+
+void eta(void)
+/* use computer to get estimated time of arrival for a warp jump */
+{
+ coord w1, w2;
+ bool wfl, prompt = false;
+ double ttime, twarp, tpower;
+ if (damaged(DCOMPTR)) {
+ prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."));
+ skip(1);
+ return;
+ }
+ if (scan() != IHREAL) {
+ prompt = true;
+ chew();
+ proutn(_("Destination quadrant and/or sector? "));
+ if (scan()!=IHREAL) {
+ huh();
+ return;
+ }
+ }
+ w1.y = aaitem +0.5;
+ if (scan() != IHREAL) {
+ huh();
+ return;
+ }
+ w1.x = aaitem + 0.5;
+ if (scan() == IHREAL) {
+ w2.y = aaitem + 0.5;
+ if (scan() != IHREAL) {
+ huh();
+ return;
+ }
+ w2.x = aaitem + 0.5;
+ }
+ else {
+ if (game.quadrant.y>w1.x)
+ w2.x = 1;
+ else
+ w2.x=QUADSIZE;
+ if (game.quadrant.x>w1.y)
+ w2.y = 1;
+ else
+ w2.y=QUADSIZE;
+ }
+
+ if (!VALID_QUADRANT(w1.x, w1.y) || !VALID_SECTOR(w2.x, w2.y)) {
+ huh();
+ return;
+ }
+ game.dist = sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
+ square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)));
+ wfl = false;
+
+ if (prompt)
+ prout(_("Answer \"no\" if you don't know the value:"));
+ for (;;) {
+ chew();
+ proutn(_("Time or arrival date? "));
+ if (scan()==IHREAL) {
+ ttime = aaitem;
+ if (ttime > game.state.date)
+ ttime -= game.state.date; // Actually a star date
+ if (ttime <= 1e-10 ||
+ (twarp=(floor(sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0) > 10) {
+ prout(_("We'll never make it, sir."));
+ chew();
+ return;
+ }
+ if (twarp < 1.0)
+ twarp = 1.0;
+ break;
+ }
+ chew();
+ proutn(_("Warp factor? "));
+ if (scan()== IHREAL) {
+ wfl = true;
+ twarp = aaitem;
+ if (twarp<1.0 || twarp > 10.0) {
+ huh();
+ return;
+ }
+ break;
+ }
+ prout(_("Captain, certainly you can give me one of these."));
+ }
+ for (;;) {
+ chew();
+ ttime = (10.0*game.dist)/square(twarp);
+ tpower = game.dist*twarp*twarp*twarp*(game.shldup+1);
+ if (tpower >= game.energy) {
+ prout(_("Insufficient energy, sir."));
+ if (!game.shldup || tpower > game.energy*2.0) {
+ if (!wfl)
+ return;
+ proutn(_("New warp factor to try? "));
+ if (scan() == IHREAL) {
+ wfl = true;
+ twarp = aaitem;
+ if (twarp<1.0 || twarp > 10.0) {
+ huh();
+ return;
+ }
+ continue;
+ }
+ else {
+ chew();
+ skip(1);
+ return;
+ }
+ }
+ prout(_("But if you lower your shields,"));
+ proutn(_("remaining"));
+ tpower /= 2;
+ }
+ else
+ proutn(_("Remaining"));
+ prout(_(" energy will be %.2f."), game.energy-tpower);
+ if (wfl) {
+ prout(_("And we will arrive at stardate %.2f."),
+ game.state.date+ttime);
+ }
+ else if (twarp==1.0)
+ prout(_("Any warp speed is adequate."));
+ else {
+ prout(_("Minimum warp needed is %.2f,"), twarp);
+ prout(_("and we will arrive at stardate %.2f."),
+ game.state.date+ttime);
+ }
+ if (game.state.remtime < ttime)
+ prout(_("Unfortunately, the Federation will be destroyed by then."));
+ if (twarp > 6.0)
+ prout(_("You'll be taking risks at that speed, Captain"));
+ if ((game.isatb==1 && same(game.state.kscmdr, w1) &&
+ scheduled(FSCDBAS)< ttime+game.state.date)||
+ (scheduled(FCDBAS)<ttime+game.state.date && same(game.battle, w1)))
+ prout(_("The starbase there will be destroyed by then."));
+ proutn(_("New warp factor to try? "));
+ if (scan() == IHREAL) {
+ wfl = true;
+ twarp = aaitem;
+ if (twarp<1.0 || twarp > 10.0) {
+ huh();
+ return;
+ }
+ }
+ else {
+ chew();
+ skip(1);
+ return;
+ }
+ }
+
+}
+
+#ifdef BSD_BUG_FOR_BUG
+/*
+ * A visual scan is made in a particular direction of three sectors
+ * in the general direction specified. This takes time, and
+ * Klingons can attack you, so it should be done only when sensors
+ * are out. Code swiped from BSD-Trek. Not presently used, as we
+ * automatically display all adjacent sectors on the short-range
+ * scan even when short-range sensors are out.
+ */
+
+/* This struct[] has the delta x, delta y for particular directions */
+coord visdelta[] =
+{
+ {-1,-1},
+ {-1, 0},
+ {-1, 1},
+ {0, 1},
+ {1, 1},
+ {1, 0},
+ {1, -1},
+ {0, -1},
+ {-1,-1},
+ {-1, 0},
+ {-1, 1},
+};
+
+void visual(void)
+{
+ int co, ix, iy;
+ coord *v;
+
+ if (scan() != IHREAL) {
+ chew();
+ proutn(_("Direction? "));
+ if (scan()!=IHREAL) {
+ huh();
+ return;
+ }
+ }
+ if (aaitem < 0.0 || aaitem > 360.0)
+ return;
+ co = (aaitem + 22) / 45;
+ v = &visdelta[co];
+ ix = game.sector.x + v->x;
+ iy = game.sector.y + v->y;
+ if (ix < 0 || ix >= QUADSIZE || iy < 0 || iy >= QUADSIZE)
+ co = '?';
+ else
+ co = game.quad[ix][iy];
+ printf("%d,%d %c ", ix, iy, co);
+ v++;
+ ix = game.sector.x + v->x;
+ iy = game.sector.y + v->y;
+ if (ix < 0 || ix >= QUADSIZE || iy < 0 || iy >= QUADSIZE)
+ co = '?';
+ else
+ co = game.quad[ix][iy];
+ printf("%c ", co);
+ v++;
+ ix = game.sector.x + v->x;
+ iy = game.sector.y + v->y;
+ if (ix < 0 || ix >= QUADSIZE || iy < 0 || iy >= QUADSIZE)
+ co = '?';
+ else
+ co = game.quad[ix][iy];
+ printf("%c %d,%d\n", co, ix, iy);
+ game.optime = 0.5;
+ game.ididit = true;
+}
+#endif