4 /* change shield status */
7 enum {NONE, SHUP, SHDN, NRG} action = NONE;
11 if (i == 2) action = SHUP;
19 if (damaged(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 (damaged(DSHIELD)) {
36 prout(_("Shields damaged and down."));
39 else if (game.shldup) {
40 proutn(_("Shields are up. Do you want them down? "));
41 if (ja() == true) action = SHDN;
48 proutn(_("Shields are down. Do you want them up? "));
49 if (ja() == true) action = SHUP;
58 case SHUP: /* raise shields */
60 prout(_("Shields already up."));
65 if (game.condit != IHDOCKED) game.energy -= 50.0;
66 prout(_("Shields raised."));
67 if (game.energy <= 0) {
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 > game.energy) {
93 prout(_("Insufficient ship energy."));
97 if (game.shield+aaitem >= game.inshld) {
98 prout(_("Shield energy maximized."));
99 if (game.shield+aaitem > game.inshld) {
100 prout(_("Excess energy requested returned to ship energy"));
102 game.energy -= game.inshld-game.shield;
103 game.shield = game.inshld;
106 if (aaitem < 0.0 && game.energy-aaitem > game.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 (game.shield+aaitem < 0) {
116 prout(_("All shield energy transferred to ship."));
117 game.energy += game.shield;
121 proutn(_("Scotty- \""));
123 prout(_("Transferring energy to shields.\""));
125 prout(_("Draining energy from shields.\""));
126 game.shield += aaitem;
127 game.energy -= aaitem;
129 case NONE:; /* avoid gcc warning */
133 void ram(bool ibumpd, int ienm, coord w)
134 /* make our ship ram something */
136 double type = 1.0, extradm;
139 prouts(_("***RED ALERT! RED ALERT!"));
141 prout(_("***COLLISION IMMINENT."));
146 case IHR: type = 1.5; break;
147 case IHC: type = 2.0; break;
148 case IHS: type = 2.5; break;
149 case IHT: type = 0.5; break;
150 case IHQUEST: type = 4.0; break;
152 proutn(ibumpd ? _(" rammed by ") : _(" rams "));
153 crmena(false, ienm, sector, w);
154 if (ibumpd) proutn(_(" (original position)"));
156 deadkl(w, ienm, game.sector.x, game.sector.y);
159 prout(_(" heavily damaged."));
160 icas = 10.0+20.0*Rand();
161 prout(_("***Sickbay reports %d casualties"), icas);
163 game.state.crew -= icas;
164 for (m=0; m < NDEVICES; m++) {
166 continue; // Don't damage deathray
167 if (game.damage[m] < 0)
169 extradm = (10.0*type*Rand()+1.0)*game.damfac;
170 game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */
181 void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
182 /* let a photon torpedo fly */
184 int l, iquad=0, jx=0, jy=0, ll;
186 double ac=course + 0.25*r;
187 double angle = (15.0-ac)*0.5235988;
188 double bullseye = (15.0 - course)*0.5235988;
189 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
190 double ang, temp, xx, yy, kp, h1;
191 struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
195 bigger = fabs(deltax);
196 if (fabs(deltay) > bigger) bigger = fabs(deltay);
199 if (!damaged(DSRSENS) || game.condit==IHDOCKED)
200 setwnd(srscan_window);
202 setwnd(message_window);
203 /* Loop to move a single torpedo */
204 for (l=1; l <= 15; l++) {
209 if (!VALID_SECTOR(w.x, w.y)) break;
210 iquad=game.quad[w.x][w.y];
211 tracktorpedo(w.x, w.y, l, i, n, iquad);
212 if (iquad==IHDOT) continue;
214 setwnd(message_window);
215 skip(1); /* start new line after text track */
217 case IHE: /* Hit our ship */
220 proutn(_("Torpedo hits "));
223 *hit = 700.0 + 100.0*Rand() -
