10 enum {NONE, SHUP, SHDN, NRG} action = NONE;
14 if (i == 2) action = SHUP;
22 if (game.damage[DSHIELD]) {
23 prout("Shields damaged and down.");
28 else if (isit("down"))
33 proutn("Do you wish to change shield energy? ");
35 proutn("Energy to transfer to shields- ");
38 else if (game.damage[DSHIELD]) {
39 prout("Shields damaged and down.");
43 proutn("Shields are up. Do you want them down? ");
44 if (ja()) action = SHDN;
51 proutn("Shields are down. Do you want them up? ");
52 if (ja()) action = SHUP;
61 case SHUP: /* raise shields */
63 prout("Shields already up.");
68 if (condit != IHDOCKED) energy -= 50.0;
69 prout("Shields raised.");
72 prout("Shields raising uses up last of energy.");
80 prout("Shields already down.");
85 prout("Shields lowered.");
89 while (scan() != IHREAL) {
91 proutn("Energy to transfer to shields- ");
94 if (aaitem==0) return;
95 if (aaitem > energy) {
96 prout("Insufficient ship energy.");
100 if (shield+aaitem >= inshld) {
101 prout("Shield energy maximized.");
102 if (shield+aaitem > inshld) {
103 prout("Excess energy requested returned to ship energy");
105 energy -= inshld-shield;
109 if (aaitem < 0.0 && energy-aaitem > inenrg) {
110 /* Prevent shield drain loophole */
112 prout("Engineering to bridge--");
113 prout(" Scott here. Power circuit problem, Captain.");
114 prout(" I can't drain the shields.");
118 if (shield+aaitem < 0) {
119 prout("All shield energy transferred to ship.");
124 proutn("Scotty- \"");
126 prout("Transferring energy to shields.\"");
128 prout("Draining energy from shields.\"");
132 case NONE:; /* avoid gcc warning */
136 void ram(int ibumpd, int ienm, int ix, int iy) {
137 double type = 1.0, extradm;
140 prouts("***RED ALERT! RED ALERT!");
142 prout("***COLLISION IMMINENT.");
147 case IHR: type = 1.5; break;
148 case IHC: type = 2.0; break;
149 case IHS: type = 2.5; break;
150 case IHT: type = 0.5; break;
151 case IHQUEST: type = 4.0; break;
153 proutn(ibumpd ? " rammed by " : " rams ");
154 crmena(0, ienm, 2, ix, iy);
155 if (ibumpd) proutn(" (original position)");
157 deadkl(ix, iy, ienm, sectx, secty);
160 prout(" heavily damaged.");
161 icas = 10.0+20.0*Rand();
162 prout("***Sickbay reports %d casualties", icas);
164 for (l=1; l <= NDEVICES; l++) {
165 if (l == DDRAY) continue; // Don't damage deathray
166 if (game.damage[l] < 0) continue;
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) {
180 int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
185 double ac=course + 0.25*r;
186 double angle = (15.0-ac)*0.5235988;
187 double bullseye = (15.0 - course)*0.5235988;
188 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
189 double ang, temp, xx, yy, kp, h1;
191 bigger = fabs(deltax);
192 if (fabs(deltay) > bigger) bigger = fabs(deltay);
198 if (game.damage[DSRSENS]==0 || condit==IHDOCKED) setwnd(1);
201 /* Loop to move a single torpedo */
202 for (l=1; l <= 15; l++) {
205 if (ix < 1 || ix > 10) break;
208 if (iy < 1 || iy > 10) break;
210 if (l==4 || l==9) skip(1);
211 proutn("%d - %d ", (int)x, (int)y);
212 iquad=game.quad[ix][iy];
214 iquad=game.quad[ix][iy];
215 if (game.damage[DSRSENS]==0 || condit==IHDOCKED){
217 delay((wait!=1)*400);
220 if ((game.quad[ix][iy]==IHDOT)||(game.quad[ix][iy]==IHBLANK)){
