-#include "sst.h"\r
-\r
-void doshield(int i) {\r
- int key;\r
- enum {NONE, SHUP, SHDN, NRG} action = NONE;\r
-\r
- ididit = 0;\r
-\r
- if (i == 2) action = SHUP;\r
- else {\r
- key = scan();\r
- if (key == IHALPHA) {\r
- if (isit("transfer"))\r
- action = NRG;\r
- else {\r
- chew();\r
- if (game.damage[DSHIELD]) {\r
- prout("Shields damaged and down.");\r
- return;\r
- }\r
- if (isit("up"))\r
- action = SHUP;\r
- else if (isit("down"))\r
- action = SHDN;\r
- }\r
- }\r
- if (action==NONE) {\r
- proutn("Do you wish to change shield energy? ");\r
- if (ja()) {\r
- proutn("Energy to transfer to shields- ");\r
- action = NRG;\r
- }\r
- else if (game.damage[DSHIELD]) {\r
- prout("Shields damaged and down.");\r
- return;\r
- }\r
- else if (shldup) {\r
- proutn("Shields are up. Do you want them down? ");\r
- if (ja()) action = SHDN;\r
- else {\r
- chew();\r
- return;\r
- }\r
- }\r
- else {\r
- proutn("Shields are down. Do you want them up? ");\r
- if (ja()) action = SHUP;\r
- else {\r
- chew();\r
- return;\r
- }\r
- }\r
- }\r
- }\r
- switch (action) {\r
- case SHUP: /* raise shields */\r
- if (shldup) {\r
- prout("Shields already up.");\r
- return;\r
- }\r
- shldup = 1;\r
- shldchg = 1;\r
- if (condit != IHDOCKED) energy -= 50.0;\r
- prout("Shields raised.");\r
- if (energy <= 0) {\r
- skip(1);\r
- prout("Shields raising uses up last of energy.");\r
- finish(FNRG);\r
- return;\r
- }\r
- ididit=1;\r
- return;\r
- case SHDN:\r
- if (shldup==0) {\r
- prout("Shields already down.");\r
- return;\r
- }\r
- shldup=0;\r
- shldchg=1;\r
- prout("Shields lowered.");\r
- ididit=1;\r
- return;\r
- case NRG:\r
- while (scan() != IHREAL) {\r
- chew();\r
- proutn("Energy to transfer to shields- ");\r
- }\r
- chew();\r
- if (aaitem==0) return;\r
- if (aaitem > energy) {\r
- prout("Insufficient ship energy.");\r
- return;\r
- }\r
- ididit = 1;\r
- if (shield+aaitem >= inshld) {\r
- prout("Shield energy maximized.");\r
- if (shield+aaitem > inshld) {\r
- prout("Excess energy requested returned to ship energy");\r
- }\r
- energy -= inshld-shield;\r
- shield = inshld;\r
- return;\r
- }\r
- if (aaitem < 0.0 && energy-aaitem > inenrg) {\r
- /* Prevent shield drain loophole */\r
- skip(1);\r
- prout("Engineering to bridge--");\r
- prout(" Scott here. Power circuit problem, Captain.");\r
- prout(" I can't drain the shields.");\r
- ididit = 0;\r
- return;\r
- }\r
- if (shield+aaitem < 0) {\r
- prout("All shield energy transferred to ship.");\r
- energy += shield;\r
- shield = 0.0;\r
- return;\r
- }\r
- proutn("Scotty- \"");\r
- if (aaitem > 0)\r
- prout("Transferring energy to shields.\"");\r
- else\r
- prout("Draining energy from shields.\"");\r
- shield += aaitem;\r
- energy -= aaitem;\r
- return;\r
- case NONE:; /* avoid gcc warning */\r
- }\r
-}\r
-\r
-void ram(int ibumpd, int ienm, int ix, int iy) {\r
- double type = 1.0, extradm;\r
- int icas, l;\r
- \r
- prouts("***RED ALERT! RED ALERT!");\r
- skip(1);\r
- prout("***COLLISION IMMINENT.");\r
- skip(2);\r
- proutn("***");\r
- crmshp();\r
- switch (ienm) {\r
- case IHR: type = 1.5; break;\r
- case IHC: type = 2.0; break;\r
- case IHS: type = 2.5; break;\r