224 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
225 fabs(sin(bullseye-angle));
227 newcnd(); /* we're blown out of dock */
228 /* We may be displaced. */
229 if (game.landed==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */
230 ang = angle + 2.5*(Rand()-0.5);
231 temp = fabs(sin(ang));
232 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
237 if (!VALID_SECTOR(jx, jy)) return;
238 if (game.quad[jx][jy]==IHBLANK) {
242 if (game.quad[jx][jy]!=IHDOT) {
243 /* can't move into object */
252 case IHC: /* Hit a commander */
254 if (Rand() <= 0.05) {
255 crmena(true, iquad, sector, w);
256 prout(_(" uses anti-photon device;"));
257 prout(_(" torpedo neutralized."));
260 case IHR: /* Hit a regular enemy */
263 for_local_enemies(ll)
264 if (w.x==game.ks[ll].x && w.y==game.ks[ll].y) break;
265 kp = fabs(game.kpower[ll]);
266 h1 = 700.0 + 100.0*Rand() -
267 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
268 fabs(sin(bullseye-angle));
270 if (kp < h1) h1 = kp;
271 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
272 if (game.kpower[ll] == 0) {
273 deadkl(w, iquad, w.x, w.y);
276 crmena(true, iquad, sector, w);
277 /* If enemy damaged but not destroyed, try to displace */
278 ang = angle + 2.5*(Rand()-0.5);
279 temp = fabs(sin(ang));
280 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
285 if (!VALID_SECTOR(jx, jy)) {
286 prout(_(" damaged but not destroyed."));
289 if (game.quad[jx][jy]==IHBLANK) {
290 prout(_(" buffeted into black hole."));
291 deadkl(w, iquad, jx, jy);
294 if (game.quad[jx][jy]!=IHDOT) {
295 /* can't move into object */
296 prout(_(" damaged but not destroyed."));
299 proutn(_(" damaged--"));
304 case IHB: /* Hit a base */
306 prout(_("***STARBASE DESTROYED.."));
308 if (same(game.state.baseq[ll], game.quadrant)) {
309 game.state.baseq[ll]=game.state.baseq[game.state.rembase];
313 game.quad[w.x][w.y]=IHDOT;
314 game.state.rembase--;
315 game.base.x=game.base.y=0;
317 game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
321 case IHP: /* Hit a planet */
322 crmena(true, iquad, sector, w);
323 prout(_(" destroyed."));
324 game.state.nplankl++;
325 q->planet = NOPLANET;
326 DESTROY(&game.state.plnets[game.iplnet]);
328 game.plnet.x = game.plnet.y = 0;
329 game.quad[w.x][w.y] = IHDOT;
330 if (game.landed==1) {
331 /* captain perishes on planet */
335 case IHW: /* Hit an inhabited world -- very bad! */
336 crmena(true, iquad, sector, w);
337 prout(_(" destroyed."));
338 game.state.nworldkl++;
339 q->planet = NOPLANET;
340 DESTROY(&game.state.plnets[game.iplnet]);
342 game.plnet.x = game.plnet.y = 0;
343 game.quad[w.x][w.y] = IHDOT;
344 if (game.landed==1) {
345 /* captain perishes on planet */
348 prout("You have just destroyed an inhabited planet.");
349 prout("Celebratory rallies are being held on the Klingon homeworld.");
351 case IHSTAR: /* Hit a star */
356 crmena(true, IHSTAR, sector, w);
357 prout(_(" unaffected by photon blast."));
359 case IHQUEST: /* Hit a thingy */
360 if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
362 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"));
364 prouts(_(" HACK! HACK! HACK! *CHOKE!* "));
366 proutn(_("Mr. Spock-"));
367 prouts(_(" \"Fascinating!\""));
369 deadkl(w, iquad, w.x, w.y);
372 * Stas Sergeev added the possibility that
373 * you can shove the Thingy and piss it off.
374 * It then becomes an enemy and may fire at you.
