X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=c-version%2Fsrc%2Fmoving.c;fp=c-version%2Fsrc%2Fmoving.c;h=0000000000000000000000000000000000000000;hp=0d41dd18f10950eac57bfe95845f30a2ffe0de2f;hb=92e5cab2949160324146ae563bbd88af865beeda;hpb=b10de966829aea9fc9f8aa04522725d8434e2d36 diff --git a/c-version/src/moving.c b/c-version/src/moving.c deleted file mode 100644 index 0d41dd1..0000000 --- a/c-version/src/moving.c +++ /dev/null @@ -1,1202 +0,0 @@ -#include -#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;m0) - n++; - probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0); - if ((game.options & OPTION_BLKHOLE) && Rand()>probf) - timwrp(); - else - finish(FHOLE); - return; - default: - /* something else */ - skip(1); - crmshp(); - if (iquad == IHWEB) - proutn(_(" encounters Tholian web at ")); - else - proutn(_(" blocked by object at ")); - proutn(cramlc(sector, w)); - prout(";"); - proutn(_("Emergency stop required ")); - prout(_("%2d units of energy."), (int)stopegy); - game.energy -= stopegy; - final.x = x-deltax+0.5; - final.y = y-deltay+0.5; - game.sector = final; - if (game.energy <= 0) { - finish(FNRG); - return; - } - break; - } - goto no_quad_change; /* sorry! */ - } - } - game.dist = distance(game.sector, w) / (QUADSIZE * 1.0); - game.sector = w; - } - final = game.sector; -no_quad_change: - /* No quadrant change -- compute new avg enemy distances */ - game.quad[game.sector.x][game.sector.y] = game.ship; - if (game.nenhere) { - for (m = 1; m <= game.nenhere; m++) { - finald = distance(w, game.ks[m]); - game.kavgd[m] = 0.5 * (finald+game.kdist[m]); - game.kdist[m] = finald; - } - sortklings(); - if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) - attack(false); - for (m = 1; m <= game.nenhere; m++) - game.kavgd[m] = game.kdist[m]; - } - newcnd(); - drawmaps(0); - setwnd(message_window); - return; -} - -void dock(bool verbose) -/* dock our ship at a starbase */ -{ - chew(); - if (game.condition == docked && verbose) { - prout(_("Already docked.")); - return; - } - if (game.inorbit) { - prout(_("You must first leave standard orbit.")); - return; - } - if (!is_valid(game.base) || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) { - crmshp(); - prout(_(" not adjacent to base.")); - return; - } - game.condition = docked; - if (verbose) - prout(_("Docked.")); - game.ididit = true; - if (game.energy < game.inenrg) - game.energy = game.inenrg; - game.shield = game.inshld; - game.torps = game.intorps; - game.lsupres = game.inlsr; - game.state.crew = FULLCREW; - if (!damaged(DRADIO) && - (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) { - /* get attack report from base */ - prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")); - attackreport(false); - game.iseenit = true; - } -} - -/* - * This program originally required input in terms of a (clock) - * direction and distance. Somewhere in history, it was changed to - * cartesian coordinates. So we need to convert. Probably - * "manual" input should still be done this way -- it's a real - * pain if the computer isn't working! Manual mode is still confusing - * because it involves giving x and y motions, yet the coordinates - * are always displayed y - x, where +y is downward! - */ - -static void getcd(bool isprobe, int akey) -/* get course and distance */ -{ - int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0; - double xi, xj, xk, xl; - double deltax, deltay; - enum {unspecified, manual, automatic} navmode = unspecified; - enum {curt, normal, verbose} itemp = curt; - coord incr; - bool iprompt = false; - - // Get course direction and distance. If user types bad values, return - // with DIREC = -1.0. - game.direc = -1.0; - - if (game.landed && !isprobe) { - prout(_("Dummy! You can't leave standard orbit until you")); - proutn(_("are back aboard the ship.")); - chew(); - return; - } - while (navmode == unspecified) { - if (damaged(DNAVSYS)) { - if (isprobe) - prout(_("Computer damaged; manual navigation only")); - else - prout(_("Computer damaged; manual movement only")); - chew(); - navmode = manual; - key = IHEOL; - break; - } - if (isprobe && akey != -1) { - /* For probe launch, use pre-scanned value first time */ - key = akey; - akey = -1; - } - else - key = scan(); - - if (key == IHEOL) { - proutn(_("Manual or automatic- ")); - iprompt = true; - chew(); - } - else if (key == IHALPHA) { - if (isit("manual")) { - navmode = manual; - key = scan(); - break; - } - else if (isit("automatic")) { - navmode = automatic; - key = scan(); - break; - } - else { - huh(); - chew(); - return; - } - } - else { /* numeric */ - if (isprobe) - prout(_("(Manual navigation assumed.)")); - else - prout(_("(Manual movement assumed.)")); - navmode = manual; - break; - } - } - - if (navmode == automatic) { - while (key == IHEOL) { - if (isprobe) - proutn(_("Target quadrant or quadrant§or- ")); - else - proutn(_("Destination sector or quadrant§or- ")); - chew(); - iprompt = true; - key = scan(); - } - - if (key != IHREAL) { - huh(); - return; - } - xi = aaitem; - key = scan(); - if (key != IHREAL){ - huh(); - return; - } - xj = aaitem; - key = scan(); - if (key == IHREAL) { - /* both quadrant and sector specified */ - xk = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - xl = aaitem; - - irowq = xi + 0.5; - icolq = xj + 0.5; - incr.y = xk + 0.5; - incr.x = xl + 0.5; - } - else { - if (isprobe) { - /* only quadrant specified -- go to center of dest quad */ - irowq = xi + 0.5; - icolq = xj + 0.5; - incr.y = incr.x = 5; - } - else { - incr.y = xi + 0.5; - incr.x = xj + 0.5; - } - itemp = normal; - } - if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) { - huh(); - return; - } - skip(1); - if (!isprobe) { - if (itemp > curt) { - if (iprompt) { - prout(_("Helmsman Sulu- \"Course locked in for %s.\""), - cramlc(sector, incr)); - } - } - else - prout(_("Ensign Chekov- \"Course laid in, Captain.\"")); - } - deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y); - deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y); - } - else { /* manual */ - while (key == IHEOL) { - proutn(_("X and Y displacements- ")); - chew(); - iprompt = true; - key = scan(); - } - itemp = verbose; - if (key != IHREAL) { - huh(); - return; - } - deltax = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - deltay = aaitem; - } - /* Check for zero movement */ - if (deltax == 0 && deltay == 0) { - chew(); - return; - } - if (itemp == verbose && !isprobe) { - skip(1); - prout(_("Helmsman Sulu- \"Aye, Sir.\"")); - } - game.dist = sqrt(deltax*deltax + deltay*deltay); - game.direc = atan2(deltax, deltay)*1.90985932; - if (game.direc < 0.0) - game.direc += 12.0; - chew(); - return; -} - - - -void impulse(void) -/* move under impulse power */ -{ - double power; - - game.ididit = false; - if (damaged(DIMPULS)) { - chew(); - skip(1); - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")); - return; - } - - if (game.energy > 30.0) { - getcd(false, 0); - if (game.direc == -1.0) - return; - power = 20.0 + 100.0*game.dist; - } - else - power = 30.0; - - if (power >= game.energy) { - /* Insufficient power for trip */ - skip(1); - prout(_("First Officer Spock- \"Captain, the impulse engines")); - prout(_("require 20.0 units to engage, plus 100.0 units per")); - if (game.energy > 30) { - proutn(_("quadrant. We can go, therefore, a maximum of %d"), - (int)(0.01 * (game.energy-20.0)-0.05)); - prout(_(" quadrants.\"")); - } - else { - prout(_("quadrant. They are, therefore, useless.\"")); - } - chew(); - return; - } - /* Make sure enough time is left for the trip */ - game.optime = game.dist/0.095; - if (game.optime >= game.state.remtime) { - prout(_("First Officer Spock- \"Captain, our speed under impulse")); - prout(_("power is only 0.95 sectors per stardate. Are you sure")); - proutn(_("we dare spend the time?