3 void doshield(bool raise)
4 /* change shield status */
7 enum {NONE, SHUP, SHDN, NRG} action = NONE;
20 if (damaged(DSHIELD)) {
21 prout(_("Shields damaged and down."));
26 else if (isit("down"))
31 proutn(_("Do you wish to change shield energy? "));
33 proutn(_("Energy to transfer to shields- "));
36 else if (damaged(DSHIELD)) {
37 prout(_("Shields damaged and down."));
40 else if (game.shldup) {
41 proutn(_("Shields are up. Do you want them down? "));
42 if (ja() == true) action = SHDN;
49 proutn(_("Shields are down. Do you want them up? "));
50 if (ja() == true) action = SHUP;
59 case SHUP: /* raise shields */
61 prout(_("Shields already up."));
66 if (game.condition != docked) game.energy -= 50.0;
67 prout(_("Shields raised."));
68 if (game.energy <= 0) {
70 prout(_("Shields raising uses up last of energy."));
78 prout(_("Shields already down."));
83 prout(_("Shields lowered."));
87 while (scan() != IHREAL) {
89 proutn(_("Energy to transfer to shields- "));
92 if (aaitem==0) return;
93 if (aaitem > game.energy) {
94 prout(_("Insufficient ship energy."));
98 if (game.shield+aaitem >= game.inshld) {
99 prout(_("Shield energy maximized."));
100 if (game.shield+aaitem > game.inshld) {
101 prout(_("Excess energy requested returned to ship energy"));
103 game.energy -= game.inshld-game.shield;
104 game.shield = game.inshld;
107 if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) {
108 /* Prevent shield drain loophole */
110 prout(_("Engineering to bridge--"));
111 prout(_(" Scott here. Power circuit problem, Captain."));
112 prout(_(" I can't drain the shields."));
116 if (game.shield+aaitem < 0) {
117 prout(_("All shield energy transferred to ship."));
118 game.energy += game.shield;
122 proutn(_("Scotty- \""));
124 prout(_("Transferring energy to shields.\""));
126 prout(_("Draining energy from shields.\""));
127 game.shield += aaitem;
128 game.energy -= aaitem;
130 case NONE:; /* avoid gcc warning */
134 static int randdevice(void)
135 /* choose a device to damage, at random. */
138 * Quoth Eric Allman in the code of BSD-Trek:
139 * "Under certain conditions you can get a critical hit. This
140 * sort of hit damages devices. The probability that a given
141 * device is damaged depends on the device. Well protected
142 * devices (such as the computer, which is in the core of the
143 * ship and has considerable redundancy) almost never get
144 * damaged, whereas devices which are exposed (such as the
145 * warp engines) or which are particularly delicate (such as
146 * the transporter) have a much higher probability of being
149 * This is one place where OPTION_PLAIN does not restore the
150 * original behavior, which was equiprobable damage across
151 * all devices. If we wanted that, we'd return NDEVICES*Rand()
152 * and have done with it. Also, in the original game, DNAVYS
153 * and DCOMPTR were the same device.
155 * Instead, we use a table of weights similar to the one from BSD Trek.
156 * BSD doesn't have the shuttle, shield controller, death ray, or probes.
157 * We don't have a cloaking device. The shuttle got the allocation
158 * for the cloaking device, then we shaved a half-percent off
159 * everything to have some weight to give DSHCTRL/DDRAY/DDSP.