380 case IHBLANK: /* Black hole */
382 crmena(true, IHBLANK, sector, w);
383 prout(_(" swallows torpedo."));
385 case IHWEB: /* hit the web */
387 prout(_("***Torpedo absorbed by Tholian web."));
389 case IHT: /* Hit a Tholian */
390 h1 = 700.0 + 100.0*Rand() -
391 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
392 fabs(sin(bullseye-angle));
395 game.quad[w.x][w.y] = IHDOT;
397 game.tholian.x = game.tholian.y = 0;
398 deadkl(w, iquad, w.x, w.y);
402 crmena(true, IHT, sector, w);
404 prout(_(" survives photon blast."));
407 prout(_(" disappears."));
408 game.quad[w.x][w.y] = IHWEB;
410 game.tholian.x = game.tholian.y = 0;
415 default: /* Problem! */
417 proutn("Don't know how to handle collision with ");
418 crmena(true, iquad, sector, w);
424 if(curwnd!=message_window) {
425 setwnd(message_window);
428 game.quad[w.x][w.y]=IHDOT;
429 game.quad[jx][jy]=iquad;
431 prout(_(" displaced by blast to %s "), cramlc(sector, w));
432 for_local_enemies(ll)
433 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
438 prout(_("Torpedo missed."));
442 static void fry(double hit)
443 /* critical-hit resolution */
445 double ncrit, extradm;
446 int ktr=1, loop1, loop2, j, cdam[NDEVICES];
448 /* a critical hit occured */
449 if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return;
451 ncrit = 1.0 + hit/(500.0+100.0*Rand());
452 proutn(_("***CRITICAL HIT--"));
453 /* Select devices and cause damage */
454 for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) {
457 /* Cheat to prevent shuttle damage unless on ship */
459 (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
461 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
462 game.damage[j] += extradm;
464 for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ;
465 if (loop2<=loop1) continue;
472 prout(_(" damaged."));
473 if (damaged(DSHIELD) && game.shldup) {
474 prout(_("***Shields knocked down."));
479 void attack(bool torps_ok)
480 /* bad guy attacks us */
482 /* torps_ok == false forces use of phasers in an attack */
483 int percent, loop, iquad;
484 bool itflag, atackd = false, attempt = false, ihurt = false;
485 double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
487 enum loctype where = neither;
490 if (game.alldone) return;
491 if (idebug) prout("=== ATTACK!");
493 if (game.ithere) movetho();
495 if (game.neutz) { /* The one chance not to be attacked */
499 if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
500 if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
501 pfac = 1.0/game.inshld;
502 if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
504 if (game.skill <= SKILL_FAIR) where = sector;
505 for_local_enemies(loop) {
506 if (game.kpower[loop] < 0) continue; /* too weak to attack */
507 /* compute hit strength and diminsh shield power */
509 /* Increase chance of photon torpedos if docked or enemy energy low */
510 if (game.condit == IHDOCKED) r *= 0.25;
511 if (game.kpower[loop] < 500) r *= 0.25;
513 iquad = game.quad[jay.x][jay.y];
514 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
515 itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
516 (iquad==IHC && r > 0.015) ||
517 (iquad==IHR && r > 0.3) ||
518 (iquad==IHS && r > 0.07) ||
519 (iquad==IHQUEST && r > 0.05);
521 /* Enemy uses phasers */
522 if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
523 attempt = true; /* Attempt to attack */
524 dustfac = 0.8+0.05*Rand();
525 hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
526 game.kpower[loop] *= 0.75;
528 else { /* Enemy used photon torpedo */
529 double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
531 proutn(_("***TORPEDO INCOMING"));
532 if (!damaged(DSRSENS)) {
534 crmena(false, iquad, where, jay);
538 r = (Rand()+Rand())*0.5 -0.5;
539 r += 0.002*game.kpower[loop]*r;
540 torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
542 finish(FWON); /* Klingons did themselves in! */
543 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone)
544 return; /* Supernova or finished */
545 if (hit == 0) continue;
547 if (game.shldup || game.shldchg != 0 || game.condit==IHDOCKED) {
548 /* shields will take hits */
549 double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0);