- case IHT: type = 0.5; break;\r
- case IHQUEST: type = 4.0; break;\r
- }\r
- proutn(ibumpd ? " rammed by " : " rams ");\r
- crmena(0, ienm, 2, ix, iy);\r
- if (ibumpd) proutn(" (original position)");\r
- skip(1);\r
- deadkl(ix, iy, ienm, sectx, secty);\r
- proutn("***");\r
- crmshp();\r
- prout(" heavily damaged.");\r
- icas = 10.0+20.0*Rand();\r
- prout("***Sickbay reports %d casualties", icas);\r
- casual += icas;\r
- for (l=1; l <= NDEVICES; l++) {\r
- if (l == DDRAY) continue; // Don't damage deathray \r
- if (game.damage[l] < 0) continue;\r
- extradm = (10.0*type*Rand()+1.0)*damfac;\r
- game.damage[l] += Time + extradm; /* Damage for at least time of travel! */\r
- }\r
- shldup = 0;\r
- if (game.state.remkl) {\r
- pause_game(2);\r
- dreprt();\r
- }\r
- else finish(FWON);\r
- return;\r
-}\r
-\r
-void torpedo(double course, double r, int inx, int iny, double *hit) {\r
- int l, iquad, ix, iy, jx, jy, shoved=0, ll;\r
- double ac=course + 0.25*r;\r
- double angle = (15.0-ac)*0.5235988;\r
- double bullseye = (15.0 - course)*0.5235988;\r
- double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;\r
- double ang, temp, xx, yy, kp, h1;\r
-\r
- bigger = fabs(deltax);\r
- if (fabs(deltay) > bigger) bigger = fabs(deltay);\r
- deltax /= bigger;\r
- deltay /= bigger;\r
-\r
- /* Loop to move a single torpedo */\r
- for (l=1; l <= 15; l++) {\r
- x += deltax;\r
- ix = x + 0.5;\r
- if (ix < 1 || ix > 10) break;\r
- y += deltay;\r
- iy = y + 0.5;\r
- if (iy < 1 || iy > 10) break;\r
- if (l==4 || l==9) skip(1);\r
- proutn("%d - %d ", (int)x, (int)y);\r
- iquad=game.quad[ix][iy];\r
- if (iquad==IHDOT) continue;\r
- /* hit something */\r
- skip(1);\r
- switch(iquad) {\r
- case IHE: /* Hit our ship */\r
- case IHF:\r
- skip(1);\r
- proutn("Torpedo hits ");\r
- crmshp();\r
- prout(".");\r
- *hit = 700.0 + 100.0*Rand() -\r
- 1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
- fabs(sin(bullseye-angle));\r
- *hit = fabs(*hit);\r
- newcnd(); /* undock */\r
- /* We may be displaced. */\r
- if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */\r
- ang = angle + 2.5*(Rand()-0.5);\r
- temp = fabs(sin(ang));\r
- if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));\r
- xx = -sin(ang)/temp;\r
- yy = cos(ang)/temp;\r
- jx=ix+xx+0.5;\r
- jy=iy+yy+0.5;\r
- if (jx<1 || jx>10 || jy<1 ||jy > 10) return;\r
- if (game.quad[jx][jy]==IHBLANK) {\r
- finish(FHOLE);\r
- return;\r
- }\r
- if (game.quad[jx][jy]!=IHDOT) {\r
- /* can't move into object */\r
- return;\r
- }\r
- sectx = jx;\r
- secty = jy;\r
- crmshp();\r
- shoved = 1;\r
- break;\r
- \r
- case IHC: /* Hit a commander */\r
- case IHS:\r
- if (Rand() <= 0.05) {\r
- crmena(1, iquad, 2, ix, iy);\r
- prout(" uses anti-photon device;");\r
- prout(" torpedo neutralized.");\r
- return;\r
- }\r
- case IHR: /* Hit a regular enemy */\r
- case IHK:\r
- /* find the enemy */\r
- for (ll=1; ll <= nenhere; ll++)\r
- if (ix==game.kx[ll] && iy==game.ky[ll]) break;\r
- kp = fabs(game.kpower[ll]);\r
- h1 = 700.0 + 100.0*Rand() -\r
- 1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
- fabs(sin(bullseye-angle));\r
- h1 = fabs(h1);\r
- if (kp < h1) h1 = kp;\r
