7 enum {NONE, SHUP, SHDN, NRG} action = NONE;
11 if (i == 2) action = SHUP;
19 if (game.damage[DSHIELD]) {
20 prout("Shields damaged and down.");
25 else if (isit("down"))
30 proutn("Do you wish to change shield energy? ");
32 proutn("Energy to transfer to shields- ");
35 else if (game.damage[DSHIELD]) {
36 prout("Shields damaged and down.");
40 proutn("Shields are up. Do you want them down? ");
41 if (ja()) action = SHDN;
48 proutn("Shields are down. Do you want them up? ");
49 if (ja()) action = SHUP;
58 case SHUP: /* raise shields */
60 prout("Shields already up.");
65 if (condit != IHDOCKED) energy -= 50.0;
66 prout("Shields raised.");
69 prout("Shields raising uses up last of energy.");
77 prout("Shields already down.");
82 prout("Shields lowered.");
86 while (scan() != IHREAL) {
88 proutn("Energy to transfer to shields- ");
91 if (aaitem==0) return;
92 if (aaitem > energy) {
93 prout("Insufficient ship energy.");
97 if (shield+aaitem >= inshld) {
98 prout("Shield energy maximized.");
99 if (shield+aaitem > inshld) {
100 prout("Excess energy requested returned to ship energy");
102 energy -= inshld-shield;
106 if (aaitem < 0.0 && energy-aaitem > inenrg) {
107 /* Prevent shield drain loophole */
109 prout("Engineering to bridge--");
110 prout(" Scott here. Power circuit problem, Captain.");
111 prout(" I can't drain the shields.");
115 if (shield+aaitem < 0) {
116 prout("All shield energy transferred to ship.");
121 proutn("Scotty- \"");
123 prout("Transferring energy to shields.\"");
125 prout("Draining energy from shields.\"");
129 case NONE:; /* avoid gcc warning */
133 void ram(int ibumpd, int ienm, int ix, int iy)
135 double type = 1.0, extradm;
138 prouts("***RED ALERT! RED ALERT!");
140 prout("***COLLISION IMMINENT.");
145 case IHR: type = 1.5; break;
146 case IHC: type = 2.0; break;
147 case IHS: type = 2.5; break;
148 case IHT: type = 0.5; break;
149 case IHQUEST: type = 4.0; break;
151 proutn(ibumpd ? " rammed by " : " rams ");
152 crmena(0, ienm, 2, ix, iy);
153 if (ibumpd) proutn(" (original position)");
155 deadkl(ix, iy, ienm, sectx, secty);
158 prout(" heavily damaged.");
159 icas = 10.0+20.0*Rand();
160 prout("***Sickbay reports %d casualties", icas);
162 for (l=0; l < NDEVICES; l++) {
164 continue; // Don't damage deathray
165 if (game.damage[l] < 0)
167 extradm = (10.0*type*Rand()+1.0)*damfac;
168 game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
171 if (game.state.remkl) {
179 void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n)
181 int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
183 double ac=course + 0.25*r;
184 double angle = (15.0-ac)*0.5235988;
185 double bullseye = (15.0 - course)*0.5235988;
186 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
187 double ang, temp, xx, yy, kp, h1;
189 bigger = fabs(deltax);
190 if (fabs(deltay) > bigger) bigger = fabs(deltay);
193 if (game.damage[DSRSENS]==0 || condit==IHDOCKED)
194 setwnd(srscan_window);
196 setwnd(message_window);
197 /* Loop to move a single torpedo */
198 for (l=1; l <= 15; l++) {
203 if (!VALID_SECTOR(ix, iy)) break;
204 iquad=game.quad[ix][iy];