221 game.quad[ix][iy]='+';
223 game.quad[ix][iy]=iquad;
229 game.quad[ix][iy]|=128;
231 game.quad[ix][iy]=iquad;
232 _setcursortype(_NOCURSOR);
237 _setcursortype(_NORMALCURSOR);
241 proutn("%d - %d ", (int)x, (int)y);
244 if (iquad==IHDOT) continue;
253 case IHE: /* Hit our ship */
256 proutn("Torpedo hits ");
259 *hit = 700.0 + 100.0*Rand() -
260 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
261 fabs(sin(bullseye-angle));
263 newcnd(); /* we're blown out of dock */
264 /* We may be displaced. */
265 if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
266 ang = angle + 2.5*(Rand()-0.5);
267 temp = fabs(sin(ang));
268 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
273 if (jx<1 || jx>10 || jy<1 ||jy > 10) return;
274 if (game.quad[jx][jy]==IHBLANK) {
278 if (game.quad[jx][jy]!=IHDOT) {
279 /* can't move into object */
288 case IHC: /* Hit a commander */
290 if (Rand() <= 0.05) {
291 crmena(1, iquad, 2, ix, iy);
292 prout(" uses anti-photon device;");
293 prout(" torpedo neutralized.");
296 case IHR: /* Hit a regular enemy */
299 for (ll=1; ll <= nenhere; ll++)
300 if (ix==game.kx[ll] && iy==game.ky[ll]) break;
301 kp = fabs(game.kpower[ll]);
302 h1 = 700.0 + 100.0*Rand() -
303 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
304 fabs(sin(bullseye-angle));
306 if (kp < h1) h1 = kp;
307 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
308 if (game.kpower[ll] == 0) {
309 deadkl(ix, iy, iquad, ix, iy);
312 crmena(1, iquad, 2, ix, iy);
313 /* If enemy damaged but not destroyed, try to displace */
314 ang = angle + 2.5*(Rand()-0.5);
315 temp = fabs(sin(ang));
316 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
321 if (jx<1 || jx>10 || jy<1 ||jy > 10) {
322 prout(" damaged but not destroyed.");
325 if (game.quad[jx][jy]==IHBLANK) {
326 prout(" buffeted into black hole.");
327 deadkl(ix, iy, iquad, jx, jy);
330 if (game.quad[jx][jy]!=IHDOT) {
331 /* can't move into object */
332 prout(" damaged but not destroyed.");
335 proutn(" damaged--");
340 case IHB: /* Hit a base */
342 prout("***STARBASE DESTROYED..");
343 if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;
344 for (ll=1; ll<=game.state.rembase; ll++) {
345 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
346 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
347 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
351 game.quad[ix][iy]=IHDOT;
352 game.state.rembase--;
354 game.state.galaxy[quadx][quady] -= 10;
358 case IHP: /* Hit a planet */
359 crmena(1, iquad, 2, ix, iy);
360 prout(" destroyed.");
361 game.state.nplankl++;
362 game.state.newstuf[quadx][quady] -= 1;
363 DESTROY(&game.state.plnets[iplnet]);
366 game.quad[ix][iy] = IHDOT;
368 /* captain parishes on planet */
372 case IHSTAR: /* Hit a star */
377 crmena(1, IHSTAR, 2, ix, iy);
378 prout(" unaffected by photon blast.");
380 case IHQUEST: /* Hit a thingy */
381 if (Rand()>0.7) { // Used to be certain death
383 prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
385 prouts(" HACK! HACK! HACK! *CHOKE!* ");
387 proutn("Mr. Spock-");
388 prouts(" \"Fascinating!\"");
390 deadkl(ix, iy, iquad, ix, iy);
393 * Stas Sergeev added the possibility that
394 * you can shove the Thingy.