- game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);\r
- if (game.kpower[ll] == 0) {\r
- deadkl(ix, iy, iquad, ix, iy);\r
- return;\r
- }\r
- crmena(1, iquad, 2, ix, iy);\r
- /* If enemy damaged but not destroyed, try to displace */\r
- ang = angle + 2.5*(Rand()-0.5);\r
- temp = fabs(sin(ang));\r
- if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));\r
- xx = -sin(ang)/temp;\r
- yy = cos(ang)/temp;\r
- jx=ix+xx+0.5;\r
- jy=iy+yy+0.5;\r
- if (jx<1 || jx>10 || jy<1 ||jy > 10) {\r
- prout(" damaged but not destroyed.");\r
- return;\r
- }\r
- if (game.quad[jx][jy]==IHBLANK) {\r
- prout(" buffeted into black hole.");\r
- deadkl(ix, iy, iquad, jx, jy);\r
- return;\r
- }\r
- if (game.quad[jx][jy]!=IHDOT) {\r
- /* can't move into object */\r
- prout(" damaged but not destroyed.");\r
- return;\r
- }\r
- proutn(" damaged--");\r
- game.kx[ll] = jx;\r
- game.ky[ll] = jy;\r
- shoved = 1;\r
- break;\r
- case IHB: /* Hit a base */\r
- skip(1);\r
- prout("***STARBASE DESTROYED..");\r
- if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;\r
- for (ll=1; ll<=game.state.rembase; ll++) {\r
- if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {\r
- game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];\r
- game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];\r
- break;\r
- }\r
- }\r
- game.quad[ix][iy]=IHDOT;\r
- game.state.rembase--;\r
- basex=basey=0;\r
- game.state.galaxy[quadx][quady] -= 10;\r
- game.state.basekl++;\r
- newcnd();\r
- return;\r
- case IHP: /* Hit a planet */\r
- crmena(1, iquad, 2, ix, iy);\r
- prout(" destroyed.");\r
- game.state.nplankl++;\r
- game.state.newstuf[quadx][quady] -= 1;\r
- DESTROY(&game.state.plnets[iplnet]);\r
- iplnet = 0;\r
- plnetx = plnety = 0;\r
- game.quad[ix][iy] = IHDOT;\r
- if (landed==1) {\r
- /* captain parishes on planet */\r
- finish(FDPLANET);\r
- }\r
- return;\r
- case IHSTAR: /* Hit a star */\r
- if (Rand() > 0.10) {\r
- nova(ix, iy);\r
- return;\r
- }\r
- crmena(1, IHSTAR, 2, ix, iy);\r
- prout(" unaffected by photon blast.");\r
- return;\r
- case IHQUEST: /* Hit a thingy */\r
- if (Rand()>0.7) { // Used to be certain death \r
- skip(1);\r
- prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");\r
- skip(1);\r
- prouts(" HACK! HACK! HACK! *CHOKE!* ");\r
- skip(1);\r
- proutn("Mr. Spock-");\r
- prouts(" \"Fascinating!\"");\r
- skip(1);\r
- deadkl(ix, iy, iquad, ix, iy);\r
- } else {\r
- /*\r
- * Stas Sergeev added the possibility that\r
- * you can shove the Thingy.\r
- */\r
- iqengry=1;\r
- shoved=1;\r
- }\r
- return;\r
- case IHBLANK: /* Black hole */\r
- skip(1);\r
- crmena(1, IHBLANK, 2, ix, iy);\r
- prout(" swallows torpedo.");\r
- return;\r
- case IHWEB: /* hit the web */\r
- skip(1);\r
- prout("***Torpedo absorbed by Tholian web.");\r
- return;\r
- case IHT: /* Hit a Tholian */\r
- h1 = 700.0 + 100.0*Rand() -\r
- 1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
- fabs(sin(bullseye-angle));\r
- h1 = fabs(h1);\r
- if (h1 >= 600) {\r
- prout(" destroyed.");\r
- game.quad[ix][iy] = IHDOT;\r
- ithere = 0;\r
- ithx = ithy = 0;\r
- return;\r
- }\r
- skip(1);\r
- crmena(1, IHT, 2, ix, iy);\r
- if (Rand() > 0.05) {\r
- prout(" survives photon blast.");\r
