static int randcourse(int n) { double r; int d; d = ((franf() + franf()) - 1.0) * 20; if (abs(d) > 12) { printf("Photon tubes misfire"); if (n < 0) printf("\n"); else printf(" on torpedo %d\n", n); if (ranf(2)) { damage(TORPED, 0.2 * abs(d) * (franf() + 1.0)); } d *= 1.0 + 2.0 * franf(); } if (Ship.shldup || Ship.cond == DOCKED) { r = Ship.shield; r = 1.0 + r / Param.shield; if (Ship.cond == DOCKED) r = 2.0; d *= r; } return (d); }
void ram(int ix, int iy) { int i; char c; printf("\07RED ALERT\07: collision imminent\n"); c = Sect[ix][iy]; switch (c) { case KLINGON: printf("%s rams Klingon at %d,%d\n", Ship.shipname, ix, iy); killk(ix, iy); break; case STAR: case INHABIT: printf("Yeoman Rand: Captain, isn't it getting hot in here?\n"); sleep(2); printf("Spock: Hull temperature approaching 550 Degrees Kelvin.\n"); lose(L_STAR); case BASE: printf("You ran into the starbase at %d,%d\n", ix, iy); killb(Ship.quadx, Ship.quady); /* don't penalize the captain if it wasn't his fault */ if (!damaged(SINS)) Game.killb += 1; break; } sleep(2); printf("%s heavily damaged\n", Ship.shipname); /* select the number of deaths to occur */ i = 10 + ranf(20 * Game.skill); Game.deaths += i; Ship.crew -= i; printf("McCoy: Take it easy Jim; we had %d casualties.\n", i); /* damage devices with an 80% probability */ for (i = 0; i < NDEV; i++) { if (ranf(100) < 20) continue; damage(i, (2.5 * (franf() + franf()) + 1.0) * Param.damfac[i]); } /* no chance that your shields remained up in all that */ Ship.shldup = 0; }
void dumpme(int flag) { int f; double x; struct event *e; int i; f = flag; Ship.quadx = ranf(NQUADS); Ship.quady = ranf(NQUADS); Ship.sectx = ranf(NSECTS); Ship.secty = ranf(NSECTS); x = 1.5 * franf(); Move.time += x; if (f) { printf("%s falls into a black hole.\n", Ship.shipname); } else { printf("Computer applies full reverse power to avoid hitting " "the\n"); printf(" negative energy barrier. A space warp was " "entered.\n"); } /* bump repair dates forward */ for (i = 0; i < MAXEVENTS; i++) { e = &Event[i]; if (e->evcode != E_FIXDV) continue; reschedule(e, (e->date - Now.date) + x); } events(1); printf("You are now in quadrant %d,%d. It is stardate %.2f\n", Ship.quadx, Ship.quady, Now.date); Move.time = 0; }
struct event * xsched(int ev1, int factor, int x, int y, int z) { int ev; ev = ev1; return (schedule(ev, -Param.eventdly[ev] * Param.time * log(franf()) / factor, x, y, z)); }
void xresched(struct event *e1, int ev1, int factor) { int ev; struct event *e; ev = ev1; e = e1; reschedule(e, -Param.eventdly[ev] * Param.time * log(franf()) / factor); }
autover() { double dist; register int course; printf("\07RED ALERT: The %s is in a supernova quadrant\n", Ship.shipname); printf("*** Emergency override attempts to hurl %s to safety\n", Ship.shipname); /* let's get our ass out of here */ Ship.warp = 6.0 + 2.0 * franf(); Ship.warp2 = Ship.warp * Ship.warp; Ship.warp3 = Ship.warp2 * Ship.warp; dist = 0.75 * Ship.energy / (Ship.warp3 * (Ship.shldup + 1)); if (dist > 1.4142) dist = 1.4142; course = ranf(360); Etc.nkling = -1; Ship.cond = RED; warp(-1, course, dist); attack(0); }
