4 #include "sstlinux.h"
\r
8 void doshield(int i) {
\r
10 enum {NONE, SHUP, SHDN, NRG} action = NONE;
\r
14 if (i == 2) action = SHUP;
\r
17 if (key == IHALPHA) {
\r
18 if (isit("transfer"))
\r
22 if (game.damage[DSHIELD]) {
\r
23 prout("Shields damaged and down.");
\r
28 else if (isit("down"))
\r
33 proutn("Do you wish to change shield energy? ");
\r
35 proutn("Energy to transfer to shields- ");
\r
38 else if (game.damage[DSHIELD]) {
\r
39 prout("Shields damaged and down.");
\r
43 proutn("Shields are up. Do you want them down? ");
\r
44 if (ja()) action = SHDN;
\r
51 proutn("Shields are down. Do you want them up? ");
\r
52 if (ja()) action = SHUP;
\r
61 case SHUP: /* raise shields */
\r
63 prout("Shields already up.");
\r
68 if (condit != IHDOCKED) energy -= 50.0;
\r
69 prout("Shields raised.");
\r
72 prout("Shields raising uses up last of energy.");
\r
80 prout("Shields already down.");
\r
85 prout("Shields lowered.");
\r
89 while (scan() != IHREAL) {
\r
91 proutn("Energy to transfer to shields- ");
\r
94 if (aaitem==0) return;
\r
95 if (aaitem > energy) {
\r
96 prout("Insufficient ship energy.");
\r
100 if (shield+aaitem >= inshld) {
\r
101 prout("Shield energy maximized.");
\r
102 if (shield+aaitem > inshld) {
\r
103 prout("Excess energy requested returned to ship energy");
\r
105 energy -= inshld-shield;
\r
109 if (aaitem < 0.0 && energy-aaitem > inenrg) {
\r
110 /* Prevent shield drain loophole */
\r
112 prout("Engineering to bridge--");
\r
113 prout(" Scott here. Power circuit problem, Captain.");
\r
114 prout(" I can't drain the shields.");
\r
118 if (shield+aaitem < 0) {
\r
119 prout("All shield energy transferred to ship.");
\r
124 proutn("Scotty- \"");
\r
126 prout("Transferring energy to shields.\"");
\r
128 prout("Draining energy from shields.\"");
\r
132 case NONE:; /* avoid gcc warning */
\r
136 void ram(int ibumpd, int ienm, int ix, int iy) {
\r
137 double type = 1.0, extradm;
\r
140 prouts("***RED ALERT! RED ALERT!");
\r
142 prout("***COLLISION IMMINENT.");
\r
147 case IHR: type = 1.5; break;
\r
148 case IHC: type = 2.0; break;
\r
149 case IHS: type = 2.5; break;
\r
150 case IHT: type = 0.5; break;
\r
151 case IHQUEST: type = 4.0; break;
\r
153 proutn(ibumpd ? " rammed by " : " rams ");
\r
154 crmena(0, ienm, 2, ix, iy);
\r
155 if (ibumpd) proutn(" (original position)");
\r
157 deadkl(ix, iy, ienm, sectx, secty);
\r
160 prout(" heavily damaged.");
\r
161 icas = 10.0+20.0*Rand();
\r
162 prout("***Sickbay reports %d casualties", icas);
\r
164 for (l=1; l <= NDEVICES; l++) {
\r
165 if (l == DDRAY) continue; // Don't damage deathray
\r
166 if (game.damage[l] < 0) continue;
\r
167 extradm = (10.0*type*Rand()+1.0)*damfac;
\r
168 game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
\r
171 if (game.state.remkl) {
\r
179 void torpedo(double course, double r, int inx, int iny, double *hit, int wait) {
\r
180 int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
\r
184 #endif /* SERGEEV */
\r
185 double ac=course + 0.25*r;
\r
186 double angle = (15.0-ac)*0.5235988;
\r
187 double bullseye = (15.0 - course)*0.5235988;
\r
188 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
\r
189 double ang, temp, xx, yy, kp, h1;
\r
191 bigger = fabs(deltax);
\r