- return;\r
- }\r
- prout(" disappears.");\r
- game.quad[ix][iy] = IHWEB;\r
- ithere = ithx = ithy = 0;\r
- nenhere--;\r
- {\r
- int dum, my;\r
- dropin(IHBLANK, &dum, &my);\r
- }\r
- return;\r
- \r
- default: /* Problem! */\r
- skip(1);\r
- proutn("Don't know how to handle collision with ");\r
- crmena(1, iquad, 2, ix, iy);\r
- skip(1);\r
- return;\r
- }\r
- break;\r
- }\r
- if (shoved) {\r
- game.quad[jx][jy]=iquad;\r
- game.quad[ix][iy]=IHDOT;\r
- prout(" displaced by blast to %s ", cramlc(sector, jx, jy));\r
- for (ll=1; ll<=nenhere; ll++)\r
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));\r
- sortkl();\r
- return;\r
- }\r
- skip(1);\r
- prout("Torpedo missed.");\r
- return;\r
-}\r
-\r
-static void fry(double hit) {\r
- double ncrit, extradm;\r
- int ktr=1, l, ll, j, cdam[NDEVICES+1], crptr;\r
-\r
- /* a critical hit occured */\r
- if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;\r
-\r
- ncrit = 1.0 + hit/(500.0+100.0*Rand());\r
- proutn("***CRITICAL HIT--");\r
- /* Select devices and cause damage */\r
- for (l = 1; l <= ncrit && l <= NDEVICES; l++) {\r
- do {\r
- j = NDEVICES*Rand()+1.0;\r
- /* Cheat to prevent shuttle damage unless on ship */\r
- } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||\r
- j == DDRAY);\r
- cdam[l] = j;\r
- extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));\r
- game.damage[j] += extradm;\r
- if (l > 1) {\r
- for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;\r
- if (ll<=l) continue;\r
- ktr += 1;\r
- if (ktr==3) skip(1);\r
- proutn(" and ");\r
- }\r
- proutn(device[j]);\r
- }\r
- prout(" damaged.");\r
- if (game.damage[DSHIELD] && shldup) {\r
- prout("***Shields knocked down.");\r
- shldup=0;\r
- }\r
-}\r
-\r
-void attack(int k) {\r
- /* k == 0 forces use of phasers in an attack */\r
- int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;\r
- int atackd = 0, attempt = 0;\r
- double hit;\r
- double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;\r
-\r
- iattak = 1;\r
- if (alldone) return;\r
-#ifdef DEBUG\r
- if (idebug) prout("ATTACK!");\r
-#endif\r
-\r
- if (ithere) movetho();\r
-\r
- if (neutz) { /* The one chance not to be attacked */\r
- neutz = 0;\r
- return;\r
- }\r
- if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom();\r
- if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;\r
- pfac = 1.0/inshld;\r
- if (shldchg == 1) chgfac = 0.25+0.5*Rand();\r
- skip(1);\r
- if (skill <= 2) i = 2;\r
- for (l=1; l <= nenhere; l++) {\r
- if (game.kpower[l] < 0) continue; /* too weak to attack */\r
- /* compute hit strength and diminsh shield power */\r
- r = Rand();\r
- /* Increase chance of photon torpedos if docked or enemy energy low */\r
- if (condit == IHDOCKED) r *= 0.25;\r
- if (game.kpower[l] < 500) r *= 0.25; \r
- jx = game.kx[l];\r
- jy = game.ky[l];\r
- iquad = game.quad[jx][jy];\r
- if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;\r
- itflag = (iquad == IHK && r > 0.0005) || k == 0 ||\r
- (iquad==IHC && r > 0.015) ||\r
- (iquad==IHR && r > 0.3) ||\r
- (iquad==IHS && r > 0.07) ||\r
- (iquad==IHQUEST && r > 0.05);\r
- if (itflag) {\r
- /* Enemy uses phasers */\r