/* argument is set if attack while resting */ void attack(int resting) { int hit, i, l; int maxhit, tothit, shldabsb; double chgfac, propor, extradm; double dustfac, tothe; int cas; int hitflag; if (Move.free) return; if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0) return; if (Ship.cloaked && Ship.cloakgood) return; /* move before attack */ klmove(0); if (Ship.cond == DOCKED) { if (!resting) printf("Starbase shields protect the %s\n", Ship.shipname); return; } /* setup shield effectiveness */ chgfac = 1.0; if (Move.shldchg) chgfac = 0.25 + 0.50 * franf(); maxhit = tothit = 0; hitflag = 0; /* let each Klingon do his damndest */ for (i = 0; i < Etc.nkling; i++) { /* if he's low on power he won't attack */ if (Etc.klingon[i].power < 20) continue; if (!hitflag) { printf("\nStardate %.2f: Klingon attack:\n", Now.date); hitflag++; } /* complete the hit */ dustfac = 0.90 + 0.01 * franf(); tothe = Etc.klingon[i].avgdist; hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac; /* deplete his energy */ dustfac = Etc.klingon[i].power; Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2); /* see how much of hit shields will absorb */ shldabsb = 0; if (Ship.shldup || Move.shldchg) { propor = Ship.shield; propor /= Param.shield; shldabsb = propor * chgfac * hit; if (shldabsb > Ship.shield) shldabsb = Ship.shield; Ship.shield -= shldabsb; } /* actually do the hit */ printf("\aHIT: %d units", hit); if (!damaged(SRSCAN)) printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y); cas = (shldabsb * 100) / hit; hit -= shldabsb; if (shldabsb > 0) printf(", shields absorb %d%%, effective hit %d\n", cas, hit); else printf("\n"); tothit += hit; if (hit > maxhit) maxhit = hit; Ship.energy -= hit; /* see if damages occurred */ if (hit >= (15 - Game.skill) * (25 - ranf(12))) { printf("\aCRITICAL HIT!!!\a\n"); /* select a device from probability vector */ cas = ranf(1000); for (l = 0; cas >= 0; l++) cas -= Param.damprob[l]; l -= 1; /* compute amount of damage */ extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5; /* damage the device */ damage(l, extradm); if (damaged(SHIELD)) { if (Ship.shldup) printf("Sulu: Shields knocked down, captain.\n"); Ship.shldup = 0; Move.shldchg = 0; } } if (Ship.energy <= 0) lose(L_DSTRYD); } /* see what our casualities are like */ if (maxhit >= 200 || tothit >= 500) { cas = tothit * 0.015 * franf(); if (cas >= 2) { printf("McCoy: we suffered %d casualties in that attack.\n", cas); Game.deaths += cas; Ship.crew -= cas; } } /* allow Klingons to move after attacking */ klmove(1); }
void warp(int fl, int c, double d) { int course; double power; double dist; double p_time; double speed; double frac; int percent; int i; char *s; if (Ship.cond == DOCKED) { printf("%s is docked\n", Ship.shipname); return; } if (damaged(WARP)) { out(WARP); return; } course = c; dist = d; /* check to see that we are not using an absurd amount of power */ power = (dist + 0.05) * Ship.warp3; percent = 100 * power / Ship.energy + 0.5; if (percent >= 85) { printf("Scotty: That would consume %d%% of our remaining energy.\n", percent); if (!getynpar("Are you sure that is wise")) return; } /* compute the speed we will move at, and the time it will take */ speed = Ship.warp2 / Param.warptime; p_time = dist / speed; /* check to see that that value is not ridiculous */ percent = 100 * p_time / Now.time + 0.5; if (percent >= 85) { printf("Spock: That would take %d%% of our remaining time.