205 tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad);
207 if (iquad==IHDOT) continue;
209 setwnd(message_window);
210 skip(1); /* start new line after text track */
212 case IHE: /* Hit our ship */
215 proutn("Torpedo hits ");
218 *hit = 700.0 + 100.0*Rand() -
219 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
220 fabs(sin(bullseye-angle));
222 newcnd(); /* we're blown out of dock */
223 /* We may be displaced. */
224 if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
225 ang = angle + 2.5*(Rand()-0.5);
226 temp = fabs(sin(ang));
227 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
232 if (!VALID_SECTOR(jx, jy)) return;
233 if (game.quad[jx][jy]==IHBLANK) {
237 if (game.quad[jx][jy]!=IHDOT) {
238 /* can't move into object */
247 case IHC: /* Hit a commander */
249 if (Rand() <= 0.05) {
250 crmena(1, iquad, 2, ix, iy);
251 prout(" uses anti-photon device;");
252 prout(" torpedo neutralized.");
255 case IHR: /* Hit a regular enemy */
258 for_local_enemies(ll)
259 if (ix==game.kx[ll] && iy==game.ky[ll]) break;
260 kp = fabs(game.kpower[ll]);
261 h1 = 700.0 + 100.0*Rand() -
262 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
263 fabs(sin(bullseye-angle));
265 if (kp < h1) h1 = kp;
266 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
267 if (game.kpower[ll] == 0) {
268 deadkl(ix, iy, iquad, ix, iy);
271 crmena(1, iquad, 2, ix, iy);
272 /* If enemy damaged but not destroyed, try to displace */
273 ang = angle + 2.5*(Rand()-0.5);
274 temp = fabs(sin(ang));
275 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
280 if (!VALID_SECTOR(jx, jy)) {
281 prout(" damaged but not destroyed.");
284 if (game.quad[jx][jy]==IHBLANK) {
285 prout(" buffeted into black hole.");
286 deadkl(ix, iy, iquad, jx, jy);
289 if (game.quad[jx][jy]!=IHDOT) {
290 /* can't move into object */
291 prout(" damaged but not destroyed.");
294 proutn(" damaged--");
299 case IHB: /* Hit a base */
301 prout("***STARBASE DESTROYED..");
303 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
304 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
305 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
309 game.quad[ix][iy]=IHDOT;
310 game.state.rembase--;
312 game.state.galaxy[quadx][quady].starbase--;
313 game.state.chart[quadx][quady].starbase--;
317 case IHP: /* Hit a planet */
318 crmena(1, iquad, 2, ix, iy);
319 prout(" destroyed.");
320 game.state.nplankl++;
321 game.state.galaxy[quadx][quady].planets--;
322 DESTROY(&game.state.plnets[iplnet]);
325 game.quad[ix][iy] = IHDOT;
327 /* captain perishes on planet */
331 case IHSTAR: /* Hit a star */
336 crmena(1, IHSTAR, 2, ix, iy);
337 prout(" unaffected by photon blast.");
339 case IHQUEST: /* Hit a thingy */
340 if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
342 prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
344 prouts(" HACK! HACK! HACK! *CHOKE!* ");
346 proutn("Mr. Spock-");
347 prouts(" \"Fascinating!\"");
349 deadkl(ix, iy, iquad, ix, iy);
352 * Stas Sergeev added the possibility that
353 * you can shove the Thingy abd piss it off.
354 * It then becomes an enemy and may fire at you.