192 if (fabs(deltay) > bigger) bigger = fabs(deltay);
\r
198 if (game.damage[DSRSENS]==0 || condit==IHDOCKED) setwnd(1);
\r
200 #endif /* SERGEEV */
\r
201 /* Loop to move a single torpedo */
\r
202 for (l=1; l <= 15; l++) {
\r
205 if (ix < 1 || ix > 10) break;
\r
208 if (iy < 1 || iy > 10) break;
\r
210 if (l==4 || l==9) skip(1);
\r
211 proutn("%d - %d ", (int)x, (int)y);
\r
212 iquad=game.quad[ix][iy];
\r
214 iquad=game.quad[ix][iy];
\r
215 if (game.damage[DSRSENS]==0 || condit==IHDOCKED){
\r
217 delay((wait!=1)*400);
\r
219 gotoxy(iy*2+3,ix+2);
\r
220 if ((game.quad[ix][iy]==IHDOT)||(game.quad[ix][iy]==IHBLANK)){
\r
221 game.quad[ix][iy]='+';
\r
223 game.quad[ix][iy]=iquad;
\r
229 game.quad[ix][iy]|=128;
\r
231 game.quad[ix][iy]=iquad;
\r
232 _setcursortype(_NOCURSOR);
\r
237 _setcursortype(_NORMALCURSOR);
\r
241 proutn("%d - %d ", (int)x, (int)y);
\r
243 #endif /* SERGEEV */
\r
244 if (iquad==IHDOT) continue;
\r
245 /* hit something */
\r
253 case IHE: /* Hit our ship */
\r
256 proutn("Torpedo hits ");
\r
259 *hit = 700.0 + 100.0*Rand() -
\r
260 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
\r
261 fabs(sin(bullseye-angle));
\r
264 newcnd(); /* undock */
\r
265 #endif /* SERGEEV */
\r
266 /* We may be displaced. */
\r
267 if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
\r
268 ang = angle + 2.5*(Rand()-0.5);
\r
269 temp = fabs(sin(ang));
\r
270 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
\r
271 xx = -sin(ang)/temp;
\r
272 yy = cos(ang)/temp;
\r
275 if (jx<1 || jx>10 || jy<1 ||jy > 10) return;
\r
276 if (game.quad[jx][jy]==IHBLANK) {
\r
280 if (game.quad[jx][jy]!=IHDOT) {
\r
281 /* can't move into object */
\r
290 case IHC: /* Hit a commander */
\r
292 if (Rand() <= 0.05) {
\r
293 crmena(1, iquad, 2, ix, iy);
\r
294 prout(" uses anti-photon device;");
\r
295 prout(" torpedo neutralized.");
\r
298 case IHR: /* Hit a regular enemy */
\r
300 /* find the enemy */
\r
301 for (ll=1; ll <= nenhere; ll++)
\r
302 if (ix==game.kx[ll] && iy==game.ky[ll]) break;
\r
303 kp = fabs(game.kpower[ll]);
\r
304 h1 = 700.0 + 100.0*Rand() -
\r
305 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
\r
306 fabs(sin(bullseye-angle));
\r
308 if (kp < h1) h1 = kp;
\r
309 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
\r
310 if (game.kpower[ll] == 0) {
\r
311 deadkl(ix, iy, iquad, ix, iy);
\r
314 crmena(1, iquad, 2, ix, iy);
\r
315 /* If enemy damaged but not destroyed, try to displace */
\r
316 ang = angle + 2.5*(Rand()-0.5);
\r
317 temp = fabs(sin(ang));
\r
318 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
\r
319 xx = -sin(ang)/temp;
\r
320 yy = cos(ang)/temp;
\r
323 if (jx<1 || jx>10 || jy<1 ||jy > 10) {
\r
324 prout(" damaged but not destroyed.");
\r
327 if (game.quad[jx][jy]==IHBLANK) {
\r
328 prout(" buffeted into black hole.");
\r
329 deadkl(ix, iy, iquad, jx, jy);
\r
332 if (game.quad[jx][jy]!=IHDOT) {
\r
333 /* can't move into object */
\r
334 prout(" damaged but not destroyed.");
\r
337 proutn(" damaged--");
\r
342 case IHB: /* Hit a base */
\r
344 prout("***STARBASE DESTROYED..");
\r
345 if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;
\r
346 for (ll=1; ll<=game.state.rembase; ll++) {
\r
347 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
\r