161 static int weights[NDEVICES] = {
162 105, /* DSRSENS: short range scanners 10.5% */
163 105, /* DLRSENS: long range scanners 10.5% */
164 120, /* DPHASER: phasers 12.0% */
165 120, /* DPHOTON: photon torpedoes 12.0% */
166 25, /* DLIFSUP: life support 2.5% */
167 65, /* DWARPEN: warp drive 6.5% */
168 70, /* DIMPULS: impulse engines 6.5% */
169 145, /* DSHIELD: deflector shields 14.5% */
170 30, /* DRADIO: subspace radio 3.0% */
171 45, /* DSHUTTL: shuttle 4.5% */
172 15, /* DCOMPTR: computer 1.5% */
173 20, /* NAVCOMP: navigation system 2.0% */
174 75, /* DTRANSP: transporter 7.5% */
175 20, /* DSHCTRL: high-speed shield controller 2.0% */
176 10, /* DDRAY: death ray 1.0% */
177 30, /* DDSP: deep-space probes 3.0% */
179 int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */
181 for (i = sum = 0; i < NDEVICES; i++) {
186 return -1; /* we should never get here, but this quiets GCC */
189 void ram(bool ibumpd, feature ienm, coord w)
190 /* make our ship ram something */
192 double hardness, extradm;
195 prouts(_("***RED ALERT! RED ALERT!"));
197 prout(_("***COLLISION IMMINENT."));
202 case IHR: hardness = 1.5; break;
203 case IHC: hardness = 2.0; break;
204 case IHS: hardness = 2.5; break;
205 case IHT: hardness = 0.5; break;
206 case IHQUEST: hardness = 4.0; break;
207 default: hardness = 1.0; break;
209 proutn(ibumpd ? _(" rammed by ") : _(" rams "));
210 crmena(false, ienm, sector, w);
211 if (ibumpd) proutn(_(" (original position)"));
213 deadkl(w, ienm, game.sector);
216 prout(_(" heavily damaged."));
217 icas = 10.0+20.0*Rand();
218 prout(_("***Sickbay reports %d casualties"), icas);
220 game.state.crew -= icas;
222 * In the pre-SST2K version, all devices got equiprobably damaged,
223 * which was silly. Instead, pick up to half the devices at
224 * random according to our weighting table,
226 ncrits = Rand() * (NDEVICES/2);
227 for (m=0; m < ncrits; m++) {
228 int dev = randdevice();
229 if (game.damage[dev] < 0)
231 extradm = (10.0*hardness*Rand()+1.0)*game.damfac;
232 /* Damage for at least time of travel! */
233 game.damage[dev] += game.optime + extradm;
236 prout(_("***Shields are down."));
245 void torpedo(double course, double r, coord in, double *hit, int i, int n)
246 /* let a photon torpedo fly */
250 double ac=course + 0.25*r;
251 double angle = (15.0-ac)*0.5235988;
252 double bullseye = (15.0 - course)*0.5235988;
253 double deltax=-sin(angle), deltay=cos(angle), x=in.x, y=in.y, bigger;
254 double ang, temp, xx, yy, kp, h1;
255 struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
258 w.x = w.y = jw.x = jw.y = 0;
259 bigger = fabs(deltax);
260 if (fabs(deltay) > bigger) bigger = fabs(deltay);
263 if (!damaged(DSRSENS) || game.condition==docked)
264 setwnd(srscan_window);
266 setwnd(message_window);
267 /* Loop to move a single torpedo */
268 for (l=1; l <= 15; l++) {
273 if (!VALID_SECTOR(w.x, w.y)) break;
274 iquad=game.quad[w.x][w.y];
275 tracktorpedo(w, l, i, n, iquad);
276 if (iquad==IHDOT) continue;
278 setwnd(message_window);
279 skip(1); /* start new line after text track */
281 case IHE: /* Hit our ship */
284 proutn(_("Torpedo hits "));
287 *hit = 700.0 + 100.0*Rand() -
288 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
290 newcnd(); /* we're blown out of dock */
291 /* We may be displaced. */
292 if (game.landed || game.condition==docked)
293 return; /* Cheat if on a planet */
294 ang = angle + 2.5*(Rand()-0.5);
295 temp = fabs(sin(ang));
296 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
301 if (!VALID_SECTOR(jw.x, jw.y)) return;
302 if (game.quad[jw.x][jw.y]==IHBLANK) {
306 if (game.quad[jw.x][jw.y]!=IHDOT) {
307 /* can't move into object */
315 case IHC: /* Hit a commander */
317 if (Rand() <= 0.05) {
318 crmena(true, iquad, sector, w);
319 prout(_(" uses anti-photon device;"));
320 prout(_(" torpedo neutralized."));