\n", percent); if (!getynpar("Are you sure that is wise")) return; } /* compute how far we will go if we get damages */ if (Ship.warp > 6.0 && ranf(100) < 20 + 15 * (Ship.warp - 6.0)) { frac = franf(); dist *= frac; p_time *= frac; damage(WARP, (frac + 1.0) * Ship.warp * (franf() + 0.25) * 0.20); } /* do the move */ Move.time = move(fl, course, p_time, speed); /* see how far we actually went, and decrement energy appropriately */ dist = Move.time * speed; Ship.energy -= dist * Ship.warp3 * (Ship.shldup + 1); /* test for bizarre events */ if (Ship.warp <= 9.0) return; printf("\n\n ___ Speed exceeding warp nine ___\n\n"); sleep(2); printf("Ship's safety systems malfunction\n"); sleep(2); printf("Crew experiencing extreme sensory distortion\n"); sleep(4); if (ranf(100) >= 100 * dist) { printf("Equilibrium restored -- all systems normal\n"); return; } /* select a bizzare thing to happen to us */ percent = ranf(100); if (percent < 70) { /* time warp */ if (percent < 35 || !Game.snap) { /* positive time warp */ p_time = (Ship.warp - 8.0) * dist * (franf() + 1.0); Now.date += p_time; printf("Positive time portal entered -- it is now Stardate %.2f\n", Now.date); for (i = 0; i < MAXEVENTS; i++) { percent = Event[i].evcode; if (percent == E_FIXDV || percent == E_LRTB) Event[i].date += p_time; } return; } /* s/he got lucky: a negative time portal */ p_time = Now.date; s = Etc.snapshot; bmove(s, Quad, sizeof Quad); bmove(s += sizeof Quad, Event, sizeof Event); bmove(s += sizeof Event, &Now, sizeof Now); printf("Negative time portal entered -- it is now Stardate %.2f\n", Now.date); for (i = 0; i < MAXEVENTS; i++) if (Event[i].evcode == E_FIXDV) reschedule(&Event[i], Event[i].date - p_time); return; } /* test for just a lot of damage */ if (percent < 80) lose(L_TOOFAST); printf("Equilibrium restored -- extreme damage occurred to ship systems\n"); for (i = 0; i < NDEV; i++) damage(i, (3.0 * (franf() + franf()) + 1.0) * Param.damfac[i]); Ship.shldup = 0; }
void setup() { const struct cvntab *r; int i, j; double f; int d; int klump; int ix, iy; struct quad *q; struct event *e; while (1) { r = getcodpar("What length game", Lentab); Game.length = (long) r->value; if (Game.length == 0) { if (restartgame()) continue; return; } break; } r = getcodpar("What skill game", Skitab); Game.skill = (long) r->value; Game.tourn = 0; getstrpar("Enter a password", Game.passwd, 14, 0); if (strcmp(Game.passwd, "tournament") == 0) { getstrpar("Enter tournament code", Game.passwd, 14, 0); Game.tourn = 1; d = 0; for (i = 0; Game.passwd[i]; i++) d += Game.passwd[i] << i; srand(d); } Param.bases = Now.bases = ranf(6 - Game.skill) + 2; if (Game.skill == 6) Param.bases = Now.bases = 1; Param.time = Now.time = 6.0 * Game.length + 2.0; i = Game.skill; j = Game.length; Param.klings = Now.klings = i * j * 3.5 * (franf() + 0.75); if (Param.klings < i * j * 5) Param.klings = Now.klings = i * j * 5; if (Param.klings <= i) /* numerical overflow problems */ Param.klings = Now.klings = 127; Param.energy = Ship.energy = 5000; Param.torped = Ship.torped = 10; Ship.ship = ENTERPRISE; Ship.shipname = "Enterprise"; Param.shield = Ship.shield = 1500; Param.resource = Now.resource = Param.klings * Param.time; Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0; Param.crew = Ship.crew = 387; Param.brigfree = Ship.brigfree = 400; Ship.shldup = 1; Ship.cond = GREEN; Ship.warp = 5.0; Ship.warp2 = 25.0; Ship.warp3 = 125.0; Ship.sinsbad = 0; Ship.cloaked = 0; Param.date = Now.date = (ranf(20) + 20) * 100; f = Game.skill; f = log(f + 0.5); for (i = 0; i < NDEV; i++) if (Device[i].name[0] == '*') Param.damfac[i] = 0; else Param.damfac[i] = f; /* these probabilities must sum to 1000 */ Param.damprob[WARP] = 70; /* warp drive 7.0% */ Param.damprob[SRSCAN] = 110; /* short range scanners 11.0% */ Param.damprob[LRSCAN] = 110; /* long range scanners 11.0% */ Param.damprob[PHASER] = 125; /* phasers 12.5% */ Param.damprob[TORPED] = 125; /* photon torpedoes 12.5% */ Param.damprob[IMPULSE] = 75; /* impulse engines 7.5% */ Param.damprob[SHIELD] = 150; /* shield control 15.0% */ Param.damprob[COMPUTER] = 20; /* computer 2.0% */ Param.damprob[SSRADIO] = 35; /* subspace radio 3.5% */ Param.damprob[LIFESUP] = 30; /* life support 3.0% */ Param.damprob[SINS] = 20; /* navigation system 2.0% */ Param.damprob[CLOAK] = 50; /* cloaking device 5.0% */ Param.damprob[XPORTER] = 80; /* transporter 8.0% */ /* check to see that I didn't blow it */ for (i = j = 0; i < NDEV; i++) j += Param.damprob[i]; if (j != 1000) errx(1, "Device probabilities sum to %d", j); Param.dockfac = 0.5; Param.regenfac = (5 - Game.skill) * 0.05; if (Param.regenfac < 0.0) Param.regenfac = 0.0; Param.warptime = 10; Param.stopengy = 50; Param.shupengy = 40; i = Game.skill; Param.klingpwr = 100 + 150 * i; if (i >= 6) Param.klingpwr += 150; Param.phasfac = 0.8; Param.hitfac = 0.5; Param.klingcrew = 200; Param.srndrprob = 0.0035; Param.moveprob[KM_OB] = 45; Param.movefac[KM_OB] = .09; Param.moveprob[KM_OA] = 40; Param.movefac[KM_OA] = -0.05; Param.moveprob[KM_EB] = 40; Param.movefac[KM_EB] = 0.075; Param.moveprob[KM_EA] = 25 + 5 * Game.skill; Param.movefac[KM_EA] = -0.06 * Game.skill; Param.moveprob[KM_LB] = 0; Param.movefac[KM_LB] = 0.0; Param.moveprob[KM_LA] = 10 + 10 * Game.skill; Param.movefac[KM_LA] = 0.25; Param.eventdly[E_SNOVA] = 0.5; Param.eventdly[E_LRTB] = 25.0; Param.eventdly[E_KATSB] = 1.0; Param.eventdly[E_KDESB] = 3.0; Param.eventdly[E_ISSUE] = 1.0; Param.eventdly[E_SNAP] = 0.5; Param.eventdly[E_ENSLV] = 0.5; Param.eventdly[E_REPRO] = 2.0; Param.navigcrud[0] = 1.50; Param.navigcrud[1] = 0.75; Param.cloakenergy = 1000; Param.energylow = 1000; for (i = 0; i < MAXEVENTS; i++) { e = &Event[i]; e->date = 1e50; e->evcode = 0; } xsched(E_SNOVA, 1, 0, 0, 0); xsched(E_LRTB, Param.klings, 0, 0, 0); xsched(E_KATSB, 1, 0, 0, 0); xsched(E_ISSUE, 1, 0, 0, 0); xsched(E_SNAP, 1, 0, 0, 0); Ship.sectx = ranf(NSECTS); Ship.secty = ranf(NSECTS); Game.killk = Game.kills = Game.killb = 0; Game.deaths = Game.negenbar = 0; Game.captives = 0; Game.killinhab = 0; Game.helps = 0; Game.killed = 0; Game.snap = 0; Move.endgame = 0; /* setup stars */ for (i = 0; i < NQUADS; i++) for (j = 0; j < NQUADS; j++) { q = &Quad[i][j]; q->klings = q->bases = 0; q->scanned = -1; q->stars = ranf(9) + 1; q->holes = ranf(3) - q->stars / 5; if (q->holes < 0) q->holes = 0; q->qsystemname = 0; } /* select inhabited starsystems */ for (d = 1; d < NINHAB; d++) { do { i = ranf(NQUADS); j = ranf(NQUADS); q = &Quad[i][j]; } while (q->qsystemname); q->qsystemname = d; } /* position starbases */ for (i = 0; i < Param.bases; i++) { while (1) { ix = ranf(NQUADS); iy = ranf(NQUADS); q = &Quad[ix][iy]; if (q->bases > 0) continue; break; } q->bases = 1; Now.base[i].x = ix; Now.base[i].y = iy; q->scanned = 1001; /* start the Enterprise near starbase */ if (i == 0) { Ship.quadx = ix; Ship.quady = iy; } } /* position klingons */ for (i = Param.klings; i > 0; ) { klump = ranf(4) + 1; if (klump > i) klump = i; while (1) { ix = ranf(NQUADS); iy = ranf(NQUADS); q = &Quad[ix][iy]; if (q->klings + klump > MAXKLQUAD) continue; q->klings += klump; i -= klump; break; } } /* initialize this quadrant */ printf("%d Klingons\n%d starbase", Param.klings, Param.bases); if (Param.bases > 1) printf("s"); printf(" at %d,%d", Now.base[0].x, Now.base[0].y); for (i = 1; i < Param.bases; i++) printf(", %d,%d", Now.base[i].x, Now.base[i].y); printf("\nIt takes %d units to kill a Klingon\n", Param.klingpwr); Move.free = 0; initquad(0); srscan(1); attack(0); }
phaser() { register int i; int j; register struct kling *k; double dx, dy; double anglefactor, distfactor; register struct banks *b; int manual, flag, extra; int hit; double tot; int n; int hitreqd[NBANKS]; struct banks bank[NBANKS]; struct cvntab *ptr; if (Ship.cond == DOCKED) return(printf("Phasers cannot fire through starbase shields\n")); if (damaged(PHASER)) return (out(PHASER)); if (Ship.shldup) return (printf("Sulu: Captain, we cannot fire through shields.\n")); if (Ship.cloaked) { printf("Sulu: Captain, surely you must realize that we cannot fire\n"); printf(" phasers with the cloaking device up.\n"); return; } /* decide if we want manual or automatic mode */ manual = 0; if (testnl()) { if (damaged(COMPUTER)) { printf(Device[COMPUTER].name); manual++; } else if (damaged(SRSCAN)) { printf(Device[SRSCAN].name); manual++; } if (manual) printf(" damaged, manual mode selected\n"); } if (!manual) { ptr = getcodpar("Manual or automatic", Matab); manual = (int) ptr->value; } if (!manual && damaged(COMPUTER)) { printf("Computer damaged, manual selected\n"); skiptonl(0); manual++; } /* initialize the bank[] array */ flag = 1; for (i = 0; i < NBANKS; i++) bank[i].units = 0; if (manual) { /* collect manual mode statistics */ while (flag) { printf("%d units available\n", Ship.energy); extra = 0; flag = 0; for (i = 0; i < NBANKS; i++) { b = &bank[i]; printf("\nBank %d:\n", i); hit = getintpar("units"); if (hit < 0) return; if (hit == 0) break; extra += hit; if (extra > Ship.energy) { printf("available energy exceeded. "); skiptonl(0); flag++; break; } b->units = hit; hit = getintpar("course"); if (hit < 0 || hit > 360) return; b->angle = hit * 0.0174532925; b->spread = getfltpar("spread"); if (b->spread < 0 || b->spread > 1) return; } Ship.energy -= extra; } extra = 0; } else { /* automatic distribution of power */ if (Etc.nkling <= 0) return (printf("Sulu: But there are no Klingons in this quadrant\n")); printf("Phasers locked on target. "); while (flag) { printf("%d units available\n", Ship.energy); hit = getintpar("Units to fire"); if (hit <= 0) return; if (hit > Ship.energy) { printf("available energy exceeded. "); skiptonl(0); continue; } flag = 0; Ship.energy -= hit; extra = hit; n = Etc.nkling; if (n > NBANKS) n = NBANKS; tot = n * (n + 1) / 2; for (i = 0; i < n; i++) { k = &Etc.klingon[i]; b = &bank[i]; distfactor = k->dist; anglefactor = ALPHA * BETA * OMEGA / (distfactor * distfactor + EPSILON); anglefactor *= GAMMA; distfactor = k->power; distfactor /= anglefactor; hitreqd[i] = distfactor + 0.5; dx = Ship.sectx - k->x; dy = k->y - Ship.secty; b->angle = atan2(dy, dx); b->spread = 0.0; b->units = ((n - i) / tot) * extra; # ifdef xTRACE if (Trace) { printf("b%d hr%d u%d df%.2f af%.2f\n", i, hitreqd[i], b->units, distfactor, anglefactor); } # endif extra -= b->units; hit = b->units - hitreqd[i]; if (hit > 0) { extra += hit; b->units -= hit; } } /* give out any extra energy we might have around */ if (extra > 0) { for (i = 0; i < n; i++) { b = &bank[i]; hit = hitreqd[i] - b->units; if (hit <= 0) continue; if (hit >= extra) { b->units += extra; extra = 0; break; } b->units = hitreqd[i]; extra -= hit; } if (extra > 0) printf("%d units overkill\n", extra); } } } # ifdef xTRACE if (Trace) { for (i = 0; i < NBANKS; i++) { b = &bank[i]; printf("b%d u%d", i, b->units); if (b->units > 0) printf(" a%.2f s%.2f\n", b->angle, b->spread); else printf("\n"); } } # endif /* actually fire the shots */ Move.free = 0; for (i = 0; i < NBANKS; i++) { b = &bank[i]; if (b->units <= 0) { continue; } printf("\nPhaser bank %d fires:\n", i); n = Etc.nkling; k = Etc.klingon; for (j = 0; j < n; j++) { if (b->units <= 0) break; /* ** The formula for hit is as follows: ** ** zap = OMEGA * [(sigma + ALPHA) * (rho + BETA)] ** / (dist ** 2 + EPSILON)] ** * [cos(delta * sigma) + GAMMA] ** * hit ** ** where sigma is the spread factor, ** rho is a random number (0 -> 1), ** GAMMA is a crud factor for angle (essentially ** cruds up the spread factor), ** delta is the difference in radians between the ** angle you are shooting at and the actual ** angle of the klingon, ** ALPHA scales down the significance of sigma, ** BETA scales down the significance of rho, ** OMEGA is the magic number which makes everything ** up to "* hit" between zero and one, ** dist is the distance to the klingon ** hit is the number of units in the bank, and ** zap is the amount of the actual hit. ** ** Everything up through dist squared should maximize ** at 1.0, so that the distance factor is never ** greater than one. Conveniently, cos() is ** never greater than one, but the same restric- ** tion applies. */ distfactor = BETA + franf(); distfactor *= ALPHA + b->spread; distfactor *= OMEGA; anglefactor = k->dist; distfactor /= anglefactor * anglefactor + EPSILON; distfactor *= b->units; dx = Ship.sectx - k->x; dy = k->y - Ship.secty; anglefactor = atan2(dy, dx) - b->angle; anglefactor = cos((anglefactor * b->spread) + GAMMA); if (anglefactor < 0.0) { k++; continue; } hit = anglefactor * distfactor + 0.5; k->power -= hit; printf("%d unit hit on Klingon", hit); if (!damaged(SRSCAN)) printf(" at %d,%d", k->x, k->y); printf("\n"); b->units -= hit; if (k->power <= 0) { killk(k->x, k->y); continue; } k++; } } /* compute overkill */ for (i = 0; i < NBANKS; i++) extra += bank[i].units; if (extra > 0) printf("\n%d units expended on empty space\n", extra); }
// Simplified reschedule routine // // Parameters are the event index, the initial date, and the // division factor. Look at the code to see what really happens. // void xresched (struct event* e, int ev, int factor) { reschedule(e, -Param.eventdly[ev] * Param.time * log(franf()) / factor); }