348 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
\r
349 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
\r
353 game.quad[ix][iy]=IHDOT;
\r
354 game.state.rembase--;
\r
356 game.state.galaxy[quadx][quady] -= 10;
\r
357 game.state.basekl++;
\r
360 case IHP: /* Hit a planet */
\r
361 crmena(1, iquad, 2, ix, iy);
\r
362 prout(" destroyed.");
\r
363 game.state.nplankl++;
\r
364 game.state.newstuf[quadx][quady] -= 1;
\r
365 DESTROY(&game.state.plnets[iplnet]);
\r
367 plnetx = plnety = 0;
\r
368 game.quad[ix][iy] = IHDOT;
\r
370 /* captain parishes on planet */
\r
374 case IHSTAR: /* Hit a star */
\r
375 if (Rand() > 0.10) {
\r
379 crmena(1, IHSTAR, 2, ix, iy);
\r
380 prout(" unaffected by photon blast.");
\r
382 case IHQUEST: /* Hit a thingy */
\r
383 if (Rand()>0.7) { // Used to be certain death
\r
385 prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
\r
387 prouts(" HACK! HACK! HACK! *CHOKE!* ");
\r
389 proutn("Mr. Spock-");
\r
390 prouts(" \"Fascinating!\"");
\r
392 deadkl(ix, iy, iquad, ix, iy);
\r
395 * Stas Sergeev added the possibility that
\r
396 * you can shove the Thingy.
\r
402 case IHBLANK: /* Black hole */
\r
404 crmena(1, IHBLANK, 2, ix, iy);
\r
405 prout(" swallows torpedo.");
\r
407 case IHWEB: /* hit the web */
\r
409 prout("***Torpedo absorbed by Tholian web.");
\r
411 case IHT: /* Hit a Tholian */
\r
412 h1 = 700.0 + 100.0*Rand() -
\r
413 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
\r
414 fabs(sin(bullseye-angle));
\r
418 prout(" destroyed.");
\r
419 #endif /* SERGEEV */
\r
420 game.quad[ix][iy] = IHDOT;
\r
424 deadkl(ix, iy, iquad, ix, iy);
\r
425 #endif /* SERGEEV */
\r
429 crmena(1, IHT, 2, ix, iy);
\r
430 if (Rand() > 0.05) {
\r
431 prout(" survives photon blast.");
\r
434 prout(" disappears.");
\r
435 game.quad[ix][iy] = IHWEB;
\r
436 ithere = ithx = ithy = 0;
\r
440 dropin(IHBLANK, &dum, &my);
\r
444 default: /* Problem! */
\r
446 proutn("Don't know how to handle collision with ");
\r
447 crmena(1, iquad, 2, ix, iy);
\r
458 #endif /* SERGEEV */
\r
460 game.quad[jx][jy]=iquad;
\r
461 game.quad[ix][iy]=IHDOT;
\r
462 prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
\r
463 for (ll=1; ll<=nenhere; ll++)
\r
464 game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
\r
470 #endif /* SERGEEV */
\r
471 prout("Torpedo missed.");
\r
475 static void fry(double hit) {
\r
476 double ncrit, extradm;
\r
477 int ktr=1, l, ll, j, cdam[NDEVICES+1];
\r
479 /* a critical hit occured */
\r
480 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
\r
482 ncrit = 1.0 + hit/(500.0+100.0*Rand());
\r
483 proutn("***CRITICAL HIT--");
\r
484 /* Select devices and cause damage */
\r
485 for (l = 1; l <= ncrit && l <= NDEVICES; l++) {
\r
487 j = NDEVICES*Rand()+1.0;
\r
488 /* Cheat to prevent shuttle damage unless on ship */
\r
489 } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||
\r
492 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
\r
493 game.damage[j] += extradm;
\r
495 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
\r
496 if (ll<=l) continue;
\r
498 if (ktr==3) skip(1);
\r
503 prout(" damaged.");
\r
504 if (game.damage[DSHIELD] && shldup) {
\r
505 prout("***Shields knocked down.");
\r
510 void attack(int k) {
\r
511 /* k == 0 forces use of phasers in an attack */
