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) {
134 double type = 1.0, extradm;
137 prouts("***RED ALERT! RED ALERT!");
139 prout("***COLLISION IMMINENT.");
144 case IHR: type = 1.5; break;
145 case IHC: type = 2.0; break;
146 case IHS: type = 2.5; break;
147 case IHT: type = 0.5; break;
148 case IHQUEST: type = 4.0; break;
150 proutn(ibumpd ? " rammed by " : " rams ");
151 crmena(0, ienm, 2, ix, iy);
152 if (ibumpd) proutn(" (original position)");
154 deadkl(ix, iy, ienm, sectx, secty);
157 prout(" heavily damaged.");
158 icas = 10.0+20.0*Rand();
159 prout("***Sickbay reports %d casualties", icas);
161 for (l=1; l <= NDEVICES; l++) {
162 if (l == DDRAY) continue; // Don't damage deathray
163 if (game.damage[l] < 0) continue;
164 extradm = (10.0*type*Rand()+1.0)*damfac;
165 game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
168 if (game.state.remkl) {
176 void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n) {
177 int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
179 double ac=course + 0.25*r;
180 double angle = (15.0-ac)*0.5235988;
181 double bullseye = (15.0 - course)*0.5235988;
182 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
183 double ang, temp, xx, yy, kp, h1;
185 bigger = fabs(deltax);
186 if (fabs(deltay) > bigger) bigger = fabs(deltay);
189 if (game.damage[DSRSENS]==0 || condit==IHDOCKED)
190 setwnd(LEFTUPPER_WINDOW);
192 setwnd(LOWER_WINDOW);
193 /* Loop to move a single torpedo */
194 for (l=1; l <= 15; l++) {
197 if (ix < 1 || ix > 10) break;
200 if (iy < 1 || iy > 10) break;
201 iquad=game.quad[ix][iy];
202 tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad);
204 if (iquad==IHDOT) continue;
206 setwnd(LOWER_WINDOW);
208 case IHE: /* Hit our ship */
211 proutn("Torpedo hits ");
214 *hit = 700.0 + 100.0*Rand() -
215 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
216 fabs(sin(bullseye-angle));
218 newcnd(); /* we're blown out of dock */
219 /* We may be displaced. */
220 if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
221 ang = angle + 2.5*(Rand()-0.5);
222 temp = fabs(sin(ang));
223 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
228 if (jx<1 || jx>10 || jy<1 ||jy > 10) return;
229 if (game.quad[jx][jy]==IHBLANK) {
233 if (game.quad[jx][jy]!=IHDOT) {
234 /* can't move into object */
243 case IHC: /* Hit a commander */
245 if (Rand() <= 0.05) {
246 crmena(1, iquad, 2, ix, iy);
247 prout(" uses anti-photon device;");
248 prout(" torpedo neutralized.");
251 case IHR: /* Hit a regular enemy */
254 for (ll=1; ll <= nenhere; ll++)
255 if (ix==game.kx[ll] && iy==game.ky[ll]) break;
256 kp = fabs(game.kpower[ll]);
257 h1 = 700.0 + 100.0*Rand() -
258 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
259 fabs(sin(bullseye-angle));
261 if (kp < h1) h1 = kp;
262 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
263 if (game.kpower[ll] == 0) {
264 deadkl(ix, iy, iquad, ix, iy);
267 crmena(1, iquad, 2, ix, iy);
268 /* If enemy damaged but not destroyed, try to displace */
269 ang = angle + 2.5*(Rand()-0.5);
270 temp = fabs(sin(ang));
271 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
276 if (jx<1 || jx>10 || jy<1 ||jy > 10) {
277 prout(" damaged but not destroyed.");
280 if (game.quad[jx][jy]==IHBLANK) {
281 prout(" buffeted into black hole.");
282 deadkl(ix, iy, iquad, jx, jy);
285 if (game.quad[jx][jy]!=IHDOT) {
286 /* can't move into object */
287 prout(" damaged but not destroyed.");
290 proutn(" damaged--");
295 case IHB: /* Hit a base */
297 prout("***STARBASE DESTROYED..");
298 if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;
299 for (ll=1; ll<=game.state.rembase; ll++) {
300 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
301 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
302 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
306 game.quad[ix][iy]=IHDOT;
307 game.state.rembase--;
309 game.state.galaxy[quadx][quady] -= 10;
313 case IHP: /* Hit a planet */
314 crmena(1, iquad, 2, ix, iy);
315 prout(" destroyed.");
316 game.state.nplankl++;
317 game.state.newstuf[quadx][quady] -= 1;
318 DESTROY(&game.state.plnets[iplnet]);
321 game.quad[ix][iy] = IHDOT;
323 /* captain parishes on planet */
327 case IHSTAR: /* Hit a star */
332 crmena(1, IHSTAR, 2, ix, iy);
333 prout(" unaffected by photon blast.");
335 case IHQUEST: /* Hit a thingy */
336 if (Rand()>0.7) { // Used to be certain death
338 prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
340 prouts(" HACK! HACK! HACK! *CHOKE!* ");
342 proutn("Mr. Spock-");
343 prouts(" \"Fascinating!\"");
345 deadkl(ix, iy, iquad, ix, iy);
348 * Stas Sergeev added the possibility that
349 * you can shove the Thingy.