// Abreviated schedule routine // // Parameters are the event index and a factor for the time figure. struct event* xsched (int ev, int factor, int x, int y, int z) { return schedule(ev, -Param.eventdly[ev] * Param.time * log(franf()) / factor, x, y, z); }
double move(int ramflag, int course, double p_time, double speed) { double angle; double x, y, dx, dy; int ix, iy; double bigger; int n; int i; double dist; double sectsize; double xn; double evtime; ix = iy = 0; #ifdef xTRACE if (Trace) printf("move: ramflag %d course %d time %.2f speed %.2f\n", ramflag, course, p_time, speed); #endif sectsize = NSECTS; /* initialize delta factors for move */ angle = course * 0.0174532925; if (damaged(SINS)) angle += Param.navigcrud[1] * (franf() - 0.5); else if (Ship.sinsbad) angle += Param.navigcrud[0] * (franf() - 0.5); dx = -cos(angle); dy = sin(angle); bigger = fabs(dx); dist = fabs(dy); if (dist > bigger) bigger = dist; dx /= bigger; dy /= bigger; /* check for long range tractor beams */ /**** TEMPORARY CODE == DEBUGGING ****/ evtime = Now.eventptr[E_LRTB]->date - Now.date; #ifdef xTRACE if (Trace) printf("E.ep = %p, ->evcode = %d, ->date = %.2f, evtime = %.2f\n", (void *)Now.eventptr[E_LRTB], Now.eventptr[E_LRTB]->evcode, Now.eventptr[E_LRTB]->date, evtime); #endif if (p_time > evtime && Etc.nkling < 3) { /* then we got a LRTB */ evtime += 0.005; p_time = evtime; } else evtime = -1.0e50; dist = p_time * speed; /* move within quadrant */ Sect[Ship.sectx][Ship.secty] = EMPTY; x = Ship.sectx + 0.5; y = Ship.secty + 0.5; xn = NSECTS * dist * bigger; n = xn + 0.5; #ifdef xTRACE if (Trace) printf("dx = %.2f, dy = %.2f, xn = %.2f, n = %d\n", dx, dy, xn, n); #endif Move.free = 0; for (i = 0; i < n; i++) { ix = (x += dx); iy = (y += dy); #ifdef xTRACE if (Trace) printf("ix = %d, x = %.2f, iy = %d, y = %.2f\n", ix, x, iy, y); #endif if (x < 0.0 || y < 0.0 || x >= sectsize || y >= sectsize) { /* enter new quadrant */ dx = Ship.quadx * NSECTS + Ship.sectx + dx * xn; dy = Ship.quady * NSECTS + Ship.secty + dy * xn; if (dx < 0.0) ix = -1; else ix = dx + 0.5; if (dy < 0.0) iy = -1; else iy = dy + 0.5; #ifdef xTRACE if (Trace) printf("New quad: ix = %d, iy = %d\n", ix, iy); #endif Ship.sectx = x; Ship.secty = y; compkldist(0); Move.newquad = 2; attack(0); checkcond(); Ship.quadx = ix / NSECTS; Ship.quady = iy / NSECTS; Ship.sectx = ix % NSECTS; Ship.secty = iy % NSECTS; if (ix < 0 || Ship.quadx >= NQUADS || iy < 0 || Ship.quady >= NQUADS) { if (!damaged(COMPUTER)) { dumpme(0); } else lose(L_NEGENB); } initquad(0); n = 0; break; } if (Sect[ix][iy] != EMPTY) { /* we just hit something */ if (!damaged(COMPUTER) && ramflag <= 0) { ix = x - dx; iy = y - dy; printf("Computer reports navigation error; %s stopped at %d,%d\n", Ship.shipname, ix, iy); Ship.energy -= Param.stopengy * speed; break; } /* test for a black hole */ if (Sect[ix][iy] == HOLE) { /* get dumped elsewhere in the galaxy */ dumpme(1); initquad(0); n = 0; break; } ram(ix, iy); break; } } if (n > 0) { dx = Ship.sectx - ix; dy = Ship.secty - iy; dist = sqrt(dx * dx + dy * dy) / NSECTS; p_time = dist / speed; if (evtime > p_time) p_time = evtime; /* spring the LRTB trap */ Ship.sectx = ix; Ship.secty = iy; } Sect[Ship.sectx][Ship.secty] = Ship.ship; compkldist(0); return (p_time); }