Starchart and base-attack tweaks.
[super-star-trek.git] / src / moving.c
index 37ccb3ddc0104140303074e551e1596bbe899c52..0d41dd18f10950eac57bfe95845f30a2ffe0de2f 100644 (file)
@@ -2,17 +2,22 @@
 #include "sstlinux.h"
 #include "sst.h"
 
-static void getcd(int, int);
+static void getcd(bool, int);
 
-void imove(void) 
+void imove(bool novapush)
+/* movement execution for warp, impulse, supernova, and tractor-beam events */
 {
     double angle, deltax, deltay, bigger, x, y,
-        finald, finalx, finaly, stopegy, probf;
-    int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
+        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;
+       prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
+       game.inorbit = false;
     }
 
     angle = ((15.0 - game.direc) * 0.5235988);
@@ -27,67 +32,68 @@ void imove(void)
     deltax /= bigger;
 
     /* If tractor beam is to occur, don't move full distance */
-    if (game.state.date+game.optime >= game.future[FTBEAM]) {
-       trbeam = 1;
-       game.condit = IHRED;
-       game.dist = game.dist*(game.future[FTBEAM]-game.state.date)/game.optime + 0.1;
-       game.optime = game.future[FTBEAM] - game.state.date + 1e-5;
+    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.sectx][game.secty] = IHDOT;
-    x = game.sectx;
-    y = game.secty;
+    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 (l = 1; l <= n; l++) {
-           ix = (x += deltax) + 0.5;
-           iy = (y += deltay) + 0.5;
-           if (!VALID_SECTOR(ix, iy)) {
+       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 && game.iattak != 2) {
+               if (game.nenhere != 0 && !novapush) {
                    newcnd();
-                   for_local_enemies(l) {
-                       finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
-                                     (iy-game.ky[l])*(double)(iy-game.ky[l]));
-                       game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
+                   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 game.condition
+                    * 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.quadx][game.quady].supernova)
-                       attack(0);
-                   if (game.alldone) return;
+                   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.quadx-1)+game.sectx;
-               y = QUADSIZE*(game.quady-1)+game.secty;
-               ix = x+10.0*game.dist*bigger*deltax+0.5;
-               iy = y+10.0*game.dist*bigger*deltay+0.5;
+               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 (ix <= 0) {
-                       ix = -ix + 1;
+                   if (w.x <= 0) {
+                       w.x = -w.x + 1;
                        kink = 1;
                    }
-                   if (iy <= 0) {
-                       iy = -iy + 1;
+                   if (w.y <= 0) {
+                       w.y = -w.y + 1;
                        kink = 1;
                    }
-                   if (ix > GALSIZE*QUADSIZE) {
-                       ix = (GALSIZE*QUADSIZE*2)+1 - ix;
+                   if (w.x > GALSIZE*QUADSIZE) {
+                       w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
                        kink = 1;
                    }
-                   if (iy > GALSIZE*QUADSIZE) {
-                       iy = (GALSIZE*QUADSIZE*2)+1 - iy;
+                   if (w.y > GALSIZE*QUADSIZE) {
+                       w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
                        kink = 1;
                    }
-                   if (kink) kinks = 1;
+                   if (kink)
+                       kinks = 1;
                } while (kink);
 