323 case IHR: /* Hit a regular enemy */
326 for_local_enemies(ll)
327 if (same(w, game.ks[ll]))
329 kp = fabs(game.kpower[ll]);
330 h1 = 700.0 + 100.0*Rand() -
331 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
333 if (kp < h1) h1 = kp;
334 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
335 if (game.kpower[ll] == 0) {
339 crmena(true, iquad, sector, w);
340 /* If enemy damaged but not destroyed, try to displace */
341 ang = angle + 2.5*(Rand()-0.5);
342 temp = fabs(sin(ang));
343 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
348 if (!VALID_SECTOR(jw.x, jw.y)) {
349 prout(_(" damaged but not destroyed."));
352 if (game.quad[jw.x][jw.y]==IHBLANK) {
353 prout(_(" buffeted into black hole."));
354 deadkl(w, iquad, jw);
357 if (game.quad[jw.x][jw.y]!=IHDOT) {
358 /* can't move into object */
359 prout(_(" damaged but not destroyed."));
362 proutn(_(" damaged--"));
366 case IHB: /* Hit a base */
368 prout(_("***STARBASE DESTROYED.."));
370 if (same(game.state.baseq[ll], game.quadrant)) {
371 game.state.baseq[ll]=game.state.baseq[game.state.rembase];
375 game.quad[w.x][w.y]=IHDOT;
376 game.state.rembase--;
377 game.base.x=game.base.y=0;
379 game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
383 case IHP: /* Hit a planet */
384 crmena(true, iquad, sector, w);
385 prout(_(" destroyed."));
386 game.state.nplankl++;
387 q->planet = NOPLANET;
388 DESTROY(&game.state.plnets[game.iplnet]);
390 game.plnet.x = game.plnet.y = 0;
391 game.quad[w.x][w.y] = IHDOT;
393 /* captain perishes on planet */
397 case IHW: /* Hit an inhabited world -- very bad! */
398 crmena(true, iquad, sector, w);
399 prout(_(" destroyed."));
400 game.state.nworldkl++;
401 q->planet = NOPLANET;
402 DESTROY(&game.state.plnets[game.iplnet]);
404 game.plnet.x = game.plnet.y = 0;
405 game.quad[w.x][w.y] = IHDOT;
407 /* captain perishes on planet */
410 prout(_("You have just destroyed an inhabited planet."));
411 prout(_("Celebratory rallies are being held on the Klingon homeworld."));
413 case IHSTAR: /* Hit a star */
418 crmena(true, IHSTAR, sector, w);
419 prout(_(" unaffected by photon blast."));
421 case IHQUEST: /* Hit a thingy */
422 if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
424 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"));
426 prouts(_(" HACK! HACK! HACK! *CHOKE!* "));
428 proutn(_("Mr. Spock-"));
429 prouts(_(" \"Fascinating!\""));
434 * Stas Sergeev added the possibility that
435 * you can shove the Thingy and piss it off.
436 * It then becomes an enemy and may fire at you.
442 case IHBLANK: /* Black hole */
444 crmena(true, IHBLANK, sector, w);
445 prout(_(" swallows torpedo."));
447 case IHWEB: /* hit the web */
449 prout(_("***Torpedo absorbed by Tholian web."));
451 case IHT: /* Hit a Tholian */
452 h1 = 700.0 + 100.0*Rand() -
453 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
456 game.quad[w.x][w.y] = IHDOT;
462 crmena(true, IHT, sector, w);
464 prout(_(" survives photon blast."));
467 prout(_(" disappears."));
468 game.quad[w.x][w.y] = IHWEB;
474 default: /* Problem! */
476 proutn("Don't know how to handle collision with ");
477 crmena(true, iquad, sector, w);
483 if(curwnd!=message_window) {
484 setwnd(message_window);
487 game.quad[w.x][w.y]=IHDOT;
488 game.quad[jw.x][jw.y]=iquad;
489 prout(_(" displaced by blast to %s "), cramlc(sector, jw));
490 for_local_enemies(ll)
491 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
496 prout(_("Torpedo missed."));
500 static void fry(double hit)
501 /* critical-hit resolution */
503 double ncrit, extradm;
504 int ktr=1, loop1, loop2, j, cdam[NDEVICES];
506 /* a critical hit occured */
507 if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return;
509 ncrit = 1.0 + hit/(500.0+100.0*Rand());
510 proutn(_("***CRITICAL HIT--"));
511 /* Select devices and cause damage */
512 for (loop1 = 0; loop1 < ncrit; loop1++) {