400 case IHBLANK: /* Black hole */
402 crmena(1, IHBLANK, 2, ix, iy);
403 prout(" swallows torpedo.");
405 case IHWEB: /* hit the web */
407 prout("***Torpedo absorbed by Tholian web.");
409 case IHT: /* Hit a Tholian */
410 h1 = 700.0 + 100.0*Rand() -
411 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
412 fabs(sin(bullseye-angle));
416 prout(" destroyed.");
418 game.quad[ix][iy] = IHDOT;
422 deadkl(ix, iy, iquad, ix, iy);
427 crmena(1, IHT, 2, ix, iy);
429 prout(" survives photon blast.");
432 prout(" disappears.");
433 game.quad[ix][iy] = IHWEB;
434 ithere = ithx = ithy = 0;
438 dropin(IHBLANK, &dum, &my);
442 default: /* Problem! */
444 proutn("Don't know how to handle collision with ");
445 crmena(1, iquad, 2, ix, iy);
458 game.quad[jx][jy]=iquad;
459 game.quad[ix][iy]=IHDOT;
460 prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
461 for (ll=1; ll<=nenhere; ll++)
462 game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
469 prout("Torpedo missed.");
473 static void fry(double hit) {
474 double ncrit, extradm;
475 int ktr=1, l, ll, j, cdam[NDEVICES+1];
477 /* a critical hit occured */
478 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
480 ncrit = 1.0 + hit/(500.0+100.0*Rand());
481 proutn("***CRITICAL HIT--");
482 /* Select devices and cause damage */
483 for (l = 1; l <= ncrit && l <= NDEVICES; l++) {
485 j = NDEVICES*Rand()+1.0;
486 /* Cheat to prevent shuttle damage unless on ship */
487 } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||
490 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
491 game.damage[j] += extradm;
493 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
502 if (game.damage[DSHIELD] && shldup) {
503 prout("***Shields knocked down.");
509 /* k == 0 forces use of phasers in an attack */
510 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
511 int atackd = 0, attempt = 0;
513 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
518 if (idebug) prout("ATTACK!");
521 if (ithere) movetho();
523 if (neutz) { /* The one chance not to be attacked */
527 if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom();
528 if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
530 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
532 if (skill <= 2) i = 2;
533 for (l=1; l <= nenhere; l++) {
534 if (game.kpower[l] < 0) continue; /* too weak to attack */
535 /* compute hit strength and diminsh shield power */
537 /* Increase chance of photon torpedos if docked or enemy energy low */
538 if (condit == IHDOCKED) r *= 0.25;
539 if (game.kpower[l] < 500) r *= 0.25;
542 iquad = game.quad[jx][jy];
543 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
544 itflag = (iquad == IHK && r > 0.0005) || k == 0 ||
545 (iquad==IHC && r > 0.015) ||
546 (iquad==IHR && r > 0.3) ||
547 (iquad==IHS && r > 0.07) ||
548 (iquad==IHQUEST && r > 0.05);
550 /* Enemy uses phasers */
551 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
552 attempt = 1; /* Attempt to attack */
553 dustfac = 0.8+0.05*Rand();
554 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
555 game.kpower[l] *= 0.75;
557 else { /* Enemy used photon torpedo */
558 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
560 proutn("***TORPEDO INCOMING");
561 if (game.damage[DSRSENS] <= 0.0) {
563 crmena(0, iquad, i, jx, jy);
567 r = (Rand()+Rand())*0.5 -0.5;
568 r += 0.002*game.kpower[l]*r;
569 torpedo(course, r, jx, jy, &hit, 0);
570 if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */
571 if (game.state.galaxy[quadx][quady] == 1000 ||
572 alldone) return; /* Supernova or finished */
573 if (hit == 0) continue;
575 if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
576 /* shields will take hits */
577 double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
578 if(propor < 0.1) propor = 0.1;
579 hitsh = propor*chgfac*hit+1.0;
582 if (absorb > shield) absorb = shield;
585 if (condit==IHDOCKED) dock(0);
586 if (propor > 0.1 && hit < 0.005*energy) continue;
588 /* It's a hit -- print out hit size */