360 case IHBLANK: /* Black hole */
362 crmena(1, IHBLANK, 2, ix, iy);
363 prout(" swallows torpedo.");
365 case IHWEB: /* hit the web */
367 prout("***Torpedo absorbed by Tholian web.");
369 case IHT: /* Hit a Tholian */
370 h1 = 700.0 + 100.0*Rand() -
371 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
372 fabs(sin(bullseye-angle));
375 game.quad[ix][iy] = IHDOT;
378 deadkl(ix, iy, iquad, ix, iy);
382 crmena(1, IHT, 2, ix, iy);
384 prout(" survives photon blast.");
387 prout(" disappears.");
388 game.quad[ix][iy] = IHWEB;
389 ithere = ithx = ithy = 0;
393 dropin(IHBLANK, &dum, &my);
397 default: /* Problem! */
399 proutn("Don't know how to handle collision with ");
400 crmena(1, iquad, 2, ix, iy);
406 if(curwnd!=message_window) {
407 setwnd(message_window);
410 game.quad[jx][jy]=iquad;
411 game.quad[ix][iy]=IHDOT;
412 prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
413 for_local_enemies(ll)
414 game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
419 prout("Torpedo missed.");
423 static void fry(double hit)
425 double ncrit, extradm;
426 int ktr=1, l, ll, j, cdam[NDEVICES];
428 /* a critical hit occured */
429 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
431 ncrit = 1.0 + hit/(500.0+100.0*Rand());
432 proutn("***CRITICAL HIT--");
433 /* Select devices and cause damage */
434 for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
437 /* Cheat to prevent shuttle damage unless on ship */
439 (game.damage[j]<0.0 || (j==DSHUTTL && iscraft!=1) || j==DDRAY);
441 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
442 game.damage[j] += extradm;
444 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
453 if (game.damage[DSHIELD] && shldup) {
454 prout("***Shields knocked down.");
459 void attack(int torps_ok)
461 /* torps_ok == 0 forces use of phasers in an attack */
462 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
463 int atackd = 0, attempt = 0;
465 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
470 if (idebug) prout("ATTACK!");
473 if (ithere) movetho();
475 if (neutz) { /* The one chance not to be attacked */
479 if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
480 if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
482 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
484 if (skill <= SKILL_FAIR) i = 2;
485 for_local_enemies(l) {
486 if (game.kpower[l] < 0) continue; /* too weak to attack */
487 /* compute hit strength and diminsh shield power */
489 /* Increase chance of photon torpedos if docked or enemy energy low */
490 if (condit == IHDOCKED) r *= 0.25;
491 if (game.kpower[l] < 500) r *= 0.25;
494 iquad = game.quad[jx][jy];
495 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
496 itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
497 (iquad==IHC && r > 0.015) ||
498 (iquad==IHR && r > 0.3) ||
499 (iquad==IHS && r > 0.07) ||
500 (iquad==IHQUEST && r > 0.05);
502 /* Enemy uses phasers */
503 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
504 attempt = 1; /* Attempt to attack */
505 dustfac = 0.8+0.05*Rand();
506 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
507 game.kpower[l] *= 0.75;
509 else { /* Enemy used photon torpedo */
510 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
512 proutn("***TORPEDO INCOMING");
513 if (game.damage[DSRSENS] <= 0.0) {
515 crmena(0, iquad, i, jx, jy);
519 r = (Rand()+Rand())*0.5 -0.5;
520 r += 0.002*game.kpower[l]*r;
521 torpedo(course, r, jx, jy, &hit, 0, 1, 1);
522 if (game.state.remkl==0)
523 finish(FWON); /* Klingons did themselves in! */
524 if (game.state.galaxy[quadx][quady].supernova || alldone)
525 return; /* Supernova or finished */
526 if (hit == 0) continue;
528 if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
529 /* shields will take hits */
530 double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
531 if(propor < 0.1) propor = 0.1;
532 hitsh = propor*chgfac*hit+1.0;