\" ")); - if (ja() == false) - return; - } - /* Activate impulse engines and pay the cost */ - imove(false); - game.ididit = true; - if (game.alldone) - return; - power = 20.0 + 100.0*game.dist; - game.energy -= power; - game.optime = game.dist/0.095; - if (game.energy <= 0) - finish(FNRG); - return; -} - - -void warp(bool timewarp) -/* move under warp drive */ -{ - int iwarp; - bool blooey = false, twarp = false; - double power; - - if (!timewarp) { /* Not WARPX entry */ - game.ididit = false; - if (game.damage[DWARPEN] > 10.0) { - chew(); - skip(1); - prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")); - return; - } - if (damaged(DWARPEN) && game.warpfac > 4.0) { - chew(); - skip(1); - prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")); - prout(_(" is repaired, I can only give you warp 4.\"")); - return; - } - - /* Read in course and distance */ - getcd(false, 0); - if (game.direc == -1.0) - return; - - /* Make sure starship has enough energy for the trip */ - power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1); - - - if (power >= game.energy) { - /* Insufficient power for trip */ - game.ididit = false; - skip(1); - prout(_("Engineering to bridge--")); - if (!game.shldup || 0.5*power > game.energy) { - iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333); - if (iwarp <= 0) { - prout(_("We can't do it, Captain. We don't have enough energy.")); - } - else { - proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp); - if (game.shldup) { - prout(","); - prout(_("if you'll lower the shields.")); - } - else - prout("."); - } - } - else - prout(_("We haven't the energy to go that far with the shields up.")); - return; - } - - /* Make sure enough time is left for the trip */ - game.optime = 10.0*game.dist/game.wfacsq; - if (game.optime >= 0.8*game.state.remtime) { - skip(1); - prout(_("First Officer Spock- \"Captain, I compute that such")); - proutn(_(" a trip would require approximately %2.0f"), - 100.0*game.optime/game.state.remtime); - prout(_(" percent of our")); - proutn(_(" remaining time. Are you sure this is wise?\" ")); - if (ja() == false) { - game.ididit = false; - game.optime=0; - return; - } - } - } - /* Entry WARPX */ - if (game.warpfac > 6.0) { - /* Decide if engine damage will occur */ - double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666; - if (prob > Rand()) { - blooey = true; - game.dist = Rand()*game.dist; - } - /* Decide if time warp will occur */ - if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) - twarp = true; - if (idebug && game.warpfac==10 && !twarp) { - blooey = false; - proutn("=== Force time warp? "); - if (ja() == true) - twarp = true; - } - if (blooey || twarp) { - /* If time warp or engine damage, check path */ - /* If it is obstructed, don't do warp or damage */ - double angle = ((15.0-game.direc)*0.5235998); - double deltax = -sin(angle); - double deltay = cos(angle); - double bigger, x, y; - int n, l, ix, iy; - if (fabs(deltax) > fabs(deltay)) - bigger = fabs(deltax); - else - bigger = fabs(deltay); - - deltax /= bigger; - deltay /= bigger; - n = 10.0 * game.dist * bigger +0.5; - x = game.sector.x; - y = game.sector.y; - for (l = 1; l <= n; l++) { - x += deltax; - ix = x + 0.5; - y += deltay; - iy = y +0.5; - if (!VALID_SECTOR(ix, iy)) - break; - if (game.quad[ix][iy] != IHDOT) { - blooey = false; - twarp = false; - } - } - } - } - - - /* Activate Warp Engines and pay the cost */ - imove(false); - if (game.alldone) - return; - game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1); - if (game.energy <= 0) - finish(FNRG); - game.optime = 10.0*game.dist/game.wfacsq; - if (twarp) - timwrp(); - if (blooey) { - game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0); - skip(1); - prout(_("Engineering