515 /* Cheat to prevent shuttle damage unless on ship */
517 (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship));
519 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
520 game.damage[j] += extradm;
522 for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ;
523 if (loop2<=loop1) continue;
530 prout(_(" damaged."));
531 if (damaged(DSHIELD) && game.shldup) {
532 prout(_("***Shields knocked down."));
537 void attack(bool torps_ok)
538 /* bad guy attacks us */
540 /* torps_ok == false forces use of phasers in an attack */
541 int percent, loop, iquad;
542 bool itflag, atackd = false, attempt = false, ihurt = false;
543 double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
545 enum loctype where = neither;
548 if (game.alldone) return;
549 if (idebug) prout("=== ATTACK!");
551 if (game.ithere) movetho();
553 if (game.neutz) { /* The one chance not to be attacked */
557 if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
558 if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
559 pfac = 1.0/game.inshld;
560 if (game.shldchg) chgfac = 0.25+0.5*Rand();
562 if (game.skill <= SKILL_FAIR) where = sector;
563 for_local_enemies(loop) {
564 if (game.kpower[loop] < 0) continue; /* too weak to attack */
565 /* compute hit strength and diminsh shield power */
567 /* Increase chance of photon torpedos if docked or enemy energy low */
568 if (game.condition == docked) r *= 0.25;
569 if (game.kpower[loop] < 500) r *= 0.25;
571 iquad = game.quad[jay.x][jay.y];
572 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
573 itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
574 (iquad==IHC && r > 0.015) ||
575 (iquad==IHR && r > 0.3) ||
576 (iquad==IHS && r > 0.07) ||
577 (iquad==IHQUEST && r > 0.05);
579 /* Enemy uses phasers */
580 if (game.condition == docked) continue; /* Don't waste the effort! */
581 attempt = true; /* Attempt to attack */
582 dustfac = 0.8+0.05*Rand();
583 hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
584 game.kpower[loop] *= 0.75;
586 else { /* Enemy used photon torpedo */
587 double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
589 proutn(_("***TORPEDO INCOMING"));
590 if (!damaged(DSRSENS)) {
592 crmena(false, iquad, where, jay);
596 r = (Rand()+Rand())*0.5 -0.5;
597 r += 0.002*game.kpower[loop]*r;
598 torpedo(course, r, jay, &hit, 1, 1);
600 finish(FWON); /* Klingons did themselves in! */
601 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone)
602 return; /* Supernova or finished */
603 if (hit == 0) continue;
605 if (game.shldup || game.shldchg || game.condition==docked) {
606 /* shields will take hits */
607 double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0);
608 if(propor < 0.1) propor = 0.1;
609 hitsh = propor*chgfac*hit+1.0;
612 if (absorb > game.shield) absorb = game.shield;
613 game.shield -= absorb;
615 if (game.condition==docked) dock(false);
616 if (propor > 0.1 && hit < 0.005*game.energy) continue;
618 /* It's a hit -- print out hit size */
619 atackd = true; /* We weren't going to check casualties, etc. if
620 shields were down for some strange reason. This
621 doesn't make any sense, so I've fixed it */
623 proutn(_("%d unit hit"), (int)hit);
624 if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
625 proutn(_(" on the "));
628 if (!damaged(DSRSENS) && itflag) {
630 crmena(false, iquad, where, jay);
633 /* Decide if hit is critical */
634 if (hit > hitmax) hitmax = hit;
638 if (game.condition==docked)
641 if (game.energy <= 0) {
642 /* Returning home upon your shield, not with it... */
646 if (!attempt && game.condition == docked)
647 prout(_("***Enemies decide against attacking your ship."));
649 percent = 100.0*pfac*game.shield+0.5;
651 /* Shields fully protect ship */
652 proutn(_("Enemy attack reduces shield strength to "));
655 /* Print message if starship suffered hit(s) */
657 proutn(_("Energy left %2d shields "), (int)game.energy);