\r
512 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
\r
513 int atackd = 0, attempt = 0;
\r
515 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
\r
518 if (alldone) return;
\r
520 if (idebug) prout("ATTACK!");
\r
523 if (ithere) movetho();
\r
525 if (neutz) { /* The one chance not to be attacked */
\r
529 if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom();
\r
530 if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
\r
532 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
\r
534 if (skill <= 2) i = 2;
\r
535 for (l=1; l <= nenhere; l++) {
\r
536 if (game.kpower[l] < 0) continue; /* too weak to attack */
\r
537 /* compute hit strength and diminsh shield power */
\r
539 /* Increase chance of photon torpedos if docked or enemy energy low */
\r
540 if (condit == IHDOCKED) r *= 0.25;
\r
541 if (game.kpower[l] < 500) r *= 0.25;
\r
544 iquad = game.quad[jx][jy];
\r
545 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
\r
546 itflag = (iquad == IHK && r > 0.0005) || k == 0 ||
\r
547 (iquad==IHC && r > 0.015) ||
\r
548 (iquad==IHR && r > 0.3) ||
\r
549 (iquad==IHS && r > 0.07) ||
\r
550 (iquad==IHQUEST && r > 0.05);
\r
552 /* Enemy uses phasers */
\r
553 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
\r
554 attempt = 1; /* Attempt to attack */
\r
555 dustfac = 0.8+0.05*Rand();
\r
556 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
\r
557 game.kpower[l] *= 0.75;
\r
559 else { /* Enemy used photon torpedo */
\r
560 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
\r
562 proutn("***TORPEDO INCOMING");
\r
563 if (game.damage[DSRSENS] <= 0.0) {
\r
565 crmena(0, iquad, i, jx, jy);
\r
569 r = (Rand()+Rand())*0.5 -0.5;
\r
570 r += 0.002*game.kpower[l]*r;
\r
571 torpedo(course, r, jx, jy, &hit, 0);
\r
572 if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */
\r
573 if (game.state.galaxy[quadx][quady] == 1000 ||
\r
574 alldone) return; /* Supernova or finished */
\r
575 if (hit == 0) continue;
\r
577 if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
\r
578 /* shields will take hits */
\r
579 double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
\r
580 if(propor < 0.1) propor = 0.1;
\r
581 hitsh = propor*chgfac*hit+1.0;
\r
583 absorb = 0.8*hitsh;
\r
584 if (absorb > shield) absorb = shield;
\r
587 if (condit==IHDOCKED) dock(0);
\r
588 if (propor > 0.1 && hit < 0.005*energy) continue;
\r
590 /* It's a hit -- print out hit size */
\r
591 atackd = 1; /* We weren't going to check casualties, etc. if
\r
592 shields were down for some strange reason. This
\r
593 doesn't make any sense, so I've fixed it */
\r
595 proutn("%d unit hit", (int)hit);
\r
596 if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {
\r
597 proutn(" on the ");
\r
600 if (game.damage[DSRSENS] <= 0.0 && itflag) {
\r
602 crmena(0, iquad, i, jx, jy);
\r
605 /* Decide if hit is critical */
\r
606 if (hit > hitmax) hitmax = hit;
\r
609 prout("Hit %g energy %g", hit, energy);
\r
611 if (condit==IHDOCKED) dock(0);
\r
614 /* Returning home upon your shield, not with it... */
\r
618 if (attempt == 0 && condit == IHDOCKED)
\r
619 prout("***Enemies decide against attacking your ship.");
\r
620 if (atackd == 0) return;
\r
621 percent = 100.0*pfac*shield+0.5;