to bridge--")); - prout(_(" Scott here. The warp engines are damaged.")); - prout(_(" We'll have to reduce speed to warp 4.")); - } - game.ididit = true; - return; -} - - - -void setwarp(void) -/* change the warp factor */ -{ - int key; - double oldfac; - - while ((key=scan()) == IHEOL) { - chew(); - proutn(_("Warp factor- ")); - } - chew(); - if (key != IHREAL) { - huh(); - return; - } - if (game.damage[DWARPEN] > 10.0) { - prout(_("Warp engines inoperative.")); - return; - } - if (damaged(DWARPEN) && aaitem > 4.0) { - prout(_("Engineer Scott- \"I'm doing my best, Captain,")); - prout(_(" but right now we can only go warp 4.\"")); - return; - } - if (aaitem > 10.0) { - prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")); - return; - } - if (aaitem < 1.0) { - prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")); - return; - } - oldfac = game.warpfac; - game.warpfac = aaitem; - game.wfacsq=game.warpfac*game.warpfac; - if (game.warpfac <= oldfac || game.warpfac <= 6.0) { - prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""), - (int)game.warpfac); - return; - } - if (game.warpfac < 8.00) { - prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")); - return; - } - if (game.warpfac == 10.0) { - prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\"")); - return; - } - prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")); - return; -} - -void atover(bool igrab) -/* cope with being tossed out of quadrant by supernova or yanked by beam */ -{ - double power, distreq; - - chew(); - /* is captain on planet? */ - if (game.landed) { - if (damaged(DTRANSP)) { - finish(FPNOVA); - return; - } - prout(_("Scotty rushes to the transporter controls.")); - if (game.shldup) { - prout(_("But with the shields up it's hopeless.")); - finish(FPNOVA); - } - prouts(_("His desperate attempt to rescue you . . .")); - if (Rand() <= 0.5) { - prout(_("fails.")); - finish(FPNOVA); - return; - } - prout(_("SUCCEEDS!")); - if (game.imine) { - game.imine = false; - proutn(_("The crystals mined were ")); - if (Rand() <= 0.25) { - prout(_("lost.")); - } - else { - prout(_("saved.")); - game.icrystl = true; - } - } - } - if (igrab) - return; - - /* Check to see if captain in shuttle craft */ - if (game.icraft) - finish(FSTRACTOR); - if (game.alldone) - return; - - /* Inform captain of attempt to reach safety */ - skip(1); - do { - if (game.justin) { - prouts(_("***RED ALERT! RED ALERT!")); - skip(1); - proutn(_("The ")); - crmshp(); - prout(_(" has stopped in a quadrant containing")); - prouts(_(" a supernova.")); - skip(2); - } - proutn(_("***Emergency automatic override attempts to hurl ")); - crmshp(); - skip(1); - prout(_("safely out of quadrant.")); - game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true; - /* Try to use warp engines */ - if (damaged(DWARPEN)) { - skip(1); - prout(_("Warp engines damaged.")); - finish(FSNOVAED); - return; - } - game.warpfac = 6.0+2.0*Rand(); - game.wfacsq = game.warpfac * game.warpfac; - prout(_("Warp factor set to %d"), (int)game.warpfac); - power = 0.75*game.energy; - game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)); - distreq = 1.4142+Rand(); - if (distreq < game.dist) - game.dist = distreq; - game.optime = 10.0*game.dist/game.wfacsq; - game.direc = 12.0*Rand(); /* How dumb! */ - game.justin = false; - game.inorbit = false; - warp(true); - if (!game.justin) { - /* This is bad news, we didn't leave quadrant. */ - if (game.alldone) - return; - skip(1); - prout(_("Insufficient energy to leave quadrant.")); - finish(FSNOVAED); - return; - } - } while - /* Repeat if another snova */ - (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova); - if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) - finish(FWON); /* Snova killed remaining enemy. */ -} - -void timwrp() -/* let's do the time warp again */ -{ - int l; - bool