                if (kinks) {
@@ -98,30 +104,30 @@ void imove(void)
                        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.");
+                   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) return; /* Don't bother if we are to be beamed */
-               game.quadx = (ix+(QUADSIZE-1))/QUADSIZE;
-               game.quady = (iy+(QUADSIZE-1))/QUADSIZE;
-               game.sectx = ix - QUADSIZE*(game.quadx-1);
-               game.secty = iy - QUADSIZE*(game.quady-1);
+               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.quadx, game.quady));
-               game.quad[game.sectx][game.secty] = game.ship;
-               newqad(0);
-               if (game.skill>SKILL_NOVICE) attack(0);
+               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[ix][iy];
+           iquad = game.quad[w.x][w.y];
            if (iquad != IHDOT) {
                /* object encountered in flight path */
                stopegy = 50.0*game.dist/game.optime;
-               game.dist=0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
-                             (game.secty-iy)*(double)(game.secty-iy));
+               game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
                switch (iquad) {
                case IHT: /* Ram a Tholian */
                case IHK: /* Ram enemy ship */
@@ -129,28 +135,26 @@ void imove(void)
                case IHS:
                case IHR:
                case IHQUEST:
-                   game.sectx = ix;
-                   game.secty = iy;
-                   ram(0, iquad, game.sectx, game.secty);
-                   finalx = game.sectx;
-                   finaly = game.secty;
+                   game.sector = w;
+                   ram(false, iquad, game.sector);
+                   final = game.sector;
                    break;
                case IHBLANK:
                    skip(1);
-                   prouts("***RED ALERT!  RED ALERT!");
+                   prouts(_("***RED ALERT!  RED ALERT!"));
                    skip(1);
                    proutn("***");
                    crmshp();
-                   proutn(" pulled into black hole at ");
-                   prout(cramlc(sector, ix, iy));
+                   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 (l=0;l<NDEVICES;l++)
-                       if (game.damage[l]>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) 
@@ -163,18 +167,17 @@ void imove(void)
                    skip(1);
                    crmshp();
                    if (iquad == IHWEB)
-                       proutn(" encounters Tholian web at ");
+                       proutn(_(" encounters Tholian web at "));
                    else
-                       proutn(" blocked by object at ");
-                   proutn(cramlc(sector, ix,iy));
+                       proutn(_(" blocked by object at "));
+                   proutn(cramlc(sector, w));
                    prout(";");
-                   proutn("Emergency stop required ");
-                   prout("%2d units of energy.", (int)stopegy);
+                   proutn(_("Emergency stop required "));
+                   prout(_("%2d units of energy."), (int)stopegy);
                    game.energy -= stopegy;
-                   finalx = x-deltax+0.5;
-                   game.sectx = finalx;
-                   finaly = y-deltay+0.5;
-                   game.secty = finaly;
+                   final.x = x-deltax+0.5;
+                   final.y = y-deltay+0.5;
+                   game.sector = final;
                    if (game.energy <= 0) {
                        finish(FNRG);
                        return;
@@ -184,268 +187,274 @@ void imove(void)
                goto no_quad_change;    /* sorry! */
            }
        }
-       game.dist = 0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
-                       (game.secty-iy)*(double)(game.secty-iy));
-       game.sectx = ix;
-       game.secty = iy;
+       game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+       game.sector = w;
     }
-    finalx = game.sectx;
-    finaly = game.secty;
+    final = game.sector;
 no_quad_change:
     /* No quadrant change -- compute new avg enemy distances */
-    game.quad[game.sectx][game.secty] = game.ship;
+    game.quad[game.sector.x][game.sector.y] = game.ship;
     if (game.nenhere) {
-       for_local_enemies(l) {
-           finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
-                         (iy-game.ky[l])*(double)(iy-game.ky[l]));
-           game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
-           game.kdist[l] = finald;
+       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;
        }
-       sortkl();
-       if (!game.state.galaxy[game.quadx][game.quady].supernova && game.iattak == 0)
-           attack(0);
-       for_local_enemies(l) game.kavgd[l] = game.kdist[l];
+       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();
-    game.iattak = 0;
     drawmaps(0);
     setwnd(message_window);
     return;
 }
 
-void dock(int l) 
+void dock(bool verbose) 
+/* dock our ship at a starbase */
 {
     chew();
-    if (game.condit == IHDOCKED && l) {
-       prout("Already docked.");
+    if (game.condition == docked && verbose) {
+       prout(_("Already docked."));
        return;
     }
     if (game.inorbit) {
-       prout("You must first leave standard orbit.");
+       prout(_("You must first leave standard orbit."));
        return;
     }
-    if (game.basex==0 || abs(game.sectx-game.basex) > 1 || abs(game.secty-game.basey) > 1) {
+    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.");
+       prout(_(" not adjacent to base."));
        return;
     }
-    game.condit = IHDOCKED;
-    if (l) prout("Docked.");
-    game.ididit=1;
-    if (game.energy < game.inenrg) game.energy = game.inenrg;
+    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;
-    if (game.damage[DRADIO] == 0.0 &&
-       (game.future[FCDBAS] < FOREVER || game.isatb == 1) && game.iseenit == 0) {
+    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:\"");
-       attakreport(0);
-       game.iseenit = 1;
+       prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
+       attackreport(false);
+       game.iseenit = true;
     }
 }
 