550 if(propor < 0.1) propor = 0.1;
551 hitsh = propor*chgfac*hit+1.0;
554 if (absorb > game.shield) absorb = game.shield;
555 game.shield -= absorb;
557 if (game.condit==IHDOCKED) dock(false);
558 if (propor > 0.1 && hit < 0.005*game.energy) continue;
560 /* It's a hit -- print out hit size */
561 atackd = true; /* We weren't going to check casualties, etc. if
562 shields were down for some strange reason. This
563 doesn't make any sense, so I've fixed it */
565 proutn(_("%d unit hit"), (int)hit);
566 if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
567 proutn(_(" on the "));
570 if (!damaged(DSRSENS) && itflag) {
572 crmena(false, iquad, where, jay);
575 /* Decide if hit is critical */
576 if (hit > hitmax) hitmax = hit;
580 if (game.condit==IHDOCKED)
583 if (game.energy <= 0) {
584 /* Returning home upon your shield, not with it... */
588 if (!attempt && game.condit == IHDOCKED)
589 prout(_("***Enemies decide against attacking your ship."));
591 percent = 100.0*pfac*game.shield+0.5;
593 /* Shields fully protect ship */
594 proutn(_("Enemy attack reduces shield strength to "));
597 /* Print message if starship suffered hit(s) */
599 proutn(_("Energy left %2d shields "), (int)game.energy);
600 if (game.shldup) proutn(_("up "));
601 else if (!damaged(DSHIELD)) proutn(_("down "));
602 else proutn(_("damaged, "));
604 prout(_("%d%%, torpedoes left %d"), percent, game.torps);
605 /* Check if anyone was hurt */
606 if (hitmax >= 200 || hittot >= 500) {
607 int icas= hittot*Rand()*0.015;
610 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties"), icas);
611 prout(_(" in that last attack.\""));
613 game.state.crew -= icas;
616 /* After attack, reset average distance to enemies */
617 for_local_enemies(loop)
618 game.kavgd[loop] = game.kdist[loop];
623 void deadkl(coord w, int type, int ixx, int iyy)
624 /* kill a Klingon, Tholian, Romulan, or Thingy */
626 /* Added ixx and iyy allow enemy to "move" before dying */
630 mv.x = ixx; mv.y = iyy;
632 crmena(true, type, sector, mv);
633 /* Decide what kind of enemy it is and update approriately */
635 /* chalk up a Romulan */
636 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
638 game.state.nromrem--;
640 else if (type == IHT) {
641 /* Killed a Tholian */
644 else if (type == IHQUEST) {
645 /* Killed a Thingy */
646 iqhere = iqengry = false;
647 thing.x =thing.y = 0;
650 /* Some type of a Klingon */
651 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
657 if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
658 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
659 game.state.kcmdr[game.state.remcom].x = 0;
660 game.state.kcmdr[game.state.remcom].y = 0;
663 if (game.state.remcom != 0)
664 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
672 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
679 /* For each kind of enemy, finish message to player */
680 prout(_(" destroyed."));
681 game.quad[w.x][w.y] = IHDOT;
682 if (KLINGREM==0) return;
684 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
686 /* Remove enemy ship from arrays describing local game.conditions */
687 if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
690 if (same(game.ks[i], w)) break;
692 if (i <= game.nenhere) {
693 for (j=i; j<=game.nenhere; j++) {
694 game.ks[j] = game.ks[j+1];
695 game.kpower[j] = game.kpower[j+1];
696 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
699 game.ks[game.nenhere+1].x = 0;
700 game.ks[game.nenhere+1].x = 0;
701 game.kdist[game.nenhere+1] = 0;
702 game.kavgd[game.nenhere+1] = 0;
703 game.kpower[game.nenhere+1] = 0;
707 static bool targetcheck(double x, double y, double *course)
710 /* Return true if target is invalid */
711 if (!VALID_SECTOR(x, y)) {
715 deltx = 0.1*(y - game.sector.y);
716 delty = 0.1*(game.sector.x - x);
717 if (deltx==0 && delty== 0) {
719 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"));
720 prout(_(" I recommend an immediate review of"));
721 prout(_(" the Captain's psychological profile.\""));
725 *course = 1.90985932*atan2(deltx, delty);
730 /* launch photon torpedo */
732 double targ[4][3], course[4];
739 if (damaged(DPHOTON)) {
740 prout(_("Photon tubes damaged."));
744 if (game.torps == 0) {
745 prout(_("No torpedoes left."));