gotit; - prout(_("***TIME WARP ENTERED.")); - if (game.state.snap && Rand() < 0.5) { - /* Go back in time */ - prout(_("You are traveling backwards in time %d stardates."), - (int)(game.state.date-game.snapsht.date)); - game.state = game.snapsht; - game.state.snap = false; - if (game.state.remcom) { - schedule(FTBEAM, expran(game.intime/game.state.remcom)); - schedule(FBATTAK, expran(0.3*game.intime)); - } - schedule(FSNOVA, expran(0.5*game.intime)); - /* next snapshot will be sooner */ - schedule(FSNAP, expran(0.25*game.state.remtime)); - - if (game.state.nscrem) - schedule(FSCMOVE, 0.2777); - game.isatb = 0; - unschedule(FCDBAS); - unschedule(FSCDBAS); - invalidate(game.battle); - - /* Make sure Galileo is consistant -- Snapshot may have been taken - when on planet, which would give us two Galileos! */ - gotit = false; - for (l = 0; l < game.inplan; l++) { - if (game.state.planets[l].known == shuttle_down) { - gotit = true; - if (game.iscraft == onship && game.ship==IHE) { - prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!")); - game.iscraft = offship; - } - } - } - // Likewise, if in the original time the Galileo was abandoned, but - // was on ship earlier, it would have vanished -- let's restore it. - if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) { - prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")); - game.iscraft = onship; - } - /* - * There used to be code to do the actual reconstrction here, - * but the starchart is now part of the snapshotted galaxy state. - */ - prout(_("Spock has reconstructed a correct star chart from memory")); - } - else { - /* Go forward in time */ - game.optime = -0.5*game.intime*log(Rand()); - prout(_("You are traveling forward in time %d stardates."), (int)game.optime); - /* cheat to make sure no tractor beams occur during time warp */ - postpone(FTBEAM, game.optime); - game.damage[DRADIO] += game.optime; - } - newqad(false); - events(); /* Stas Sergeev added this -- do pending events */ -} - -void probe(void) -/* launch deep-space probe */ -{ - double angle, bigger; - int key; - /* New code to launch a deep space probe */ - if (game.nprobes == 0) { - chew(); - skip(1); - if (game.ship == IHE) - prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")); - else - prout(_("Ye Faerie Queene has no deep space probes.")); - return; - } - if (damaged(DDSP)) { - chew(); - skip(1); - prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")); - return; - } - if (is_scheduled(FDSPROB)) { - chew(); - skip(1); - if (damaged(DRADIO) && game.condition != docked) { - prout(_("Spock- \"Records show the previous probe has not yet")); - prout(_(" reached its destination.\"")); - } - else - prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")); - return; - } - key = scan(); - - if (key == IHEOL) { - /* slow mode, so let Kirk know how many probes there are left */ - prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes); - proutn(_("Are you sure you want to fire a probe? ")); - if (ja() == false) - return; - } - - game.isarmed = false; - if (key == IHALPHA && strcmp(citem,"armed") == 0) { - game.isarmed = true; - key = scan(); - } - else if (key == IHEOL) { - proutn(_("Arm NOVAMAX warhead? ")); - game.isarmed = ja(); - } - getcd(true, key); - if (game.direc == -1.0) - return; - game.nprobes--; - angle = ((15.0 - game.direc) * 0.5235988); - game.probeinx = -sin(angle); - game.probeiny = cos(angle); - if (fabs(game.probeinx) > fabs(game.probeiny)) - bigger = fabs(game.probeinx); - else - bigger = fabs(game.probeiny); - - game.probeiny /= bigger; - game.probeinx /= bigger; - game.proben = 10.0*game.dist*bigger +0.5; - game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original - game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1; - game.probec = game.quadrant; - schedule(FDSPROB, 0.01); // Time to move one sector - prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")); - game.ididit = true; - return; -} - -/* - * Here's how the mayday code works: - * - * First, the closest starbase is selected. If there is a - * a starbase in your own quadrant, you are in good shape. - * This distance takes quadrant distances into account only. - * - * A magic number is computed based on the distance which acts - * as the probability that you will be rematerialized. You - * get three tries. - * - * When it is determined that you should be able to be remater- - * ialized (i.e., when the probability thing mentioned above - * comes up positive), you are put into that quadrant (anywhere). - * Then, we try to see if there is a spot adjacent to the star- - * base. If not, you can't be rematerialized!!! Otherwise, - * it drops you there. It only tries five times to find a spot - * to drop you. After that, it's your problem. - */ - -void mayday(void) -/* yell for help from nearest starbase */ -{ - /* There's more than one way to move in this game! */ - double ddist, xdist, probf; - int line = 0, m, ix, iy; - - chew(); - /* Test for conditions which prevent calling for help */ - if (game.condition == docked) { - prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")); - return; - } - if (damaged(DRADIO)) { - prout(_("Subspace radio damaged.")); - return; - } - if (game.state.rembase==0) { - prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")); - return; - } - if (game.landed) { - proutn(_("You must be aboard the ")); - crmshp(); - prout("."); - return; - } - /* OK -- call for help from nearest starbase */ - game.nhelp++; - if (game.base.x!=0) { - /* There's one in this quadrant */ - ddist = distance(game.base, game.sector); - } - else { - ddist = FOREVER; - for (m = 1; m <= game.state.rembase; m++) { - xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant); - if (xdist < ddist) { - ddist = xdist; - line = m; - } - } - /* Since starbase not in quadrant, set up new quadrant */ - game.quadrant = game.state.baseq[line]; - newqad(true); - } - /* dematerialize starship */ - game.quad[game.sector.x][game.sector.y]=IHDOT; - proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant)); - crmshp(); - prout(_(" dematerializes.")); - game.sector.x=0; - for (m = 1; m <= 5; m++) { - ix = game.base.x+3.0*Rand()-1; - iy = game.base.y+3.0*Rand()-1; - if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) { - /* found one -- finish up */ - game.sector.x=ix; - game.sector.y=iy; - break; - } - } - if (!is_valid(game.sector)){ - prout(_("You have been lost in space...")); - finish(FMATERIALIZE); - return; - } - /* Give starbase three chances to rematerialize starship */ - probf = pow((1.0 - pow(0.98,ddist)), 0.33333333); - for (m = 1; m <= 3; m++) { - switch (m) { - case 1: proutn(_("1st")); break; - case 2: proutn(_("2nd")); break; - case 3: proutn(_("3rd")); break; - } - proutn(_(" attempt to re-materialize ")); - crmshp(); - switch (m){ - case 1: game.quad[ix][iy]=IHMATER0; - break; - case 2: game.quad[ix][iy]=IHMATER1; - break; - case 3: game.quad[ix][iy]=IHMATER2; - break; - } - textcolor(RED); - warble(); - if (Rand() > probf) - break; - prout(_("fails.")); - delay(500); - textcolor(DEFAULT); - } - if (m > 3) { - game.quad[ix][iy]=IHQUEST; - game.alive = false; - drawmaps(1); - setwnd(message_window); - finish(FMATERIALIZE); - return; - } - game.quad[ix][iy]=game.ship; - textcolor(GREEN); - prout(_("succeeds.")); - textcolor(DEFAULT); - dock(false); - skip(1); - prout(_("Lt. Uhura- \"Captain, we made it!