\r
623 /* Shields fully protect ship */
\r
624 proutn("Enemy attack reduces shield strength to ");
\r
627 /* Print message if starship suffered hit(s) */
\r
629 proutn("Energy left %2d shields ", (int)energy);
\r
630 if (shldup) proutn("up ");
\r
631 else if (game.damage[DSHIELD] == 0) proutn("down ");
\r
632 else proutn("damaged, ");
\r
634 prout("%d%%, torpedoes left %d", percent, torps);
\r
635 /* Check if anyone was hurt */
\r
636 if (hitmax >= 200 || hittot >= 500) {
\r
637 int icas= hittot*Rand()*0.015;
\r
640 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
\r
641 prout(" in that last attack.\"");
\r
645 /* After attack, reset average distance to enemies */
\r
646 for (l = 1; l <= nenhere; l++)
\r
647 game.kavgd[l] = game.kdist[l];
\r
652 void deadkl(int ix, int iy, int type, int ixx, int iyy) {
\r
653 /* Added ixx and iyy allow enemy to "move" before dying */
\r
659 #endif /* SERGEEV */
\r
660 crmena(1, type, 2, ixx, iyy);
\r
661 /* Decide what kind of enemy it is and update approriately */
\r
663 /* chalk up a Romulan */
\r
664 game.state.newstuf[quadx][quady] -= 10;
\r
666 game.state.nromkl++;
\r
667 game.state.nromrem--;
\r
669 else if (type == IHT) {
\r
670 /* Killed a Tholian */
\r
673 else if (type == IHQUEST) {
\r
674 /* Killed a Thingy */
\r
675 iqhere=iqengry=thingx=thingy=0;
\r
678 /* Some type of a Klingon */
\r
679 game.state.galaxy[quadx][quady] -= 100;
\r
681 game.state.remkl--;
\r
685 for (i=1; i<=game.state.remcom; i++)
\r
686 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
\r
687 game.state.cx[i] = game.state.cx[game.state.remcom];
\r
688 game.state.cy[i] = game.state.cy[game.state.remcom];
\r
689 game.state.cx[game.state.remcom] = 0;
\r
690 game.state.cy[game.state.remcom] = 0;
\r
691 game.state.remcom--;
\r
692 game.future[FTBEAM] = 1e30;
\r
693 if (game.state.remcom != 0)
\r
694 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
\r
695 game.state.killc++;
\r
698 game.state.killk++;
\r
701 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
\r
702 game.state.nsckill = 1;
\r
703 game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;
\r
708 /* For each kind of enemy, finish message to player */
\r
709 prout(" destroyed.");
\r
710 game.quad[ix][iy] = IHDOT;
\r
711 if (game.state.remkl==0) return;
\r
713 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
\r
715 /* Remove enemy ship from arrays describing local conditions */
\r
716 if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
\r
717 game.future[FCDBAS] = 1e30;
\r
718 for (i=1; i<=nenhere; i++)
\r
719 if (game.kx[i]==ix && game.ky[i]==iy) break;
\r
721 if (i <= nenhere) {
\r
722 for (j=i; j<=nenhere; j++) {
\r
723 game.kx[j] = game.kx[j+1];
\r
724 game.ky[j] = game.ky[j+1];
\r
725 game.kpower[j] = game.kpower[j+1];
\r
726 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
\r
729 game.kx[nenhere+1] = 0;
\r
730 game.ky[nenhere+1] = 0;
\r
731 game.kdist[nenhere+1] = 0;
\r
732 game.kavgd[nenhere+1] = 0;
\r
733 game.kpower[nenhere+1] = 0;
\r
737 static int targetcheck(double x, double y, double *course) {
\r
738 double deltx, delty;
\r
739 /* Return TRUE if target is invalid */
\r
740 if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {
\r
744 deltx = 0.1*(y - secty);
\r