535 if (absorb > shield) absorb = shield;
538 if (condit==IHDOCKED) dock(0);
539 if (propor > 0.1 && hit < 0.005*energy) continue;
541 /* It's a hit -- print out hit size */
542 atackd = 1; /* We weren't going to check casualties, etc. if
543 shields were down for some strange reason. This
544 doesn't make any sense, so I've fixed it */
546 proutn("%d unit hit", (int)hit);
547 if ((game.damage[DSRSENS] > 0 && itflag) || skill<=SKILL_FAIR) {
551 if (game.damage[DSRSENS] <= 0.0 && itflag) {
553 crmena(0, iquad, i, jx, jy);
556 /* Decide if hit is critical */
557 if (hit > hitmax) hitmax = hit;
560 prout("Hit %g energy %g", hit, energy);
562 if (condit==IHDOCKED)
566 /* Returning home upon your shield, not with it... */
570 if (attempt == 0 && condit == IHDOCKED)
571 prout("***Enemies decide against attacking your ship.");
572 if (atackd == 0) return;
573 percent = 100.0*pfac*shield+0.5;
575 /* Shields fully protect ship */
576 proutn("Enemy attack reduces shield strength to ");
579 /* Print message if starship suffered hit(s) */
581 proutn("Energy left %2d shields ", (int)energy);
582 if (shldup) proutn("up ");
583 else if (game.damage[DSHIELD] == 0) proutn("down ");
584 else proutn("damaged, ");
586 prout("%d%%, torpedoes left %d", percent, torps);
587 /* Check if anyone was hurt */
588 if (hitmax >= 200 || hittot >= 500) {
589 int icas= hittot*Rand()*0.015;
592 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
593 prout(" in that last attack.\"");
597 /* After attack, reset average distance to enemies */
599 game.kavgd[l] = game.kdist[l];
604 void deadkl(int ix, int iy, int type, int ixx, int iyy)
606 /* Added ixx and iyy allow enemy to "move" before dying */
611 crmena(1, type, 2, ixx, iyy);
612 /* Decide what kind of enemy it is and update approriately */
614 /* chalk up a Romulan */
615 game.state.galaxy[quadx][quady].romulans--;
618 game.state.nromrem--;
620 else if (type == IHT) {
621 /* Killed a Tholian */
624 else if (type == IHQUEST) {
625 /* Killed a Thingy */
626 iqhere=iqengry=thingx=thingy=0;
629 /* Some type of a Klingon */
630 game.state.galaxy[quadx][quady].klingons--;
637 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
638 game.state.cx[i] = game.state.cx[game.state.remcom];
639 game.state.cy[i] = game.state.cy[game.state.remcom];
640 game.state.cx[game.state.remcom] = 0;
641 game.state.cy[game.state.remcom] = 0;
643 game.future[FTBEAM] = 1e30;
644 if (game.state.remcom != 0)
645 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
652 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
653 game.state.nsckill = 1;
654 game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;
659 /* For each kind of enemy, finish message to player */
660 prout(" destroyed.");
661 game.quad[ix][iy] = IHDOT;
662 if (game.state.remkl==0) return;
664 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
666 /* Remove enemy ship from arrays describing local conditions */
667 if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
668 game.future[FCDBAS] = 1e30;
670 if (game.kx[i]==ix && game.ky[i]==iy) break;
673 for (j=i; j<=nenhere; j++) {
674 game.kx[j] = game.kx[j+1];
675 game.ky[j] = game.ky[j+1];
676 game.kpower[j] = game.kpower[j+1];
677 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
680 game.kx[nenhere+1] = 0;
681 game.ky[nenhere+1] = 0;
682 game.kdist[nenhere+1] = 0;
683 game.kavgd[nenhere+1] = 0;
684 game.kpower[nenhere+1] = 0;
688 static int targetcheck(double x, double y, double *course)
691 /* Return TRUE if target is invalid */
692 if (!VALID_SECTOR(x, y)) {
696 deltx = 0.1*(y - secty);
697 delty = 0.1*(sectx - x);
698 if (deltx==0 && delty== 0) {
700 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
701 prout(" I recommend an immediate review of");
702 prout(" the Captain's psychological profile.\"");
706 *course = 1.90985932*atan2(deltx, delty);
712 double targ[4][3], course[4];