751 if (key == IHALPHA) {
755 else if (key == IHEOL) {
756 prout(_("%d torpedoes left."), game.torps);
757 proutn(_("Number of torpedoes to fire- "));
760 else /* key == IHREAL */ {
762 if (n <= 0) { /* abort command */
768 prout(_("Maximum of 3 torpedoes per burst."));
772 if (n <= game.torps) break;
777 for (i = 1; i <= n; i++) {
779 if (i==1 && key == IHEOL) {
780 break; /* we will try prompting */
782 if (i==2 && key == IHEOL) {
783 /* direct all torpedoes at one target */
785 targ[i][1] = targ[1][1];
786 targ[i][2] = targ[1][2];
787 course[i] = course[1];
803 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
806 if (i == 1 && key == IHEOL) {
807 /* prompt for each one */
808 for (i = 1; i <= n; i++) {
809 proutn(_("Target sector for torpedo number %d- "), i);
823 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
827 /* Loop for moving <n> torpedoes */
829 for (i = 1; i <= n && !osuabor; i++) {
830 if (game.condit != IHDOCKED) game.torps--;
831 r = (Rand()+Rand())*0.5 -0.5;
832 if (fabs(r) >= 0.47) {
834 r = (Rand()+1.2) * r;
836 prouts(_("***TORPEDO NUMBER %d MISFIRES"), i);
838 else prouts(_("***TORPEDO MISFIRES."));
841 prout(_(" Remainder of burst aborted."));
844 prout(_("***Photon tubes damaged by misfire."));
845 game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
849 if (game.shldup || game.condit == IHDOCKED)
850 r *= 1.0 + 0.0001*game.shield;
851 torpedo(course[i], r, game.sector.x, game.sector.y, &dummy, i, n);
852 if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
855 if (KLINGREM==0) finish(FWON);
860 static void overheat(double rpow)
861 /* check for phasers overheating */
864 double chekbrn = (rpow-1500.)*0.00038;
865 if (Rand() <= chekbrn) {
866 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""));
867 game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
872 static bool checkshctrl(double rpow)
873 /* check shield control */
880 prout(_("Shields lowered."));
883 /* Something bad has happened */
884 prouts(_("***RED ALERT! RED ALERT!"));
886 hit = rpow*game.shield/game.inshld;
887 game.energy -= rpow+hit*0.8;
888 game.shield -= hit*0.2;
889 if (game.energy <= 0.0) {
890 prouts(_("Sulu- \"Captain! Shield malf***********************\""));
896 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""));
898 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""));
899 icas = hit*Rand()*0.012;
904 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."));
905 prout(_(" %d casualties so far.\""), icas);
907 game.state.crew -= icas;
910 prout(_("Phaser energy dispersed by shields."));
911 prout(_("Enemy unaffected."));
920 double hits[21], rpow=0, extra, powrem, over, temp;
921 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
922 bool ifast = false, no = false, ipoop = true, msgflag = true;
923 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
927 /* SR sensors and Computer */
928 if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false;
929 if (game.condit == IHDOCKED) {
930 prout(_("Phasers can't be fired through base shields."));
934 if (damaged(DPHASER)) {
935 prout(_("Phaser control damaged."));
940 if (damaged(DSHCTRL)) {
941 prout(_("High speed shield control damaged."));
945 if (game.energy <= 200.0) {
946 prout(_("Insufficient energy to activate high-speed shield control."));
950 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""));
954 /* Original code so convoluted, I re-did it all */
955 while (automode==NOTSET) {
957 if (key == IHALPHA) {
958 if (isit("manual")) {
959 if (game.nenhere==0) {
960 prout(_("There is no enemy present to select."));
970 else if (isit("automatic")) {
971 if ((!ipoop) && game.nenhere != 0) {
976 prout(_("Energy will be expended into space."));
977 automode = AUTOMATIC;
981 else if (isit("no")) {
989 else if (key == IHREAL) {
990 if (game.nenhere==0) {
991 prout(_("Energy will be expended into space."));
992 automode = AUTOMATIC;
997 automode = AUTOMATIC;
1001 if (game.nenhere==0) {
1002 prout(_("Energy will be expended into space."));
1003 automode = AUTOMATIC;
1006 automode = FORCEMAN;
1008 proutn(_("Manual or automatic? "));
1014 if (key == IHALPHA && isit("no")) {
1018 if (key != IHREAL && game.nenhere != 0) {