355 case IHBLANK: /* Black hole */
357 crmena(1, IHBLANK, 2, ix, iy);
358 prout(" swallows torpedo.");
360 case IHWEB: /* hit the web */
362 prout("***Torpedo absorbed by Tholian web.");
364 case IHT: /* Hit a Tholian */
365 h1 = 700.0 + 100.0*Rand() -
366 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
367 fabs(sin(bullseye-angle));
370 game.quad[ix][iy] = IHDOT;
373 deadkl(ix, iy, iquad, ix, iy);
377 crmena(1, IHT, 2, ix, iy);
379 prout(" survives photon blast.");
382 prout(" disappears.");
383 game.quad[ix][iy] = IHWEB;
384 ithere = ithx = ithy = 0;
388 dropin(IHBLANK, &dum, &my);
392 default: /* Problem! */
394 proutn("Don't know how to handle collision with ");
395 crmena(1, iquad, 2, ix, iy);
401 if(curwnd!=LOWER_WINDOW) {
402 setwnd(LOWER_WINDOW);
405 game.quad[jx][jy]=iquad;
406 game.quad[ix][iy]=IHDOT;
407 prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
408 for (ll=1; ll<=nenhere; ll++)
409 game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
414 prout("Torpedo missed.");
418 static void fry(double hit) {
419 double ncrit, extradm;
420 int ktr=1, l, ll, j, cdam[NDEVICES+1];
422 /* a critical hit occured */
423 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
425 ncrit = 1.0 + hit/(500.0+100.0*Rand());
426 proutn("***CRITICAL HIT--");
427 /* Select devices and cause damage */
428 for (l = 1; l <= ncrit && l <= NDEVICES; l++) {
430 j = NDEVICES*Rand()+1.0;
431 /* Cheat to prevent shuttle damage unless on ship */
432 } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||
435 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
436 game.damage[j] += extradm;
438 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
447 if (game.damage[DSHIELD] && shldup) {
448 prout("***Shields knocked down.");
454 /* k == 0 forces use of phasers in an attack */
455 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
456 int atackd = 0, attempt = 0;
458 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
463 if (idebug) prout("ATTACK!");
466 if (ithere) movetho();
468 if (neutz) { /* The one chance not to be attacked */
472 if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom();
473 if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
475 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
477 if (skill <= 2) i = 2;
478 for (l=1; l <= nenhere; l++) {
479 if (game.kpower[l] < 0) continue; /* too weak to attack */
480 /* compute hit strength and diminsh shield power */
482 /* Increase chance of photon torpedos if docked or enemy energy low */
483 if (condit == IHDOCKED) r *= 0.25;
484 if (game.kpower[l] < 500) r *= 0.25;
487 iquad = game.quad[jx][jy];
488 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
489 itflag = (iquad == IHK && r > 0.0005) || k == 0 ||
490 (iquad==IHC && r > 0.015) ||
491 (iquad==IHR && r > 0.3) ||
492 (iquad==IHS && r > 0.07) ||
493 (iquad==IHQUEST && r > 0.05);
495 /* Enemy uses phasers */
496 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
497 attempt = 1; /* Attempt to attack */
498 dustfac = 0.8+0.05*Rand();
499 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
500 game.kpower[l] *= 0.75;
502 else { /* Enemy used photon torpedo */
503 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
505 proutn("***TORPEDO INCOMING");
506 if (game.damage[DSRSENS] <= 0.0) {
508 crmena(0, iquad, i, jx, jy);
512 r = (Rand()+Rand())*0.5 -0.5;
513 r += 0.002*game.kpower[l]*r;
514 torpedo(course, r, jx, jy, &hit, 0, 1, 1);
515 if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */
516 if (game.state.galaxy[quadx][quady] == 1000 ||
517 alldone) return; /* Supernova or finished */
518 if (hit == 0) continue;
520 if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
521 /* shields will take hits */
522 double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
523 if(propor < 0.1) propor = 0.1;
524 hitsh = propor*chgfac*hit+1.0;
527 if (absorb > shield) absorb = shield;
530 if (condit==IHDOCKED) dock(0);