658 if (game.shldup) proutn(_("up "));
659 else if (!damaged(DSHIELD)) proutn(_("down "));
660 else proutn(_("damaged, "));
662 prout(_("%d%%, torpedoes left %d"), percent, game.torps);
663 /* Check if anyone was hurt */
664 if (hitmax >= 200 || hittot >= 500) {
665 int icas= hittot*Rand()*0.015;
668 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties"), icas);
669 prout(_(" in that last attack.\""));
671 game.state.crew -= icas;
674 /* After attack, reset average distance to enemies */
675 for_local_enemies(loop)
676 game.kavgd[loop] = game.kdist[loop];
681 void deadkl(coord w, feature type, coord mv)
682 /* kill a Klingon, Tholian, Romulan, or Thingy */
684 /* Added mv to allow enemy to "move" before dying */
688 crmena(true, type, sector, mv);
689 /* Decide what kind of enemy it is and update approriately */
691 /* chalk up a Romulan */
692 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
694 game.state.nromrem--;
696 else if (type == IHT) {
697 /* Killed a Tholian */
700 else if (type == IHQUEST) {
701 /* Killed a Thingy */
702 iqhere = iqengry = false;
703 thing.x =thing.y = 0;
706 /* Some type of a Klingon */
707 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
711 game.comhere = false;
713 if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
714 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
715 game.state.kcmdr[game.state.remcom].x = 0;
716 game.state.kcmdr[game.state.remcom].y = 0;
719 if (game.state.remcom != 0)
720 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
728 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
733 default: /* avoids a gcc warning */
734 prout("*** Internal error, deadkl() called on %c\n", type);
739 /* For each kind of enemy, finish message to player */
740 prout(_(" destroyed."));
741 game.quad[w.x][w.y] = IHDOT;
742 if (KLINGREM==0) return;
744 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
746 /* Remove enemy ship from arrays describing local conditions */
747 if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
750 if (same(game.ks[i], w)) break;
752 if (i <= game.nenhere) {
753 for (j=i; j<=game.nenhere; j++) {
754 game.ks[j] = game.ks[j+1];
755 game.kpower[j] = game.kpower[j+1];
756 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
759 game.ks[game.nenhere+1].x = 0;
760 game.ks[game.nenhere+1].x = 0;
761 game.kdist[game.nenhere+1] = 0;
762 game.kavgd[game.nenhere+1] = 0;
763 game.kpower[game.nenhere+1] = 0;
767 static bool targetcheck(double x, double y, double *course)
770 /* Return true if target is invalid */
771 if (!VALID_SECTOR(x, y)) {
775 deltx = 0.1*(y - game.sector.y);
776 delty = 0.1*(game.sector.x - x);
777 if (deltx==0 && delty== 0) {
779 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"));
780 prout(_(" I recommend an immediate review of"));
781 prout(_(" the Captain's psychological profile.\""));
785 *course = 1.90985932*atan2(deltx, delty);
790 /* launch photon torpedo */
792 double targ[4][3], course[4];
799 if (damaged(DPHOTON)) {
800 prout(_("Photon tubes damaged."));
804 if (game.torps == 0) {
805 prout(_("No torpedoes left."));
811 if (key == IHALPHA) {
815 else if (key == IHEOL) {
816 prout(_("%d torpedoes left."), game.torps);
817 proutn(_("Number of torpedoes to fire- "));
820 else /* key == IHREAL */ {
822 if (n <= 0) { /* abort command */
828 prout(_("Maximum of 3 torpedoes per burst."));
832 if (n <= game.torps) break;
837 for (i = 1; i <= n; i++) {
839 if (i==1 && key == IHEOL) {
840 break; /* we will try prompting */
842 if (i==2 && key == IHEOL) {
843 /* direct all torpedoes at one target */
845 targ[i][1] = targ[1][1];
846 targ[i][2] = targ[1][2];
847 course[i] = course[1];
863 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
866 if (i == 1 && key == IHEOL) {
867 /* prompt for each one */
868 for (i = 1; i <= n; i++) {