745 delty = 0.1*(sectx - x);
\r
746 if (deltx==0 && delty== 0) {
\r
748 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
\r
749 prout(" I recommend an immediate review of");
\r
750 prout(" the Captain's psychological profile.\"");
\r
754 *course = 1.90985932*atan2(deltx, delty);
\r
758 void photon(void) {
\r
759 double targ[4][3], course[4];
\r
761 int key, n, i, osuabor;
\r
765 if (game.damage[DPHOTON]) {
\r
766 prout("Photon tubes damaged.");
\r
771 prout("No torpedoes left.");
\r
777 if (key == IHALPHA) {
\r
781 else if (key == IHEOL) {
\r
782 prout("%d torpedoes left.", torps);
\r
783 proutn("Number of torpedoes to fire- ");
\r
786 else /* key == IHREAL */ {
\r
788 if (n <= 0) { /* abort command */
\r
794 prout("Maximum of 3 torpedoes per burst.");
\r
798 if (n <= torps) break;
\r
803 for (i = 1; i <= n; i++) {
\r
805 if (i==1 && key == IHEOL) {
\r
806 break; /* we will try prompting */
\r
808 if (i==2 && key == IHEOL) {
\r
809 /* direct all torpedoes at one target */
\r
811 targ[i][1] = targ[1][1];
\r
812 targ[i][2] = targ[1][2];
\r
813 course[i] = course[1];
\r
818 if (key != IHREAL) {
\r
822 targ[i][1] = aaitem;
\r
824 if (key != IHREAL) {
\r
828 targ[i][2] = aaitem;
\r
829 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
\r
832 if (i == 1 && key == IHEOL) {
\r
833 /* prompt for each one */
\r
834 for (i = 1; i <= n; i++) {
\r
835 proutn("Target sector for torpedo number %d- ", i);
\r
837 if (key != IHREAL) {
\r
841 targ[i][1] = aaitem;
\r
843 if (key != IHREAL) {
\r
847 targ[i][2] = aaitem;
\r
849 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
\r
853 /* Loop for moving <n> torpedoes */
\r
855 for (i = 1; i <= n && !osuabor; i++) {
\r
856 if (condit != IHDOCKED) torps--;
\r
857 r = (Rand()+Rand())*0.5 -0.5;
\r
858 if (fabs(r) >= 0.47) {
\r
860 r = (Rand()+1.2) * r;
\r
862 prouts("***TORPEDO NUMBER %d MISFIRES", i);
\r
864 else prouts("***TORPEDO MISFIRES.");
\r
867 prout(" Remainder of burst aborted.");
\r
869 if (Rand() <= 0.2) {
\r
870 prout("***Photon tubes damaged by misfire.");
\r
871 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
\r
875 if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;
\r
879 proutn("Track for torpedo number %d- ", i);
\r
883 proutn("Torpedo track- ");
\r
885 #endif /* SERGEEV */
\r
886 torpedo(course[i], r, sectx, secty, &dummy, i);
\r
887 if (alldone || game.state.galaxy[quadx][quady]==1000) return;
\r
889 if (game.state.remkl==0) finish(FWON);
\r
894 static void overheat(double rpow) {
\r
896 double chekbrn = (rpow-1500.)*0.00038;
\r
897 if (Rand() <= chekbrn) {
\r
898 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
\r
899 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
\r
904 static int checkshctrl(double rpow) {
\r
909 if (Rand() < .998) {
\r
910 prout("Shields lowered.");
\r
913 /* Something bad has happened */
\r
914 prouts("***RED ALERT! RED ALERT!");
\r
916 hit = rpow*shield/inshld;
\r
917 energy -= rpow+hit*0.8;
\r
919 if (energy <= 0.0) {
\r
920 prouts("Sulu- \"Captain! Shield malf***********************\"");
\r
926 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
\r
928 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
\r
929 icas = hit*Rand()*0.012;
\r
934 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