-static void getcd(int isprobe, int akey) {
-       /* 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. I think
-          "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! */
+/* 
+ * 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!
+ */
 
-       
-        int irowq=game.quadx, icolq=game.quady, irows, icols, itemp=0, iprompt=0, key=0;
-       double xi, xj, xk, xl;
-       double deltax, deltay;
-       int automatic = -1;
-
-       /* Get course direction and distance. If user types bad values, return
-          with DIREC = -1.0. */
+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;
 
-       game.direc = -1.0;
+    // Get course direction and distance. If user types bad values, return
+    // with DIREC = -1.0.
+    game.direc = -1.0;
        
-       if (game.landed == 1 && !isprobe) {
-               prout("Dummy! You can't leave standard orbit until you");
-               proutn("are back aboard the ");
-               crmshp();
-               prout(".");
+    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;
+           }
        }
-       while (automatic == -1) {
-               if (game.damage[DCOMPTR]) {
-                       if (isprobe)
-                               prout("Computer damaged; manual navigation only");
-                       else
-                               prout("Computer damaged; manual movement only");
-                       chew();
-                       automatic = 0;
-                       key = IHEOL;
-                       break;
-               }
-               if (isprobe && akey != -1) {
-                       /* For probe launch, use pre-scaned value first time */
-                       key = akey;
-                       akey = -1;
-               }
-               else 
-                       key = scan();
+       else { /* numeric */
+           if (isprobe)
+               prout(_("(Manual navigation assumed.)"));
+           else
+               prout(_("(Manual movement assumed.)"));
+           navmode = manual;
+           break;
+       }
+    }
 
-               if (key == IHEOL) {
-                       proutn("Manual or automatic- ");
-                       iprompt = 1;
-                       chew();
-               }
-               else if (key == IHALPHA) {
-                       if (isit("manual")) {
-                               automatic =0;
-                               key = scan();
-                               break;
-                       }
-                       else if (isit("automatic")) {
-                               automatic = 1;
-                               key = scan();
-                               break;
-                       }
-                       else {
-                               huh();
-                               chew();
-                               return;
-                       }
-               }
-               else { /* numeric */
-                       if (isprobe)
-                               prout("(Manual navigation assumed.)");
-                       else
-                               prout("(Manual movement assumed.)");
-                       automatic = 0;
-                       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 (automatic) {
-               while (key == IHEOL) {
-                       if (isprobe)
-                               proutn("Target quadrant or quadrant&sector- ");
-                       else
-                               proutn("Destination sector or quadrant&sector- ");
-                       chew();
-                       iprompt = 1;
-                       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;
 
-               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;
-                       irows = xk + 0.5;
-                       icols = xl + 0.5;
-               }
-               else {
-                       if (isprobe) {
-                               /* only quadrant specified -- go to center of dest quad */
-                               irowq = xi + 0.5;
-                               icolq = xj + 0.5;
-                               irows = icols = 5;
-                       }
-                       else {
-                               irows = xi + 0.5;
-                               icols = xj + 0.5;
-                       }
-                       itemp = 1;
-               }
-               if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(icols,irows)) {
-                   huh();
-                   return;
-               }
-               skip(1);
-               if (!isprobe) {
-                       if (itemp) {
-                               if (iprompt) {
-                                       prout("Helmsman Sulu- \"Course locked in for %s.\"",
-                                               cramlc(sector, irows, icols));
-                               }
-                       }
-                       else prout("Ensign Chekov- \"Course laid in, Captain.\"");
-               }
-               deltax = icolq - game.quady + 0.1*(icols-game.secty);
-               deltay = game.quadx - irowq + 0.1*(game.sectx-irows);
-       }
-       else { /* manual */
-               while (key == IHEOL) {
-                       proutn("X and Y displacements- ");
-                       chew();
-                       iprompt = 1;
-                       key = scan();
-               }
-               itemp = 2;
-               if (key != IHREAL) {
-                       huh();
-                       return;
-               }
-               deltax = aaitem;
-               key = scan();
-               if (key != IHREAL) {
-                       huh();
-                       return;
+           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));
                }
-               deltay = aaitem;
+           }
+           else
+               prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
        }
-       /* Check for zero movement */
-       if (deltax == 0 && deltay == 0) {
-               chew();
-               return;
+       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();
        }
-       if (itemp == 2 && !isprobe) {
-               skip(1);
-               prout("Helmsman Sulu- \"Aye, Sir.\"");
+       itemp = verbose;
+       if (key != IHREAL) {
+           huh();
+           return;
        }
-       game.dist = sqrt(deltax*deltax + deltay*deltay);
-       game.direc = atan2(deltax, deltay)*1.90985932;
-       if (game.direc < 0.0) game.direc += 12.0;
+       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 impuls(void) 
+void impulse(void) 
+/* move under impulse power */
 {
     double power;
 