- if (condit == IHDOCKED) continue; /* Don't waste the effort! */\r
- attempt = 1; /* Attempt to attack */\r
- dustfac = 0.8+0.05*Rand();\r
- hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);\r
- game.kpower[l] *= 0.75;\r
- }\r
- else { /* Enemy used photon torpedo */\r
- double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);\r
- hit = 0;\r
- proutn("***TORPEDO INCOMING");\r
- if (game.damage[DSRSENS] <= 0.0) {\r
- proutn(" From ");\r
- crmena(0, iquad, i, jx, jy);\r
- }\r
- attempt = 1;\r
- prout(" ");\r
- r = (Rand()+Rand())*0.5 -0.5;\r
- r += 0.002*game.kpower[l]*r;\r
- torpedo(course, r, jx, jy, &hit);\r
- if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */\r
- if (game.state.galaxy[quadx][quady] == 1000 ||\r
- alldone) return; /* Supernova or finished */\r
- if (hit == 0) continue;\r
- }\r
- if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {\r
- /* shields will take hits */\r
- double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);\r
- if(propor < 0.1) propor = 0.1;\r
- hitsh = propor*chgfac*hit+1.0;\r
- atackd=1;\r
- absorb = 0.8*hitsh;\r
- if (absorb > shield) absorb = shield;\r
- shield -= absorb;\r
- hit -= hitsh;\r
- if (propor > 0.1 && hit < 0.005*energy) continue;\r
- }\r
- /* It's a hit -- print out hit size */\r
- atackd = 1; /* We weren't going to check casualties, etc. if\r
- shields were down for some strange reason. This\r
- doesn't make any sense, so I've fixed it */\r
- ihurt = 1;\r
- proutn("%d unit hit", (int)hit);\r
- if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {\r
- proutn(" on the ");\r
- crmshp();\r
- }\r
- if (game.damage[DSRSENS] <= 0.0 && itflag) {\r
- proutn(" from ");\r
- crmena(0, iquad, i, jx, jy);\r
- }\r
- skip(1);\r
- /* Decide if hit is critical */\r
- if (hit > hitmax) hitmax = hit;\r
- hittot += hit;\r
- fry(hit);\r
- prout("Hit %g energy %g", hit, energy);\r
- energy -= hit;\r
- }\r
- if (energy <= 0) {\r
- /* Returning home upon your shield, not with it... */\r
- finish(FBATTLE);\r
- return;\r
- }\r
- if (attempt == 0 && condit == IHDOCKED)\r
- prout("***Enemies decide against attacking your ship.");\r
- if (atackd == 0) return;\r
- percent = 100.0*pfac*shield+0.5;\r
- if (ihurt==0) {\r
- /* Shields fully protect ship */\r
- proutn("Enemy attack reduces shield strength to ");\r
- }\r
- else {\r
- /* Print message if starship suffered hit(s) */\r
- skip(1);\r
- proutn("Energy left %2d shields ", (int)energy);\r
- if (shldup) proutn("up ");\r
- else if (game.damage[DSHIELD] == 0) proutn("down ");\r
- else proutn("damaged, ");\r
- }\r
- prout("%d%%, torpedoes left %d", percent, torps);\r
- /* Check if anyone was hurt */\r
- if (hitmax >= 200 || hittot >= 500) {\r
- int icas= hittot*Rand()*0.015;\r
- if (icas >= 2) {\r
- skip(1);\r
- prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);\r
- prout(" in that last attack.\"");\r
- casual += icas;\r
- }\r
- }\r
- /* After attack, reset average distance to enemies */\r
- for (l = 1; l <= nenhere; l++)\r
- game.kavgd[l] = game.kdist[l];\r
- sortkl();\r
- return;\r
-}\r
- \r
-void deadkl(int ix, int iy, int type, int ixx, int iyy) {\r
- /* Added ixx and iyy allow enemy to "move" before dying */\r