589 atackd = 1; /* We weren't going to check casualties, etc. if
590 shields were down for some strange reason. This
591 doesn't make any sense, so I've fixed it */
593 proutn("%d unit hit", (int)hit);
594 if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {
598 if (game.damage[DSRSENS] <= 0.0 && itflag) {
600 crmena(0, iquad, i, jx, jy);
603 /* Decide if hit is critical */
604 if (hit > hitmax) hitmax = hit;
607 prout("Hit %g energy %g", hit, energy);
609 if (condit==IHDOCKED) dock(0);
612 /* Returning home upon your shield, not with it... */
616 if (attempt == 0 && condit == IHDOCKED)
617 prout("***Enemies decide against attacking your ship.");
618 if (atackd == 0) return;
619 percent = 100.0*pfac*shield+0.5;
621 /* Shields fully protect ship */
622 proutn("Enemy attack reduces shield strength to ");
625 /* Print message if starship suffered hit(s) */
627 proutn("Energy left %2d shields ", (int)energy);
628 if (shldup) proutn("up ");
629 else if (game.damage[DSHIELD] == 0) proutn("down ");
630 else proutn("damaged, ");
632 prout("%d%%, torpedoes left %d", percent, torps);
633 /* Check if anyone was hurt */
634 if (hitmax >= 200 || hittot >= 500) {
635 int icas= hittot*Rand()*0.015;
638 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
639 prout(" in that last attack.\"");
643 /* After attack, reset average distance to enemies */
644 for (l = 1; l <= nenhere; l++)
645 game.kavgd[l] = game.kdist[l];
650 void deadkl(int ix, int iy, int type, int ixx, int iyy) {
651 /* Added ixx and iyy allow enemy to "move" before dying */
656 crmena(1, type, 2, ixx, iyy);
657 /* Decide what kind of enemy it is and update approriately */
659 /* chalk up a Romulan */
660 game.state.newstuf[quadx][quady] -= 10;
663 game.state.nromrem--;
665 else if (type == IHT) {
666 /* Killed a Tholian */
669 else if (type == IHQUEST) {
670 /* Killed a Thingy */
671 iqhere=iqengry=thingx=thingy=0;
674 /* Some type of a Klingon */
675 game.state.galaxy[quadx][quady] -= 100;
681 for (i=1; i<=game.state.remcom; i++)
682 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
683 game.state.cx[i] = game.state.cx[game.state.remcom];
684 game.state.cy[i] = game.state.cy[game.state.remcom];
685 game.state.cx[game.state.remcom] = 0;
686 game.state.cy[game.state.remcom] = 0;
688 game.future[FTBEAM] = 1e30;
689 if (game.state.remcom != 0)
690 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
697 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
698 game.state.nsckill = 1;
699 game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;
704 /* For each kind of enemy, finish message to player */
705 prout(" destroyed.");
706 game.quad[ix][iy] = IHDOT;
707 if (game.state.remkl==0) return;
709 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
711 /* Remove enemy ship from arrays describing local conditions */
712 if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
713 game.future[FCDBAS] = 1e30;
714 for (i=1; i<=nenhere; i++)
715 if (game.kx[i]==ix && game.ky[i]==iy) break;
718 for (j=i; j<=nenhere; j++) {
719 game.kx[j] = game.kx[j+1];
720 game.ky[j] = game.ky[j+1];
721 game.kpower[j] = game.kpower[j+1];
722 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
725 game.kx[nenhere+1] = 0;
726 game.ky[nenhere+1] = 0;
727 game.kdist[nenhere+1] = 0;
728 game.kavgd[nenhere+1] = 0;
729 game.kpower[nenhere+1] = 0;
733 static int targetcheck(double x, double y, double *course) {
735 /* Return TRUE if target is invalid */
736 if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {
740 deltx = 0.1*(y - secty);
741 delty = 0.1*(sectx - x);
742 if (deltx==0 && delty== 0) {
744 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
745 prout(" I recommend an immediate review of");
746 prout(" the Captain's psychological profile.\"");
750 *course = 1.90985932*atan2(deltx, delty);
755 double targ[4][3], course[4];
757 int key, n, i, osuabor;
761 if (game.damage[DPHOTON]) {
762 prout("Photon tubes damaged.");
767 prout("No torpedoes left.");
773 if (key == IHALPHA) {