531 if (propor > 0.1 && hit < 0.005*energy) continue;
533 /* It's a hit -- print out hit size */
534 atackd = 1; /* We weren't going to check casualties, etc. if
535 shields were down for some strange reason. This
536 doesn't make any sense, so I've fixed it */
538 proutn("%d unit hit", (int)hit);
539 if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {
543 if (game.damage[DSRSENS] <= 0.0 && itflag) {
545 crmena(0, iquad, i, jx, jy);
548 /* Decide if hit is critical */
549 if (hit > hitmax) hitmax = hit;
552 prout("Hit %g energy %g", hit, energy);
554 if (condit==IHDOCKED) dock(0);
557 /* Returning home upon your shield, not with it... */
561 if (attempt == 0 && condit == IHDOCKED)
562 prout("***Enemies decide against attacking your ship.");
563 if (atackd == 0) return;
564 percent = 100.0*pfac*shield+0.5;
566 /* Shields fully protect ship */
567 proutn("Enemy attack reduces shield strength to ");
570 /* Print message if starship suffered hit(s) */
572 proutn("Energy left %2d shields ", (int)energy);
573 if (shldup) proutn("up ");
574 else if (game.damage[DSHIELD] == 0) proutn("down ");
575 else proutn("damaged, ");
577 prout("%d%%, torpedoes left %d", percent, torps);
578 /* Check if anyone was hurt */
579 if (hitmax >= 200 || hittot >= 500) {
580 int icas= hittot*Rand()*0.015;
583 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
584 prout(" in that last attack.\"");
588 /* After attack, reset average distance to enemies */
589 for (l = 1; l <= nenhere; l++)
590 game.kavgd[l] = game.kdist[l];
595 void deadkl(int ix, int iy, int type, int ixx, int iyy) {
596 /* Added ixx and iyy allow enemy to "move" before dying */
601 crmena(1, type, 2, ixx, iyy);
602 /* Decide what kind of enemy it is and update approriately */
604 /* chalk up a Romulan */
605 game.state.newstuf[quadx][quady] -= 10;
608 game.state.nromrem--;
610 else if (type == IHT) {
611 /* Killed a Tholian */
614 else if (type == IHQUEST) {
615 /* Killed a Thingy */
616 iqhere=iqengry=thingx=thingy=0;
619 /* Some type of a Klingon */
620 game.state.galaxy[quadx][quady] -= 100;
626 for (i=1; i<=game.state.remcom; i++)
627 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
628 game.state.cx[i] = game.state.cx[game.state.remcom];
629 game.state.cy[i] = game.state.cy[game.state.remcom];
630 game.state.cx[game.state.remcom] = 0;
631 game.state.cy[game.state.remcom] = 0;
633 game.future[FTBEAM] = 1e30;
634 if (game.state.remcom != 0)
635 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
642 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
643 game.state.nsckill = 1;
644 game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;
649 /* For each kind of enemy, finish message to player */
650 prout(" destroyed.");
651 game.quad[ix][iy] = IHDOT;
652 if (game.state.remkl==0) return;
654 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
656 /* Remove enemy ship from arrays describing local conditions */
657 if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
658 game.future[FCDBAS] = 1e30;
659 for (i=1; i<=nenhere; i++)
660 if (game.kx[i]==ix && game.ky[i]==iy) break;
663 for (j=i; j<=nenhere; j++) {
664 game.kx[j] = game.kx[j+1];
665 game.ky[j] = game.ky[j+1];
666 game.kpower[j] = game.kpower[j+1];
667 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
670 game.kx[nenhere+1] = 0;
671 game.ky[nenhere+1] = 0;
672 game.kdist[nenhere+1] = 0;
673 game.kavgd[nenhere+1] = 0;
674 game.kpower[nenhere+1] = 0;
678 static int targetcheck(double x, double y, double *course) {
680 /* Return TRUE if target is invalid */
681 if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {
685 deltx = 0.1*(y - secty);
686 delty = 0.1*(sectx - x);
687 if (deltx==0 && delty== 0) {
689 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
690 prout(" I recommend an immediate review of");
691 prout(" the Captain's psychological profile.\"");
695 *course = 1.90985932*atan2(deltx, delty);