\"")); -} - -/* - * Abandon Ship - * - * The ship is abandoned. If your current ship is the Faire - * Queene, or if your shuttlecraft is dead, you're out of - * luck. You need the shuttlecraft in order for the captain - * (that's you!!) to escape. - * - * Your crew can beam to an inhabited starsystem in the - * quadrant, if there is one and if the transporter is working. - * If there is no inhabited starsystem, or if the transporter - * is out, they are left to die in outer space. - * - * If there are no starbases left, you are captured by the - * Klingons, who torture you mercilessly. However, if there - * is at least one starbase, you are returned to the - * Federation in a prisoner of war exchange. Of course, this - * can't happen unless you have taken some prisoners. - * - */ - -void abandon(void) -/* abandon ship */ -{ - int nb, l; - struct quadrant *q; - - chew(); - if (game.condition==docked) { - if (game.ship!=IHE) { - prout(_("You cannot abandon Ye Faerie Queene.")); - return; - } - } - else { - /* Must take shuttle craft to exit */ - if (game.damage[DSHUTTL]==-1) { - prout(_("Ye Faerie Queene has no shuttle craft.")); - return; - } - if (game.damage[DSHUTTL]<0) { - prout(_("Shuttle craft now serving Big Macs.")); - return; - } - if (game.damage[DSHUTTL]>0) { - prout(_("Shuttle craft damaged.")); - return; - } - if (game.landed) { - prout(_("You must be aboard the ship.")); - return; - } - if (game.iscraft != onship) { - prout(_("Shuttle craft not currently available.")); - return; - } - /* Print abandon ship messages */ - skip(1); - prouts(_("***ABANDON SHIP! ABANDON SHIP!")); - skip(1); - prouts(_("***ALL HANDS ABANDON SHIP!")); - skip(2); - prout(_("Captain and crew escape in shuttle craft.")); - if (game.state.rembase==0) { - /* Oops! no place to go... */ - finish(FABANDN); - return; - } - q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; - /* Dispose of crew */ - if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) { - prout(_("Remainder of ship's complement beam down")); - prout(_("to nearest habitable planet.")); - } else if (q->planet != NOPLANET && !damaged(DTRANSP)) { - prout(_("Remainder of ship's complement beam down to %s."), - systnames[q->planet]); - } else { - prout(_("Entire crew of %d left to die in outer space."), - game.state.crew); - game.casual += game.state.crew; - game.abandoned += game.state.crew; - } - - /* If at least one base left, give 'em the Faerie Queene */ - skip(1); - game.icrystl = false; /* crystals are lost */ - game.nprobes = 0; /* No probes */ - prout(_("You are captured by Klingons and released to")); - prout(_("the Federation in a prisoner-of-war exchange.")); - nb = Rand()*game.state.rembase+1; - /* Set up quadrant and position FQ adjacient to base */ - if (!same(game.quadrant, game.state.baseq[nb])) { - game.quadrant = game.state.baseq[nb]; - game.sector.x = game.sector.y = 5; - newqad(true); - } - for (;;) { - /* position next to base by trial and error */ - game.quad[game.sector.x][game.sector.y] = IHDOT; - for (l = 1; l <= QUADSIZE; l++) { - game.sector.x = 3.0*Rand() - 1.0 + game.base.x; - game.sector.y = 3.0*Rand() - 1.0 + game.base.y; - if (VALID_SECTOR(game.sector.x, game.sector.y) && - game.quad[game.sector.x][game.sector.y] == IHDOT) break; - } - if (l < QUADSIZE+1) - break; /* found a spot */ - game.sector.x=QUADSIZE/2; - game.sector.y=QUADSIZE/2; - newqad(true); - } - } - /* Get new commission */ - game.quad[game.sector.x][game.sector.y] = game.ship = IHF; - game.state.crew = FULLCREW; - prout(_("Starfleet puts you in command of another ship,")); - prout(_("the Faerie Queene, which is antiquated but,")); - prout(_("still useable.")); - if (game.icrystl) - prout(_("The dilithium crystals have been moved.")); - game.imine = false; - game.iscraft = offship; /* Galileo disappears */ - /* Resupply ship */ - game.condition=docked; - for (l = 0; l < NDEVICES; l++) - game.damage[l] = 0.0; - game.damage[DSHUTTL] = -1; - game.energy = game.inenrg = 3000.0; - game.shield = game.inshld = 1250.0; - game.torps = game.intorps = 6; - game.lsupres=game.inlsr=3.0; - game.shldup=false; - game.warpfac=5.0; - game.wfacsq=25.0; - return; -}