-    game.ididit = 0;
-    if (game.damage[DIMPULS]) {
+    game.ididit = false;
+    if (damaged(DIMPULS)) {
        chew();
        skip(1);
-       prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
+       prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
        return;
     }
 
     if (game.energy > 30.0) {
-       getcd(FALSE, 0);
-       if (game.direc == -1.0) return;
+       getcd(false, 0);
+       if (game.direc == -1.0)
+           return;
        power = 20.0 + 100.0*game.dist;
     }
     else
@@ -454,15 +463,15 @@ void impuls(void)
     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");
+       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", 
+           proutn(_("quadrant.  We can go, therefore, a maximum of %d"),
                   (int)(0.01 * (game.energy-20.0)-0.05));
-           prout(" quadrants.\"");
+           prout(_(" quadrants.\""));
        }
        else {
-           prout("quadrant.  They are, therefore, useless.\"");
+           prout(_("quadrant.  They are, therefore, useless.\""));
        }
        chew();
        return;
@@ -470,47 +479,53 @@ void impuls(void)
     /* 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() == 0) return;
+       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();
-    game.ididit = 1;
-    if (game.alldone) return;
+    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);
+    if (game.energy <= 0)
+       finish(FNRG);
     return;
 }
 
 
-void warp(int i) 
+void warp(bool timewarp)
+/* move under warp drive */
 {
-    int blooey=0, twarp=0, iwarp;
+    int iwarp;
+    bool blooey = false, twarp = false;
     double power;
 
-    if (i!=2) { /* Not WARPX entry */
-       game.ididit = 0;
+    if (!timewarp) { /* Not WARPX entry */
+       game.ididit = false;
        if (game.damage[DWARPEN] > 10.0) {
            chew();
            skip(1);
-           prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
+           prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""));
            return;
        }
-       if (game.damage[DWARPEN] > 0.0 && game.warpfac > 4.0) {
+       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.\"");
+           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;
+       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);
@@ -518,26 +533,26 @@ void warp(int i)
 
        if (power >= game.energy) {
            /* Insufficient power for trip */
-           game.ididit = 0;
+           game.ididit = false;
            skip(1);
-           prout("Engineering to bridge--");
-           if (game.shldup==0 || 0.5*power > game.energy) {
+           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 haven't the energy.");
+                   prout(_("We can't do it, Captain. We don't have enough energy."));
                }
                else {
-                   proutn("We haven't the energy, but we could do it at warp %d", iwarp);
+                   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.");
+                       prout(_("if you'll lower the shields."));
                    }
                    else
                        prout(".");
                }
            }
            else
-               prout("We haven't the energy to go that far with the shields up.");
+               prout(_("We haven't the energy to go that far with the shields up."));
            return;
        }
                                                
@@ -545,12 +560,16 @@ void warp(int i)
        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",
+           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() == 0) { game.ididit = 0; game.optime=0; return;}
+           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 */
@@ -558,18 +577,18 @@ void warp(int i)
        /* Decide if engine damage will occur */
        double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
        if (prob > Rand()) {
-           blooey = 1;
+           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=1;
-#ifdef DEBUG
-       if (game.idebug &&game.warpfac==10 && twarp==0) {
-           blooey=0;
-           proutn("Force time warp? ");
-           if (ja()==1) twarp=1;
-       }
-#endif
+       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 */
@@ -586,17 +605,18 @@ void warp(int i)
            deltax /= bigger;
            deltay /= bigger;
            n = 10.0 * game.dist * bigger +0.5;
-           x = game.sectx;
-           y = game.secty;
+           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 (!VALID_SECTOR(ix, iy))
+                   break;
                if (game.quad[ix][iy] != IHDOT) {
-                   blooey = 0;
-                   twarp = 0;
+                   blooey = false;
+                   twarp = false;
                }
            }
        }
@@ -604,33 +624,37 @@ void warp(int i)
                                