869 proutn(_("Target sector for torpedo number %d- "), i);
883 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
887 /* Loop for moving <n> torpedoes */
889 for (i = 1; i <= n && !osuabor; i++) {
890 if (game.condition != docked) game.torps--;
891 r = (Rand()+Rand())*0.5 -0.5;
892 if (fabs(r) >= 0.47) {
894 r = (Rand()+1.2) * r;
896 prouts(_("***TORPEDO NUMBER %d MISFIRES"), i);
898 else prouts(_("***TORPEDO MISFIRES."));
901 prout(_(" Remainder of burst aborted."));
904 prout(_("***Photon tubes damaged by misfire."));
905 game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
909 if (game.shldup || game.condition == docked)
910 r *= 1.0 + 0.0001*game.shield;
911 torpedo(course[i], r, game.sector, &dummy, i, n);
912 if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
915 if (KLINGREM==0) finish(FWON);
920 static void overheat(double rpow)
921 /* check for phasers overheating */
924 double chekbrn = (rpow-1500.)*0.00038;
925 if (Rand() <= chekbrn) {
926 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""));
927 game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
932 static bool checkshctrl(double rpow)
933 /* check shield control */
939 if (Rand() < 0.998) {
940 prout(_("Shields lowered."));
943 /* Something bad has happened */
944 prouts(_("***RED ALERT! RED ALERT!"));
946 hit = rpow*game.shield/game.inshld;
947 game.energy -= rpow+hit*0.8;
948 game.shield -= hit*0.2;
949 if (game.energy <= 0.0) {
950 prouts(_("Sulu- \"Captain! Shield malf***********************\""));
956 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""));
958 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""));
959 icas = hit*Rand()*0.012;
964 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."));
965 prout(_(" %d casualties so far.\""), icas);
967 game.state.crew -= icas;
970 prout(_("Phaser energy dispersed by shields."));
971 prout(_("Enemy unaffected."));
980 double hits[21], rpow=0, extra, powrem, over, temp;
981 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
982 bool ifast = false, no = false, itarg = true, msgflag = true;
983 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
987 /* SR sensors and Computer are needed fopr automode */
988 if (damaged(DSRSENS) || damaged(DCOMPTR))
990 if (game.condition == docked) {
991 prout(_("Phasers can't be fired through base shields."));
995 if (damaged(DPHASER)) {
996 prout(_("Phaser control damaged."));
1001 if (damaged(DSHCTRL)) {
1002 prout(_("High speed shield control damaged."));
1006 if (game.energy <= 200.0) {
1007 prout(_("Insufficient energy to activate high-speed shield control."));
1011 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""));
1015 /* Original code so convoluted, I re-did it all */
1016 while (automode==NOTSET) {
1018 if (key == IHALPHA) {
1019 if (isit("manual")) {
1020 if (game.nenhere==0) {
1021 prout(_("There is no enemy present to select."));
1031 else if (isit("automatic")) {
1032 if ((!itarg) && game.nenhere != 0) {
1033 automode = FORCEMAN;
1036 if (game.nenhere==0)
1037 prout(_("Energy will be expended into space."));
1038 automode = AUTOMATIC;
1042 else if (isit("no")) {
1050 else if (key == IHREAL) {
1051 if (game.nenhere==0) {
1052 prout(_("Energy will be expended into space."));
1053 automode = AUTOMATIC;
1056 automode = FORCEMAN;
1058 automode = AUTOMATIC;
1062 if (game.nenhere==0) {
1063 prout(_("Energy will be expended into space."));
1064 automode = AUTOMATIC;
1067 automode = FORCEMAN;
1069 proutn(_("Manual or automatic? "));
1075 if (key == IHALPHA && isit("no")) {
1079 if (key != IHREAL && game.nenhere != 0) {
1080 prout(_("Phasers locked on target. Energy available: %.2f"),
1081 ifast?game.energy-200.0:game.energy,1,2);
1086 if (!kz) for_local_enemies(i)
1087 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
1088 (1.01+0.05*Rand()) + 1.0;
1090 proutn(_("%d units required. "), irec);