777 else if (key == IHEOL) {
778 prout("%d torpedoes left.", torps);
779 proutn("Number of torpedoes to fire- ");
782 else /* key == IHREAL */ {
784 if (n <= 0) { /* abort command */
790 prout("Maximum of 3 torpedoes per burst.");
794 if (n <= torps) break;
799 for (i = 1; i <= n; i++) {
801 if (i==1 && key == IHEOL) {
802 break; /* we will try prompting */
804 if (i==2 && key == IHEOL) {
805 /* direct all torpedoes at one target */
807 targ[i][1] = targ[1][1];
808 targ[i][2] = targ[1][2];
809 course[i] = course[1];
825 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
828 if (i == 1 && key == IHEOL) {
829 /* prompt for each one */
830 for (i = 1; i <= n; i++) {
831 proutn("Target sector for torpedo number %d- ", i);
845 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
849 /* Loop for moving <n> torpedoes */
851 for (i = 1; i <= n && !osuabor; i++) {
852 if (condit != IHDOCKED) torps--;
853 r = (Rand()+Rand())*0.5 -0.5;
854 if (fabs(r) >= 0.47) {
856 r = (Rand()+1.2) * r;
858 prouts("***TORPEDO NUMBER %d MISFIRES", i);
860 else prouts("***TORPEDO MISFIRES.");
863 prout(" Remainder of burst aborted.");
866 prout("***Photon tubes damaged by misfire.");
867 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
871 if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;
875 proutn("Track for torpedo number %d- ", i);
879 proutn("Torpedo track- ");
882 torpedo(course[i], r, sectx, secty, &dummy, i);
883 if (alldone || game.state.galaxy[quadx][quady]==1000) return;
885 if (game.state.remkl==0) finish(FWON);
890 static void overheat(double rpow) {
892 double chekbrn = (rpow-1500.)*0.00038;
893 if (Rand() <= chekbrn) {
894 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
895 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
900 static int checkshctrl(double rpow) {
906 prout("Shields lowered.");
909 /* Something bad has happened */
910 prouts("***RED ALERT! RED ALERT!");
912 hit = rpow*shield/inshld;
913 energy -= rpow+hit*0.8;
916 prouts("Sulu- \"Captain! Shield malf***********************\"");
922 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
924 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
925 icas = hit*Rand()*0.012;
930 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
931 prout(" %d casualties so far.\"", icas);
935 prout("Phaser energy dispersed by shields.");
936 prout("Enemy unaffected.");
943 double hits[21], rpow=0, extra, powrem, over, temp;
944 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
945 int ifast=0, no=0, ipoop=1, msgflag = 1;
946 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
950 /* SR sensors and Computer */
951 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
952 if (condit == IHDOCKED) {
953 prout("Phasers can't be fired through base shields.");
957 if (game.damage[DPHASER] != 0) {
958 prout("Phaser control damaged.");
963 if (game.damage[DSHCTRL]) {
964 prout("High speed shield control damaged.");
968 if (energy <= 200.0) {
969 prout("Insufficient energy to activate high-speed shield control.");
973 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
977 /* Original code so convoluted, I re-did it all */
978 while (automode==NOTSET) {
980 if (key == IHALPHA) {
981 if (isit("manual")) {
983 prout("There is no enemy present to select.");
993 else if (isit("automatic")) {
994 if ((!ipoop) && nenhere != 0) {
999 prout("Energy will be expended into space.");
1000 automode = AUTOMATIC;
1004 else if (isit("no")) {
1012 else if (key == IHREAL) {
1014 prout("Energy will be expended into space.");
1015 automode = AUTOMATIC;
1018 automode = FORCEMAN;
1020 automode = AUTOMATIC;
1025 prout("Energy will be expended into space.");
1026 automode = AUTOMATIC;
1029 automode = FORCEMAN;
1031 proutn("Manual or automatic? ");
1037 if (key == IHALPHA && isit("no")) {
1041 if (key != IHREAL && nenhere != 0) {
1042 prout("Phasers locked on target. Energy available: %.2f",
1043 ifast?energy-200.0:energy,1,2);
1048 if (!kz) for (i = 1; i <= nenhere; i++)
1049 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