714 int key, n, i, osuabor;
718 if (game.damage[DPHOTON]) {
719 prout("Photon tubes damaged.");
724 prout("No torpedoes left.");
730 if (key == IHALPHA) {
734 else if (key == IHEOL) {
735 prout("%d torpedoes left.", torps);
736 proutn("Number of torpedoes to fire- ");
739 else /* key == IHREAL */ {
741 if (n <= 0) { /* abort command */
747 prout("Maximum of 3 torpedoes per burst.");
751 if (n <= torps) break;
756 for (i = 1; i <= n; i++) {
758 if (i==1 && key == IHEOL) {
759 break; /* we will try prompting */
761 if (i==2 && key == IHEOL) {
762 /* direct all torpedoes at one target */
764 targ[i][1] = targ[1][1];
765 targ[i][2] = targ[1][2];
766 course[i] = course[1];
782 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
785 if (i == 1 && key == IHEOL) {
786 /* prompt for each one */
787 for (i = 1; i <= n; i++) {
788 proutn("Target sector for torpedo number %d- ", i);
802 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
806 /* Loop for moving <n> torpedoes */
808 for (i = 1; i <= n && !osuabor; i++) {
809 if (condit != IHDOCKED) torps--;
810 r = (Rand()+Rand())*0.5 -0.5;
811 if (fabs(r) >= 0.47) {
813 r = (Rand()+1.2) * r;
815 prouts("***TORPEDO NUMBER %d MISFIRES", i);
817 else prouts("***TORPEDO MISFIRES.");
820 prout(" Remainder of burst aborted.");
823 prout("***Photon tubes damaged by misfire.");
824 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
828 if (shldup || condit == IHDOCKED)
829 r *= 1.0 + 0.0001*shield;
830 torpedo(course[i], r, sectx, secty, &dummy, 0, i, n);
831 if (alldone || game.state.galaxy[quadx][quady].supernova)
834 if (game.state.remkl==0) finish(FWON);
839 static void overheat(double rpow)
842 double chekbrn = (rpow-1500.)*0.00038;
843 if (Rand() <= chekbrn) {
844 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
845 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
850 static int checkshctrl(double rpow)
857 prout("Shields lowered.");
860 /* Something bad has happened */
861 prouts("***RED ALERT! RED ALERT!");
863 hit = rpow*shield/inshld;
864 energy -= rpow+hit*0.8;
867 prouts("Sulu- \"Captain! Shield malf***********************\"");
873 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
875 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
876 icas = hit*Rand()*0.012;
881 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
882 prout(" %d casualties so far.\"", icas);
886 prout("Phaser energy dispersed by shields.");
887 prout("Enemy unaffected.");
895 double hits[21], rpow=0, extra, powrem, over, temp;
896 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
897 int ifast=0, no=0, ipoop=1, msgflag = 1;
898 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
902 /* SR sensors and Computer */
903 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
904 if (condit == IHDOCKED) {
905 prout("Phasers can't be fired through base shields.");
909 if (game.damage[DPHASER] != 0) {
910 prout("Phaser control damaged.");
915 if (game.damage[DSHCTRL]) {
916 prout("High speed shield control damaged.");
920 if (energy <= 200.0) {
921 prout("Insufficient energy to activate high-speed shield control.");
925 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
929 /* Original code so convoluted, I re-did it all */
930 while (automode==NOTSET) {
932 if (key == IHALPHA) {
933 if (isit("manual")) {
935 prout("There is no enemy present to select.");
945 else if (isit("automatic")) {
946 if ((!ipoop) && nenhere != 0) {
951 prout("Energy will be expended into space.");
952 automode = AUTOMATIC;
956 else if (isit("no")) {
964 else if (key == IHREAL) {
966 prout("Energy will be expended into space.");
967 automode = AUTOMATIC;
972 automode = AUTOMATIC;
977 prout("Energy will be expended into space.");
978 automode = AUTOMATIC;
983 proutn("Manual or automatic? ");
989 if (key == IHALPHA && isit("no")) {
993 if (key != IHREAL && nenhere != 0) {