1092 proutn(_("Units to fire= "));
1094 if (key!=IHREAL) return;
1096 if (rpow > (ifast?game.energy-200:game.energy)) {
1097 proutn(_("Energy available= %.2f"),
1098 ifast?game.energy-200:game.energy);
1102 } while (rpow > (ifast?game.energy-200:game.energy));
1108 if ((key=scan()) == IHALPHA && isit("no")) {
1112 game.energy -= 200; /* Go and do it! */
1113 if (checkshctrl(rpow)) return;
1116 game.energy -= rpow;
1121 for_local_enemies(i) {
1123 if (powrem <= 0) continue;
1124 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1125 over = (0.01 + 0.05*Rand())*hits[i];
1127 powrem -= hits[i] + over;
1128 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1129 if (powrem <= 0) over = 0.0;
1132 if (powrem > 0.0) extra += powrem;
1136 if (extra > 0 && !game.alldone) {
1138 proutn(_("*** Tholian web absorbs "));
1139 if (game.nenhere>0) proutn(_("excess "));
1140 prout(_("phaser energy."));
1143 prout(_("%d expended on empty space."), (int)extra);
1151 if (damaged(DCOMPTR))
1152 prout(_("Battle computer damaged, manual file only."));
1155 prouts(_("---WORKING---"));
1157 prout(_("Short-range-sensors-damaged"));
1158 prout(_("Insufficient-data-for-automatic-phaser-fire"));
1159 prout(_("Manual-fire-must-be-used"));
1164 for (k = 1; k <= game.nenhere;) {
1165 coord aim = game.ks[k];
1166 int ienm = game.quad[aim.x][aim.y];
1168 proutn(_("Energy available= %.2f"),
1169 game.energy-.006-(ifast?200:0));
1174 if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
1175 (ienm == IHC || ienm == IHS)) {
1177 prout(_(" can't be located without short range scan."));
1180 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1186 if (itarg && k > kz)
1187 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1188 (1.01+0.05*Rand()) + 1.0;
1191 if (!damaged(DCOMPTR)) proutn("%d", irec);
1194 proutn(_("units to fire at "));
1195 crmena(false, ienm, sector, aim);
1199 if (key == IHALPHA && isit("no")) {
1204 if (key == IHALPHA) {
1209 if (k==1) { /* Let me say I'm baffled by this */
1221 /* If total requested is too much, inform and start over */
1223 if (rpow > (ifast?game.energy-200:game.energy)) {
1224 prout(_("Available energy exceeded -- try again."));
1228 key = scan(); /* scan for next value */
1232 /* zero energy -- abort */
1236 if (key == IHALPHA && isit("no")) {
1239 game.energy -= rpow;
1242 game.energy -= 200.0;
1243 if (checkshctrl(rpow)) return;
1247 case NOTSET:; /* avoid gcc warning */
1249 /* Say shield raised or malfunction, if necessary */
1255 if (Rand() >= 0.99) {
1256 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."));
1257 prouts(_(" CLICK CLICK POP . . ."));
1258 prout(_(" No response, sir!"));
1259 game.shldup = false;
1262 prout(_("Shields raised."));
1265 game.shldup = false;
1270 void hittem(double *hits)
1271 /* register a phaser hit on Klingons and Romulans */
1273 double kp, kpow, wham, hit, dustfac, kpini;
1274 int nenhr2=game.nenhere, k=1, kk=1, ienm;
1279 for (; k <= nenhr2; k++, kk++) {
1280 if ((wham = hits[k])==0) continue;
1281 dustfac = 0.9 + 0.01*Rand();
1282 hit = wham*pow(dustfac,game.kdist[kk]);
1283 kpini = game.kpower[kk];
1285 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1286 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1287 kpow = game.kpower[kk];
1290 if (!damaged(DSRSENS))
1292 proutn(_("%d unit hit on "), (int)hit);
1295 proutn(_("Very small hit on "));
1296 ienm = game.quad[w.x][w.y];
1297 if (ienm==IHQUEST) iqengry = true;
1298 crmena(false,ienm,sector,w);
1302 if (KLINGREM==0) finish(FWON);
1303 if (game.alldone) return;
1304 kk--; /* don't do the increment */
1306 else /* decide whether or not to emasculate klingon */
1307 if (kpow > 0 && Rand() >= 0.9 &&
1308 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1309 prout(_("***Mr. Spock- \"Captain, the vessel at "),
1311 prout(_(" has just lost its firepower.\""));
1312 game.kpower[kk] = -kpow;