 
     /* Activate Warp Engines and pay the cost */
-    imove();
-    if (game.alldone) return;
+    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);
+    if (game.energy <= 0)
+       finish(FNRG);
     game.optime = 10.0*game.dist/game.wfacsq;
-    if (twarp) timwrp();
+    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.");
+       prout(_("Engineering to bridge--"));
+       prout(_("  Scott here.  The warp engines are damaged."));
+       prout(_("  We'll have to reduce speed to warp 4."));
     }
-    game.ididit = 1;
+    game.ididit = true;
     return;
 }
 
 
 
-void setwrp(void) 
+void setwarp(void) 
+/* change the warp factor */
 {
     int key;
     double oldfac;
        
     while ((key=scan()) == IHEOL) {
        chew();
-       proutn("Warp factor- ");
+       proutn(_("Warp factor- "));
     }
     chew();
     if (key != IHREAL) {
@@ -638,194 +662,205 @@ void setwrp(void)
        return;
     }
     if (game.damage[DWARPEN] > 10.0) {
-       prout("Warp engines inoperative.");
+       prout(_("Warp engines inoperative."));
        return;
     }
-    if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
-       prout("Engineer Scott- \"I'm doing my best, Captain,");
-       prout("  but right now we can only go warp 4.\"");
+    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.\"");
+       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.\"");
+       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) {
-       proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"", 
+       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.\"");
+       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.\"");
+       prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
        return;
     }
-    prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
+    prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
     return;
 }
 
-void atover(int igrab) 
+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==1) {
-       if (game.damage[DTRANSP]) {
+    if (game.landed) {
+       if (damaged(DTRANSP)) {
            finish(FPNOVA);
            return;
        }
-       prout("Scotty rushes to the transporter controls.");
+       prout(_("Scotty rushes to the transporter controls."));
        if (game.shldup) {
-           prout("But with the shields up it's hopeless.");
+           prout(_("But with the shields up it's hopeless."));
            finish(FPNOVA);
        }
-       prouts("His desperate attempt to rescue you . . .");
+       prouts(_("His desperate attempt to rescue you . . ."));
        if (Rand() <= 0.5) {
-           prout("fails.");
+           prout(_("fails."));
            finish(FPNOVA);
            return;
        }
-       prout("SUCCEEDS!");
+       prout(_("SUCCEEDS!"));
        if (game.imine) {
-           game.imine = 0;
-           proutn("The crystals mined were ");
+           game.imine = false;
+           proutn(_("The crystals mined were "));
            if (Rand() <= 0.25) {
-               prout("lost.");
+               prout(_("lost."));
            }
            else {
-               prout("saved.");
-               game.icrystl = 1;
+               prout(_("saved."));
+               game.icrystl = true;
            }
        }
     }
-    if (igrab) return;
+    if (igrab)
+       return;
 
