iquad=game.quad[ix][iy];
tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad);
wait = 1;
iquad=game.quad[ix][iy];
tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad);
wait = 1;
if (ix==game.kx[ll] && iy==game.ky[ll]) break;
kp = fabs(game.kpower[ll]);
h1 = 700.0 + 100.0*Rand() -
if (ix==game.kx[ll] && iy==game.ky[ll]) break;
kp = fabs(game.kpower[ll]);
h1 = 700.0 + 100.0*Rand() -
if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
game.quad[jx][jy]=iquad;
game.quad[ix][iy]=IHDOT;
prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
game.quad[jx][jy]=iquad;
game.quad[ix][iy]=IHDOT;
prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
if (game.kpower[l] < 0) continue; /* too weak to attack */
/* compute hit strength and diminsh shield power */
r = Rand();
if (game.kpower[l] < 0) continue; /* too weak to attack */
/* compute hit strength and diminsh shield power */
r = Rand();
if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
game.state.cx[i] = game.state.cx[game.state.remcom];
game.state.cy[i] = game.state.cy[game.state.remcom];
if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
game.state.cx[i] = game.state.cx[game.state.remcom];
game.state.cy[i] = game.state.cy[game.state.remcom];
/* Remove enemy ship from arrays describing local conditions */
if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
game.future[FCDBAS] = 1e30;
/* Remove enemy ship from arrays describing local conditions */
if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
game.future[FCDBAS] = 1e30;
irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
(1.01+0.05*Rand()) + 1.0;
kz=1;
irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
(1.01+0.05*Rand()) + 1.0;
kz=1;
hits[i] = 0.0;
if (powrem <= 0) continue;
hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
hits[i] = 0.0;
if (powrem <= 0) continue;
hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));