700 double targ[4][3], course[4];
702 int key, n, i, osuabor;
706 if (game.damage[DPHOTON]) {
707 prout("Photon tubes damaged.");
712 prout("No torpedoes left.");
718 if (key == IHALPHA) {
722 else if (key == IHEOL) {
723 prout("%d torpedoes left.", torps);
724 proutn("Number of torpedoes to fire- ");
727 else /* key == IHREAL */ {
729 if (n <= 0) { /* abort command */
735 prout("Maximum of 3 torpedoes per burst.");
739 if (n <= torps) break;
744 for (i = 1; i <= n; i++) {
746 if (i==1 && key == IHEOL) {
747 break; /* we will try prompting */
749 if (i==2 && key == IHEOL) {
750 /* direct all torpedoes at one target */
752 targ[i][1] = targ[1][1];
753 targ[i][2] = targ[1][2];
754 course[i] = course[1];
770 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
773 if (i == 1 && key == IHEOL) {
774 /* prompt for each one */
775 for (i = 1; i <= n; i++) {
776 proutn("Target sector for torpedo number %d- ", i);
790 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
794 /* Loop for moving <n> torpedoes */
796 for (i = 1; i <= n && !osuabor; i++) {
797 if (condit != IHDOCKED) torps--;
798 r = (Rand()+Rand())*0.5 -0.5;
799 if (fabs(r) >= 0.47) {
801 r = (Rand()+1.2) * r;
803 prouts("***TORPEDO NUMBER %d MISFIRES", i);
805 else prouts("***TORPEDO MISFIRES.");
808 prout(" Remainder of burst aborted.");
811 prout("***Photon tubes damaged by misfire.");
812 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
816 if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;
817 torpedo(course[i], r, sectx, secty, &dummy, 0, i, n);
818 if (alldone || game.state.galaxy[quadx][quady]==1000) return;
820 if (game.state.remkl==0) finish(FWON);
825 static void overheat(double rpow) {
827 double chekbrn = (rpow-1500.)*0.00038;
828 if (Rand() <= chekbrn) {
829 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
830 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
835 static int checkshctrl(double rpow) {
841 prout("Shields lowered.");
844 /* Something bad has happened */
845 prouts("***RED ALERT! RED ALERT!");
847 hit = rpow*shield/inshld;
848 energy -= rpow+hit*0.8;
851 prouts("Sulu- \"Captain! Shield malf***********************\"");
857 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
859 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
860 icas = hit*Rand()*0.012;
865 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
866 prout(" %d casualties so far.\"", icas);
870 prout("Phaser energy dispersed by shields.");
871 prout("Enemy unaffected.");
878 double hits[21], rpow=0, extra, powrem, over, temp;
879 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
880 int ifast=0, no=0, ipoop=1, msgflag = 1;
881 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
885 /* SR sensors and Computer */
886 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
887 if (condit == IHDOCKED) {
888 prout("Phasers can't be fired through base shields.");
892 if (game.damage[DPHASER] != 0) {
893 prout("Phaser control damaged.");
898 if (game.damage[DSHCTRL]) {
899 prout("High speed shield control damaged.");
903 if (energy <= 200.0) {
904 prout("Insufficient energy to activate high-speed shield control.");
908 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
912 /* Original code so convoluted, I re-did it all */
913 while (automode==NOTSET) {
915 if (key == IHALPHA) {
916 if (isit("manual")) {
918 prout("There is no enemy present to select.");
928 else if (isit("automatic")) {
929 if ((!ipoop) && nenhere != 0) {
934 prout("Energy will be expended into space.");
935 automode = AUTOMATIC;
939 else if (isit("no")) {
947 else if (key == IHREAL) {
949 prout("Energy will be expended into space.");
950 automode = AUTOMATIC;
955 automode = AUTOMATIC;
960 prout("Energy will be expended into space.");
961 automode = AUTOMATIC;
966 proutn("Manual or automatic? ");
972 if (key == IHALPHA && isit("no")) {
976 if (key != IHREAL && nenhere != 0) {