1019 prout(_("Phasers locked on target. Energy available: %.2f"),
1020 ifast?game.energy-200.0:game.energy,1,2);
1025 if (!kz) for_local_enemies(i)
1026 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
1027 (1.01+0.05*Rand()) + 1.0;
1029 proutn(_("(%d) units required. "), irec);
1031 proutn(_("Units to fire= "));
1033 if (key!=IHREAL) return;
1035 if (rpow > (ifast?game.energy-200:game.energy)) {
1036 proutn(_("Energy available= %.2f"),
1037 ifast?game.energy-200:game.energy);
1041 } while (rpow > (ifast?game.energy-200:game.energy));
1047 if ((key=scan()) == IHALPHA && isit("no")) {
1051 game.energy -= 200; /* Go and do it! */
1052 if (checkshctrl(rpow)) return;
1055 game.energy -= rpow;
1060 for_local_enemies(i) {
1062 if (powrem <= 0) continue;
1063 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1064 over = (0.01 + 0.05*Rand())*hits[i];
1066 powrem -= hits[i] + over;
1067 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1068 if (powrem <= 0) over = 0.0;
1071 if (powrem > 0.0) extra += powrem;
1075 if (extra > 0 && !game.alldone) {
1077 proutn(_("*** Tholian web absorbs "));
1078 if (game.nenhere>0) proutn(_("excess "));
1079 prout(_("phaser energy."));
1082 prout(_("%d expended on empty space."), (int)extra);
1090 if (damaged(DCOMPTR))
1091 prout(_("Battle comuter damaged, manual file only."));
1094 prouts(_("---WORKING---"));
1096 prout(_("Short-range-sensors-damaged"));
1097 prout(_("Insufficient-data-for-automatic-phaser-fire"));
1098 prout(_("Manual-fire-must-be-used"));
1103 for (k = 1; k <= game.nenhere;) {
1104 coord aim = game.ks[k];
1105 int ienm = game.quad[aim.x][aim.y];
1107 proutn(_("Energy available= %.2f"),
1108 game.energy-.006-(ifast?200:0));
1113 if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
1114 (ienm == IHC || ienm == IHS)) {
1116 prout(_(" can't be located without short range scan."));
1119 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1125 if (ipoop && k > kz)
1126 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1127 (1.01+0.05*Rand()) + 1.0;
1130 if (!damaged(DCOMPTR)) proutn("%d", irec);
1133 proutn(_("units to fire at "));
1134 crmena(false, ienm, sector, aim);
1138 if (key == IHALPHA && isit("no")) {
1143 if (key == IHALPHA) {
1148 if (k==1) { /* Let me say I'm baffled by this */
1160 /* If total requested is too much, inform and start over */
1162 if (rpow > (ifast?game.energy-200:game.energy)) {
1163 prout(_("Available energy exceeded -- try again."));
1167 key = scan(); /* scan for next value */
1171 /* zero energy -- abort */
1175 if (key == IHALPHA && isit("no")) {
1178 game.energy -= rpow;
1181 game.energy -= 200.0;
1182 if (checkshctrl(rpow)) return;
1186 case NOTSET:; /* avoid gcc warning */
1188 /* Say shield raised or malfunction, if necessary */
1194 if (Rand() >= 0.99) {
1195 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."));
1196 prouts(_(" CLICK CLICK POP . . ."));
1197 prout(_(" No response, sir!"));
1198 game.shldup = false;
1201 prout(_("Shields raised."));
1204 game.shldup = false;
1209 void hittem(double *hits)
1210 /* register a phaser hit on Klingons and Romulans */
1212 double kp, kpow, wham, hit, dustfac, kpini;
1213 int nenhr2=game.nenhere, k=1, kk=1, ienm;
1218 for (; k <= nenhr2; k++, kk++) {
1219 if ((wham = hits[k])==0) continue;
1220 dustfac = 0.9 + 0.01*Rand();
1221 hit = wham*pow(dustfac,game.kdist[kk]);
1222 kpini = game.kpower[kk];
1224 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1225 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1226 kpow = game.kpower[kk];
1229 if (!damaged(DSRSENS))
1231 proutn(_("%d unit hit on "), (int)hit);
1234 proutn(_("Very small hit on "));
1235 ienm = game.quad[w.x][w.y];
1236 if (ienm==IHQUEST) iqengry = true;
1237 crmena(false,ienm,sector,w);
1240 deadkl(w, ienm, w.x, w.y);
1241 if (KLINGREM==0) finish(FWON);
1242 if (game.alldone) return;
1243 kk--; /* don't do the increment */
1245 else /* decide whether or not to emasculate klingon */
1246 if (kpow > 0 && Rand() >= 0.9 &&
1247 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1248 prout(_("***Mr. Spock- \"Captain, the vessel at "),
1250 prout(_(" has just lost its firepower.\""));
1251 game.kpower[kk] = -kpow;