All old versions moved to 'historic' directoery.
[super-star-trek.git] / historic / c-version / src / moving.c
diff --git a/historic/c-version/src/moving.c b/historic/c-version/src/moving.c
new file mode 100644 (file)
index 0000000..0d41dd1
--- /dev/null
@@ -0,0 +1,1202 @@
+#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&sector- "));
+           else
+               proutn(_("Destination sector or quadrant&sector- "));
+           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;
+}