\r
935 prout(" %d casualties so far.\"", icas);
\r
939 prout("Phaser energy dispersed by shields.");
\r
940 prout("Enemy unaffected.");
\r
946 void phasers(void) {
\r
947 double hits[21], rpow=0, extra, powrem, over, temp;
\r
948 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
\r
949 int ifast=0, no=0, ipoop=1, msgflag = 1;
\r
950 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
\r
954 /* SR sensors and Computer */
\r
955 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
\r
956 if (condit == IHDOCKED) {
\r
957 prout("Phasers can't be fired through base shields.");
\r
961 if (game.damage[DPHASER] != 0) {
\r
962 prout("Phaser control damaged.");
\r
967 if (game.damage[DSHCTRL]) {
\r
968 prout("High speed shield control damaged.");
\r
972 if (energy <= 200.0) {
\r
973 prout("Insufficient energy to activate high-speed shield control.");
\r
977 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
\r
981 /* Original code so convoluted, I re-did it all */
\r
982 while (automode==NOTSET) {
\r
984 if (key == IHALPHA) {
\r
985 if (isit("manual")) {
\r
987 prout("There is no enemy present to select.");
\r
990 automode=AUTOMATIC;
\r
997 else if (isit("automatic")) {
\r
998 if ((!ipoop) && nenhere != 0) {
\r
999 automode = FORCEMAN;
\r
1003 prout("Energy will be expended into space.");
\r
1004 automode = AUTOMATIC;
\r
1008 else if (isit("no")) {
\r
1016 else if (key == IHREAL) {
\r
1018 prout("Energy will be expended into space.");
\r
1019 automode = AUTOMATIC;
\r
1022 automode = FORCEMAN;
\r
1024 automode = AUTOMATIC;
\r
1029 prout("Energy will be expended into space.");
\r
1030 automode = AUTOMATIC;
\r
1033 automode = FORCEMAN;
\r
1035 proutn("Manual or automatic? ");
\r
1039 switch (automode) {
\r
1041 if (key == IHALPHA && isit("no")) {
\r
1045 if (key != IHREAL && nenhere != 0) {
\r
1046 prout("Phasers locked on target. Energy available: %.2f",
\r
1047 ifast?energy-200.0:energy,1,2);
\r
1052 if (!kz) for (i = 1; i <= nenhere; i++)
\r
1053 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
\r
1054 (1.01+0.05*Rand()) + 1.0;
\r
1056 proutn("(%d) units required. ", irec);
\r
1058 proutn("Units to fire= ");
\r
1060 if (key!=IHREAL) return;
\r
1062 if (rpow > (ifast?energy-200:energy)) {
\r
1063 proutn("Energy available= %.2f",
\r
1064 ifast?energy-200:energy);
\r
1068 } while (rpow > (ifast?energy-200:energy));
\r
1074 if ((key=scan()) == IHALPHA && isit("no")) {
\r
1078 energy -= 200; /* Go and do it! */
\r
1079 if (checkshctrl(rpow)) return;
\r
1087 for (i = 1; i <= nenhere; i++) {
\r
1089 if (powrem <= 0) continue;
\r
1090 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
\r
1091 over = (0.01 + 0.05*Rand())*hits[i];
\r
1093 powrem -= hits[i] + over;
\r
1094 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
\r
1095 if (powrem <= 0) over = 0.0;
\r
1098 if (powrem > 0.0) extra += powrem;
\r
1102 if (extra > 0 && alldone == 0) {
\r
1104 proutn("*** Tholian web absorbs ");
\r
1105 if (nenhere>0) proutn("excess ");
\r
1106 prout("phaser energy.");
\r
1109 prout("%d expended on empty space.", (int)extra);
\r
1117 if (game.damage[DCOMPTR]!=0)
\r
1118 prout("Battle comuter damaged, manual file only.");
\r
1121 prouts("---WORKING---");
\r