     /* Check to see if captain in shuttle craft */
-    if (game.icraft) finish(FSTRACTOR);
-    if (game.alldone) return;
+    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!  READ ALERT!");
+           prouts(_("***RED ALERT!  RED ALERT!"));
            skip(1);
-           proutn("The ");
+           proutn(_("The "));
            crmshp();
-           prout(" has stopped in a quadrant containing");
-           prouts("   a supernova.");
+           prout(_(" has stopped in a quadrant containing"));
+           prouts(_("   a supernova."));
            skip(2);
        }
-       proutn("***Emergency automatic override attempts to hurl ");
+       proutn(_("***Emergency automatic override attempts to hurl "));
        crmshp();
        skip(1);
-       prout("safely out of quadrant.");
-       if (game.damage[DRADIO] == 0.0)
-           game.state.galaxy[game.quadx][game.quady].charted = TRUE;
+       prout(_("safely out of quadrant."));
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
        /* Try to use warp engines */
-       if (game.damage[DWARPEN]) {
+       if (damaged(DWARPEN)) {
            skip(1);
-           prout("Warp engines damaged.");
+           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);
+       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;
+       if (distreq < game.dist)
+           game.dist = distreq;
        game.optime = 10.0*game.dist/game.wfacsq;
        game.direc = 12.0*Rand();       /* How dumb! */
-       game.justin = 0;
-       game.inorbit = 0;
-       warp(2);
-       if (game.justin == 0) {
+       game.justin = false;
+       game.inorbit = false;
+       warp(true);
+       if (!game.justin) {
            /* This is bad news, we didn't leave quadrant. */
-           if (game.alldone) return;
+           if (game.alldone)
+               return;
            skip(1);
-           prout("Insufficient energy to leave quadrant.");
+           prout(_("Insufficient energy to leave quadrant."));
            finish(FSNOVAED);
            return;
        }
     } while 
        /* Repeat if another snova */
-       (game.state.galaxy[game.quadx][game.quady].supernova);
-    if (KLINGREM==0) 
+       (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, gotit;
-    prout("***TIME WARP ENTERED.");
+    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.",
+       prout(_("You are traveling backwards in time %d stardates."),
              (int)(game.state.date-game.snapsht.date));
        game.state = game.snapsht;
-       game.state.snap = 0;
+       game.state.snap = false;
        if (game.state.remcom) {
-           game.future[FTBEAM] = game.state.date + expran(game.intime/game.state.remcom);
-           game.future[FBATTAK] = game.state.date + expran(0.3*game.intime);
+           schedule(FTBEAM, expran(game.intime/game.state.remcom));
+           schedule(FBATTAK, expran(0.3*game.intime));
        }
-       game.future[FSNOVA] = game.state.date + expran(0.5*game.intime);
-       game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
-                                                                                 be sooner */
-       if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
+       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;
-       game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
-       game.batx = game.baty = 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 = 0;
+       gotit = false;
        for (l = 0; l < game.inplan; l++) {
-           if (game.state.plnets[l].known == shuttle_down) {
-               gotit = 1;
-               if (game.iscraft==1 && game.ship==IHE) {
-                   prout("Checkov-  \"Security reports the Galileo has disappeared, Sir!");
-                   game.iscraft = 0;
+           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 -- lets restore it */
-       if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
-           prout("Checkov-  \"Security reports the Galileo has reappeared in the dock!\"");
-           game.iscraft = 1;
+       // 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");
+       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);
+       prout(_("You are traveling forward in time %d stardates."), (int)game.optime);
        /* cheat to make sure no tractor beams occur during time warp */
-       game.future[FTBEAM] += game.optime;
+       postpone(FTBEAM, game.optime);
        game.damage[DRADIO] += game.optime;
     }
-    newqad(0);
+    newqad(false);
     events();  /* Stas Sergeev added this -- do pending events */
 }
 
 void probe(void) 
+/* launch deep-space probe */
 {
     double angle, bigger;
     int key;
@@ -834,48 +869,50 @@ void probe(void)
        chew();
        skip(1);
        if (game.ship == IHE) 
-           prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
+           prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
        else
-           prout("Ye Faerie Queene has no deep space probes.");
+           prout(_("Ye Faerie Queene has no deep space probes."));
        return;
     }
-    if (game.damage[DDSP] != 0.0) {
+    if (damaged(DDSP)) {
        chew();
        skip(1);
-       prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
+       prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""));
        return;
     }
-    if (game.future[FDSPROB] != FOREVER) {
+    if (is_scheduled(FDSPROB)) {
        chew();
        skip(1);
-       if (game.damage[DRADIO] != 0 && game.condit != IHDOCKED) {
-           prout("Spock-  \"Records show the previous probe has not yet");
-           prout("   reached its destination.\"");
+       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.\"");
+           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()==0) return;
+       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;
+    game.isarmed = false;
     if (key == IHALPHA && strcmp(citem,"armed") == 0) {
-       game.isarmed = TRUE;
+       game.isarmed = true;
        key = scan();
     }
     else if (key == IHEOL) {
-       proutn("Arm NOVAMAX warhead? ");
+       proutn(_("Arm NOVAMAX warhead? "));
        game.isarmed = ja();
     }
-    getcd(TRUE, key);
-    if (game.direc == -1.0) return;
+    getcd(true, key);
+    if (game.direc == -1.0)
+       return;
     game.nprobes--;
     angle = ((15.0 - game.direc) * 0.5235988);
     game.probeinx = -sin(angle);
@@ -888,95 +925,113 @@ void probe(void)
     game.probeiny /= bigger;
     game.probeinx /= bigger;
     game.proben = 10.0*game.dist*bigger +0.5;
-    game.probex = game.quadx*QUADSIZE + game.sectx - 1;        // We will use better packing than original
-    game.probey = game.quady*QUADSIZE + game.secty - 1;
-    game.probecx = game.quadx;
-    game.probecy = game.quady;
-    game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
-    prout("Ensign Chekov-  \"The deep space probe is launched, Captain.\"");
-    game.ididit = 1;
+    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, l, ix, iy;
+    int line = 0, m, ix, iy;
 