-\r
- int i,j;\r
- \r
- crmena(1, type, 2, ixx, iyy);\r
- /* Decide what kind of enemy it is and update approriately */\r
- if (type == IHR) {\r
- /* chalk up a Romulan */\r
- game.state.newstuf[quadx][quady] -= 10;\r
- irhere--;\r
- game.state.nromkl++;\r
- game.state.nromrem--;\r
- }\r
- else if (type == IHT) {\r
- /* Killed a Tholian */\r
- ithere = 0;\r
- }\r
- else if (type == IHQUEST) {\r
- /* Killed a Thingy */\r
- iqhere=iqengry=thingx=thingy=0;\r
- }\r
- else {\r
- /* Some type of a Klingon */\r
- game.state.galaxy[quadx][quady] -= 100;\r
- klhere--;\r
- game.state.remkl--;\r
- switch (type) {\r
- case IHC:\r
- comhere = 0;\r
- for (i=1; i<=game.state.remcom; i++)\r
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;\r
- game.state.cx[i] = game.state.cx[game.state.remcom];\r
- game.state.cy[i] = game.state.cy[game.state.remcom];\r
- game.state.cx[game.state.remcom] = 0;\r
- game.state.cy[game.state.remcom] = 0;\r
- game.state.remcom--;\r
- game.future[FTBEAM] = 1e30;\r
- if (game.state.remcom != 0)\r
- game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);\r
- game.state.killc++;\r
- break;\r
- case IHK:\r
- game.state.killk++;\r
- break;\r
- case IHS:\r
- game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;\r
- game.state.nsckill = 1;\r
- game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;\r
- break;\r
- }\r
- }\r
-\r
- /* For each kind of enemy, finish message to player */\r
- prout(" destroyed.");\r
- game.quad[ix][iy] = IHDOT;\r
- if (game.state.remkl==0) return;\r
-\r
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);\r
-\r
- /* Remove enemy ship from arrays describing local conditions */\r
- if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)\r
- game.future[FCDBAS] = 1e30;\r
- for (i=1; i<=nenhere; i++)\r
- if (game.kx[i]==ix && game.ky[i]==iy) break;\r
- nenhere--;\r
- if (i <= nenhere) {\r
- for (j=i; j<=nenhere; j++) {\r
- game.kx[j] = game.kx[j+1];\r
- game.ky[j] = game.ky[j+1];\r
- game.kpower[j] = game.kpower[j+1];\r
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1];\r
- }\r
- }\r
- game.kx[nenhere+1] = 0;\r
- game.ky[nenhere+1] = 0;\r
- game.kdist[nenhere+1] = 0;\r
- game.kavgd[nenhere+1] = 0;\r
- game.kpower[nenhere+1] = 0;\r
- return;\r
-}\r
-\r
-static int targetcheck(double x, double y, double *course) {\r
- double deltx, delty;\r
- /* Return TRUE if target is invalid */\r
- if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {\r
- huh();\r
- return 1;\r
- }\r
- deltx = 0.1*(y - secty);\r
- delty = 0.1*(sectx - x);\r
- if (deltx==0 && delty== 0) {\r
- skip(1);\r
- prout("Spock- \"Bridge to sickbay. Dr. McCoy,");\r
- prout(" I recommend an immediate review of");\r
- prout(" the Captain's psychological profile.\"");\r
- chew();\r
- return 1;\r
- }\r
- *course = 1.90985932*atan2(deltx, delty);\r
- return 0;\r
-}\r
-\r
-void photon(void) {\r
- double targ[4][3], course[4];\r
- double r, dummy;\r
- int key, n, i, osuabor;\r
-\r
- ididit = 0;\r
-\r
- if (game.damage[DPHOTON]) {\r
- prout("Photon tubes damaged.");\r
- chew();\r
- return;\r
- }\r
- if (torps == 0) {\r
- prout("No torpedoes left.");\r
- chew();\r