1123 prout("Short-range-sensors-damaged");
\r
1124 prout("Insufficient-data-for-automatic-phaser-fire");
\r
1125 prout("Manual-fire-must-be-used");
\r
1130 for (k = 1; k <= nenhere;) {
\r
1131 int ii = game.kx[k], jj = game.ky[k];
\r
1132 int ienm = game.quad[ii][jj];
\r
1134 proutn("Energy available= %.2f",
\r
1135 energy-.006-(ifast?200:0));
\r
1140 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
\r
1141 (ienm == IHC || ienm == IHS)) {
\r
1143 prout(" can't be located without short range scan.");
\r
1146 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
\r
1150 if (key == IHEOL) {
\r
1152 if (ipoop && k > kz)
\r
1153 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
\r
1154 (1.01+0.05*Rand()) + 1.0;
\r
1157 if (game.damage[DCOMPTR]==0) proutn("%d", irec);
\r
1158 else proutn("??");
\r
1160 proutn("units to fire at ");
\r
1161 crmena(0, ienm, 2, ii, jj);
\r
1165 if (key == IHALPHA && isit("no")) {
\r
1170 if (key == IHALPHA) {
\r
1174 if (key == IHEOL) {
\r
1175 if (k==1) { /* Let me say I'm baffled by this */
\r
1187 /* If total requested is too much, inform and start over */
\r
1189 if (rpow > (ifast?energy-200:energy)) {
\r
1190 prout("Available energy exceeded -- try again.");
\r
1194 key = scan(); /* scan for next value */
\r
1197 if (rpow == 0.0) {
\r
1198 /* zero energy -- abort */
\r
1202 if (key == IHALPHA && isit("no")) {
\r
1209 if (checkshctrl(rpow)) return;
\r
1213 case NOTSET:; /* avoid gcc warning */
\r
1215 /* Say shield raised or malfunction, if necessary */
\r
1216 if (alldone) return;
\r
1220 if (Rand() >= 0.99) {
\r
1221 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
\r
1222 prouts(" CLICK CLICK POP . . .");
\r
1223 prout(" No response, sir!");
\r
1227 prout("Shields raised.");
\r
1235 void hittem(double *hits) {
\r
1236 double kp, kpow, wham, hit, dustfac, kpini;
\r
1239 #endif /* SERGEEV */
\r
1240 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
\r
1244 for (; k <= nenhr2; k++, kk++) {
\r
1245 if ((wham = hits[k])==0) continue;
\r
1246 dustfac = 0.9 + 0.01*Rand();
\r
1247 hit = wham*pow(dustfac,game.kdist[kk]);
\r
1248 kpini = game.kpower[kk];
\r
1250 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
\r
1251 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
\r
1252 kpow = game.kpower[kk];
\r
1255 if (hit > 0.005) {
\r
1257 if (game.damage[DSRSENS]==0){
\r
1262 gotoxy(jj*2+3,ii+2);
\r
1264 proutn("%c", game.quad[ii][jj]);
\r
1265 gotoxy(wherex()-1,wherey());
\r
1270 proutn("%c", game.quad[ii][jj]);
\r
1273 _setcursortype(_NORMALCURSOR);
\r
1276 #endif /* SERGEEV */
\r
1277 proutn("%d unit hit on ", (int)hit);
\r
1280 proutn("Very small hit on ");
\r
1281 ienm = game.quad[ii][jj];
\r
1282 if (ienm==IHQUEST) iqengry=1;
\r
1283 crmena(0,ienm,2,ii,jj);
\r
1286 deadkl(ii, jj, ienm, ii, jj);
\r
1287 if (game.state.remkl==0) finish(FWON);
\r
1288 if (alldone) return;
\r
1289 kk--; /* don't do the increment */
\r
1291 else /* decide whether or not to emasculate klingon */
\r
1292 if (kpow > 0 && Rand() >= 0.9 &&
\r
1293 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
\r
1294 prout("***Mr. Spock- \"Captain, the vessel at ",
\r
1295 cramlc(sector,ii,jj));
\r
1296 prout(" has just lost its firepower.\"");
\r
1297 game.kpower[kk] = -kpow;
\r