1050 (1.01+0.05*Rand()) + 1.0;
1052 proutn("(%d) units required. ", irec);
1054 proutn("Units to fire= ");
1056 if (key!=IHREAL) return;
1058 if (rpow > (ifast?energy-200:energy)) {
1059 proutn("Energy available= %.2f",
1060 ifast?energy-200:energy);
1064 } while (rpow > (ifast?energy-200:energy));
1070 if ((key=scan()) == IHALPHA && isit("no")) {
1074 energy -= 200; /* Go and do it! */
1075 if (checkshctrl(rpow)) return;
1083 for (i = 1; i <= nenhere; i++) {
1085 if (powrem <= 0) continue;
1086 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1087 over = (0.01 + 0.05*Rand())*hits[i];
1089 powrem -= hits[i] + over;
1090 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1091 if (powrem <= 0) over = 0.0;
1094 if (powrem > 0.0) extra += powrem;
1098 if (extra > 0 && alldone == 0) {
1100 proutn("*** Tholian web absorbs ");
1101 if (nenhere>0) proutn("excess ");
1102 prout("phaser energy.");
1105 prout("%d expended on empty space.", (int)extra);
1113 if (game.damage[DCOMPTR]!=0)
1114 prout("Battle comuter damaged, manual file only.");
1117 prouts("---WORKING---");
1119 prout("Short-range-sensors-damaged");
1120 prout("Insufficient-data-for-automatic-phaser-fire");
1121 prout("Manual-fire-must-be-used");
1126 for (k = 1; k <= nenhere;) {
1127 int ii = game.kx[k], jj = game.ky[k];
1128 int ienm = game.quad[ii][jj];
1130 proutn("Energy available= %.2f",
1131 energy-.006-(ifast?200:0));
1136 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
1137 (ienm == IHC || ienm == IHS)) {
1139 prout(" can't be located without short range scan.");
1142 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1148 if (ipoop && k > kz)
1149 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1150 (1.01+0.05*Rand()) + 1.0;
1153 if (game.damage[DCOMPTR]==0) proutn("%d", irec);
1156 proutn("units to fire at ");
1157 crmena(0, ienm, 2, ii, jj);
1161 if (key == IHALPHA && isit("no")) {
1166 if (key == IHALPHA) {
1171 if (k==1) { /* Let me say I'm baffled by this */
1183 /* If total requested is too much, inform and start over */
1185 if (rpow > (ifast?energy-200:energy)) {
1186 prout("Available energy exceeded -- try again.");
1190 key = scan(); /* scan for next value */
1194 /* zero energy -- abort */
1198 if (key == IHALPHA && isit("no")) {
1205 if (checkshctrl(rpow)) return;
1209 case NOTSET:; /* avoid gcc warning */
1211 /* Say shield raised or malfunction, if necessary */
1212 if (alldone) return;
1216 if (Rand() >= 0.99) {
1217 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
1218 prouts(" CLICK CLICK POP . . .");
1219 prout(" No response, sir!");
1223 prout("Shields raised.");
1231 void hittem(double *hits) {
1232 double kp, kpow, wham, hit, dustfac, kpini;
1235 #endif /* SERGEEV */
1236 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
1240 for (; k <= nenhr2; k++, kk++) {
1241 if ((wham = hits[k])==0) continue;
1242 dustfac = 0.9 + 0.01*Rand();
1243 hit = wham*pow(dustfac,game.kdist[kk]);
1244 kpini = game.kpower[kk];
1246 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1247 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1248 kpow = game.kpower[kk];
1253 if (game.damage[DSRSENS]==0){
1258 gotoxy(jj*2+3,ii+2);
1260 proutn("%c", game.quad[ii][jj]);
1261 gotoxy(wherex()-1,wherey());
1266 proutn("%c", game.quad[ii][jj]);
1269 _setcursortype(_NORMALCURSOR);
1272 #endif /* SERGEEV */
1273 proutn("%d unit hit on ", (int)hit);
1276 proutn("Very small hit on ");
1277 ienm = game.quad[ii][jj];
1278 if (ienm==IHQUEST) iqengry=1;
1279 crmena(0,ienm,2,ii,jj);
1282 deadkl(ii, jj, ienm, ii, jj);
1283 if (game.state.remkl==0) finish(FWON);
1284 if (alldone) return;
1285 kk--; /* don't do the increment */
1287 else /* decide whether or not to emasculate klingon */
1288 if (kpow > 0 && Rand() >= 0.9 &&
1289 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1290 prout("***Mr. Spock- \"Captain, the vessel at ",
1291 cramlc(sector,ii,jj));
1292 prout(" has just lost its firepower.\"");
1293 game.kpower[kk] = -kpow;