994 prout("Phasers locked on target. Energy available: %.2f",
995 ifast?energy-200.0:energy,1,2);
1000 if (!kz) for_local_enemies(i)
1001 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
1002 (1.01+0.05*Rand()) + 1.0;
1004 proutn("(%d) units required. ", irec);
1006 proutn("Units to fire= ");
1008 if (key!=IHREAL) return;
1010 if (rpow > (ifast?energy-200:energy)) {
1011 proutn("Energy available= %.2f",
1012 ifast?energy-200:energy);
1016 } while (rpow > (ifast?energy-200:energy));
1022 if ((key=scan()) == IHALPHA && isit("no")) {
1026 energy -= 200; /* Go and do it! */
1027 if (checkshctrl(rpow)) return;
1035 for_local_enemies(i) {
1037 if (powrem <= 0) continue;
1038 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1039 over = (0.01 + 0.05*Rand())*hits[i];
1041 powrem -= hits[i] + over;
1042 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1043 if (powrem <= 0) over = 0.0;
1046 if (powrem > 0.0) extra += powrem;
1050 if (extra > 0 && alldone == 0) {
1052 proutn("*** Tholian web absorbs ");
1053 if (nenhere>0) proutn("excess ");
1054 prout("phaser energy.");
1057 prout("%d expended on empty space.", (int)extra);
1065 if (game.damage[DCOMPTR]!=0)
1066 prout("Battle comuter damaged, manual file only.");
1069 prouts("---WORKING---");
1071 prout("Short-range-sensors-damaged");
1072 prout("Insufficient-data-for-automatic-phaser-fire");
1073 prout("Manual-fire-must-be-used");
1078 for (k = 1; k <= nenhere;) {
1079 int ii = game.kx[k], jj = game.ky[k];
1080 int ienm = game.quad[ii][jj];
1082 proutn("Energy available= %.2f",
1083 energy-.006-(ifast?200:0));
1088 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
1089 (ienm == IHC || ienm == IHS)) {
1091 prout(" can't be located without short range scan.");
1094 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1100 if (ipoop && k > kz)
1101 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1102 (1.01+0.05*Rand()) + 1.0;
1105 if (game.damage[DCOMPTR]==0) proutn("%d", irec);
1108 proutn("units to fire at ");
1109 crmena(0, ienm, 2, ii, jj);
1113 if (key == IHALPHA && isit("no")) {
1118 if (key == IHALPHA) {
1123 if (k==1) { /* Let me say I'm baffled by this */
1135 /* If total requested is too much, inform and start over */
1137 if (rpow > (ifast?energy-200:energy)) {
1138 prout("Available energy exceeded -- try again.");
1142 key = scan(); /* scan for next value */
1146 /* zero energy -- abort */
1150 if (key == IHALPHA && isit("no")) {
1157 if (checkshctrl(rpow)) return;
1161 case NOTSET:; /* avoid gcc warning */
1163 /* Say shield raised or malfunction, if necessary */
1169 if (Rand() >= 0.99) {
1170 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
1171 prouts(" CLICK CLICK POP . . .");
1172 prout(" No response, sir!");
1176 prout("Shields raised.");
1184 void hittem(double *hits)
1186 double kp, kpow, wham, hit, dustfac, kpini;
1187 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
1191 for (; k <= nenhr2; k++, kk++) {
1192 if ((wham = hits[k])==0) continue;
1193 dustfac = 0.9 + 0.01*Rand();
1194 hit = wham*pow(dustfac,game.kdist[kk]);
1195 kpini = game.kpower[kk];
1197 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1198 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1199 kpow = game.kpower[kk];
1203 if (game.damage[DSRSENS]==0)
1205 proutn("%d unit hit on ", (int)hit);
1208 proutn("Very small hit on ");
1209 ienm = game.quad[ii][jj];
1210 if (ienm==IHQUEST) iqengry=1;
1211 crmena(0,ienm,2,ii,jj);
1214 deadkl(ii, jj, ienm, ii, jj);
1215 if (game.state.remkl==0) finish(FWON);
1216 if (alldone) return;
1217 kk--; /* don't do the increment */
1219 else /* decide whether or not to emasculate klingon */
1220 if (kpow > 0 && Rand() >= 0.9 &&
1221 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1222 prout("***Mr. Spock- \"Captain, the vessel at ",
1223 cramlc(sector,ii,jj));
1224 prout(" has just lost its firepower.\"");
1225 game.kpower[kk] = -kpow;