977 prout("Phasers locked on target. Energy available: %.2f",
978 ifast?energy-200.0:energy,1,2);
983 if (!kz) for (i = 1; i <= nenhere; i++)
984 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
985 (1.01+0.05*Rand()) + 1.0;
987 proutn("(%d) units required. ", irec);
989 proutn("Units to fire= ");
991 if (key!=IHREAL) return;
993 if (rpow > (ifast?energy-200:energy)) {
994 proutn("Energy available= %.2f",
995 ifast?energy-200:energy);
999 } while (rpow > (ifast?energy-200:energy));
1005 if ((key=scan()) == IHALPHA && isit("no")) {
1009 energy -= 200; /* Go and do it! */
1010 if (checkshctrl(rpow)) return;
1018 for (i = 1; i <= nenhere; i++) {
1020 if (powrem <= 0) continue;
1021 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1022 over = (0.01 + 0.05*Rand())*hits[i];
1024 powrem -= hits[i] + over;
1025 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1026 if (powrem <= 0) over = 0.0;
1029 if (powrem > 0.0) extra += powrem;
1033 if (extra > 0 && alldone == 0) {
1035 proutn("*** Tholian web absorbs ");
1036 if (nenhere>0) proutn("excess ");
1037 prout("phaser energy.");
1040 prout("%d expended on empty space.", (int)extra);
1048 if (game.damage[DCOMPTR]!=0)
1049 prout("Battle comuter damaged, manual file only.");
1052 prouts("---WORKING---");
1054 prout("Short-range-sensors-damaged");
1055 prout("Insufficient-data-for-automatic-phaser-fire");
1056 prout("Manual-fire-must-be-used");
1061 for (k = 1; k <= nenhere;) {
1062 int ii = game.kx[k], jj = game.ky[k];
1063 int ienm = game.quad[ii][jj];
1065 proutn("Energy available= %.2f",
1066 energy-.006-(ifast?200:0));
1071 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
1072 (ienm == IHC || ienm == IHS)) {
1074 prout(" can't be located without short range scan.");
1077 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1083 if (ipoop && k > kz)
1084 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1085 (1.01+0.05*Rand()) + 1.0;
1088 if (game.damage[DCOMPTR]==0) proutn("%d", irec);
1091 proutn("units to fire at ");
1092 crmena(0, ienm, 2, ii, jj);
1096 if (key == IHALPHA && isit("no")) {
1101 if (key == IHALPHA) {
1106 if (k==1) { /* Let me say I'm baffled by this */
1118 /* If total requested is too much, inform and start over */
1120 if (rpow > (ifast?energy-200:energy)) {
1121 prout("Available energy exceeded -- try again.");
1125 key = scan(); /* scan for next value */
1129 /* zero energy -- abort */
1133 if (key == IHALPHA && isit("no")) {
1140 if (checkshctrl(rpow)) return;
1144 case NOTSET:; /* avoid gcc warning */
1146 /* Say shield raised or malfunction, if necessary */
1147 if (alldone) return;
1151 if (Rand() >= 0.99) {
1152 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
1153 prouts(" CLICK CLICK POP . . .");
1154 prout(" No response, sir!");
1158 prout("Shields raised.");
1166 void hittem(double *hits) {
1167 double kp, kpow, wham, hit, dustfac, kpini;
1168 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
1172 for (; k <= nenhr2; k++, kk++) {
1173 if ((wham = hits[k])==0) continue;
1174 dustfac = 0.9 + 0.01*Rand();
1175 hit = wham*pow(dustfac,game.kdist[kk]);
1176 kpini = game.kpower[kk];
1178 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1179 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1180 kpow = game.kpower[kk];
1184 if (game.damage[DSRSENS]==0)
1186 proutn("%d unit hit on ", (int)hit);
1189 proutn("Very small hit on ");
1190 ienm = game.quad[ii][jj];
1191 if (ienm==IHQUEST) iqengry=1;
1192 crmena(0,ienm,2,ii,jj);
1195 deadkl(ii, jj, ienm, ii, jj);
1196 if (game.state.remkl==0) finish(FWON);
1197 if (alldone) return;
1198 kk--; /* don't do the increment */
1200 else /* decide whether or not to emasculate klingon */
1201 if (kpow > 0 && Rand() >= 0.9 &&
1202 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1203 prout("***Mr. Spock- \"Captain, the vessel at ",
1204 cramlc(sector,ii,jj));
1205 prout(" has just lost its firepower.\"");
1206 game.kpower[kk] = -kpow;