     chew();
-    /* Test for game.conditions which prevent calling for help */
-    if (game.condit == IHDOCKED) {
-       prout("Lt. Uhura-  \"But Captain, we're already docked.\"");
+    /* Test for conditions which prevent calling for help */
+    if (game.condition == docked) {
+       prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""));
        return;
     }
-    if (game.damage[DRADIO] != 0) {
-       prout("Subspace radio damaged.");
+    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.\"");
+       prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""));
        return;
     }
-    if (game.landed == 1) {
-       proutn("You must be aboard the ");
+    if (game.landed) {
+       proutn(_("You must be aboard the "));
        crmshp();
        prout(".");
        return;
     }
     /* OK -- call for help from nearest starbase */
     game.nhelp++;
-    if (game.basex!=0) {
+    if (game.base.x!=0) {
        /* There's one in this quadrant */
-       ddist = sqrt(square(game.basex-game.sectx)+square(game.basey-game.secty));
+       ddist = distance(game.base, game.sector);
     }
     else {
        ddist = FOREVER;
-       for_starbases(l) {
-           xdist=10.0*sqrt(square(game.state.baseqx[l]-game.quadx)+square(game.state.baseqy[l]-game.quady));
+       for (m = 1; m <= game.state.rembase; m++) {
+           xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
            if (xdist < ddist) {
                ddist = xdist;
-               line = l;
+               line = m;
            }
        }
        /* Since starbase not in quadrant, set up new quadrant */
-       game.quadx = game.state.baseqx[line];
-       game.quady = game.state.baseqy[line];
-       newqad(1);
+       game.quadrant = game.state.baseq[line];
+       newqad(true);
     }
     /* dematerialize starship */
-    game.quad[game.sectx][game.secty]=IHDOT;
-    proutn("Starbase in %s responds--", cramlc(quadrant, game.quadx, game.quady));
-    proutn("");
+    game.quad[game.sector.x][game.sector.y]=IHDOT;
+    proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
     crmshp();
-    prout(" dematerializes.");
-    game.sectx=0;
-    for (l = 1; l <= 5; l++) {
-       ix = game.basex+3.0*Rand()-1;
-       iy = game.basey+3.0*Rand()-1;
+    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.sectx=ix;
-           game.secty=iy;
+           game.sector.x=ix;
+           game.sector.y=iy;
            break;
        }
     }
-    if (game.sectx==0){
-       prout("You have been lost in space...");
+    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 (l = 1; l <= 3; l++) {
-       switch (l) {
-       case 1: proutn("1st"); break;
-       case 2: proutn("2nd"); break;
-       case 3: proutn("3rd"); break;
+    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 ");
+       proutn(_(" attempt to re-materialize "));
        crmshp();
-       switch (l){
+       switch (m){
        case 1: game.quad[ix][iy]=IHMATER0;
            break;
        case 2: game.quad[ix][iy]=IHMATER1;
@@ -986,14 +1041,15 @@ void mayday(void)
        }
        textcolor(RED);
        warble();
-       if (Rand() > probf) break;
-       prout("fails.");
+       if (Rand() > probf)
+           break;
+       prout(_("fails."));
        delay(500);
        textcolor(DEFAULT);
     }
-    if (l > 3) {
+    if (m > 3) {
        game.quad[ix][iy]=IHQUEST;
-       game.alive = 0;
+       game.alive = false;
        drawmaps(1);
        setwnd(message_window);
        finish(FMATERIALIZE);
@@ -1001,9 +1057,146 @@ void mayday(void)
     }
     game.quad[ix][iy]=game.ship;
     textcolor(GREEN);
-    prout("succeeds.");
+    prout(_("succeeds."));
     textcolor(DEFAULT);
-    dock(0);
+    dock(false);
     skip(1);
-    prout("Lt. Uhura-  \"Captain, we made it!\"");
+    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;
 }