- return;\r
- }\r
- key = scan();\r
- for (;;) {\r
- if (key == IHALPHA) {\r
- huh();\r
- return;\r
- }\r
- else if (key == IHEOL) {\r
- prout("%d torpedoes left.", torps);\r
- proutn("Number of torpedoes to fire- ");\r
- key = scan();\r
- }\r
- else /* key == IHREAL */ {\r
- n = aaitem + 0.5;\r
- if (n <= 0) { /* abort command */\r
- chew();\r
- return;\r
- }\r
- if (n > 3) {\r
- chew();\r
- prout("Maximum of 3 torpedoes per burst.");\r
- key = IHEOL;\r
- return;\r
- }\r
- if (n <= torps) break;\r
- chew();\r
- key = IHEOL;\r
- }\r
- }\r
- for (i = 1; i <= n; i++) {\r
- key = scan();\r
- if (i==1 && key == IHEOL) {\r
- break; /* we will try prompting */\r
- }\r
- if (i==2 && key == IHEOL) {\r
- /* direct all torpedoes at one target */\r
- while (i <= n) {\r
- targ[i][1] = targ[1][1];\r
- targ[i][2] = targ[1][2];\r
- course[i] = course[1];\r
- i++;\r
- }\r
- break;\r
- }\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][1] = aaitem;\r
- key = scan();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][2] = aaitem;\r
- if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;\r
- }\r
- chew();\r
- if (i == 1 && key == IHEOL) {\r
- /* prompt for each one */\r
- for (i = 1; i <= n; i++) {\r
- proutn("Target sector for torpedo number %d- ", i);\r
- key = scan();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][1] = aaitem;\r
- key = scan();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][2] = aaitem;\r
- chew();\r
- if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;\r
- }\r
- }\r
- ididit = 1;\r
- /* Loop for moving <n> torpedoes */\r
- osuabor = 0;\r
- for (i = 1; i <= n && !osuabor; i++) {\r
- if (condit != IHDOCKED) torps--;\r
- r = (Rand()+Rand())*0.5 -0.5;\r
- if (fabs(r) >= 0.47) {\r
- /* misfire! */\r
- r = (Rand()+1.2) * r;\r
- if (n>1) {\r
- prouts("***TORPEDO NUMBER %d MISFIRES", i);\r
- }\r
- else prouts("***TORPEDO MISFIRES.");\r
- skip(1);\r
- if (i < n)\r
- prout(" Remainder of burst aborted.");\r
- osuabor=1;\r
- if (Rand() <= 0.2) {\r
- prout("***Photon tubes damaged by misfire.");\r
- game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());\r
- break;\r
- }\r
- }\r
- if (shldup != 0 || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;\r
- if (n != 1) {\r
- skip(1);\r
- proutn("Track for torpedo number %d- ", i);\r
- }\r
- else {\r
- skip(1);\r
- proutn("Torpedo track- ");\r
- }\r
- torpedo(course[i], r, sectx, secty, &dummy);\r
- if (alldone || game.state.galaxy[quadx][quady]==1000) return;\r
- }\r
- if (game.state.remkl==0) finish(FWON);\r
-}\r
-\r
- \r
-\r
-static void overheat(double rpow) {\r
- if (rpow > 1500) {\r
- double chekbrn = (rpow-1500.)*0.00038;\r
- if (Rand() <= chekbrn) {\r
- prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");\r
- game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);\r
- }\r
- }\r
-}\r
-\r
-static int checkshctrl(double rpow) {\r
- double hit;\r
- int icas;\r
- \r
- skip(1);\r
- if (Rand() < .998) {\r
- prout("Shields lowered.");\r
- return 0;\r
- }\r
- /* Something bad has happened */\r
- prouts("***RED ALERT! RED ALERT!");\r
- skip(2);\r
- hit = rpow*shield/inshld;\r
- energy -= rpow+hit*0.8;\r
- shield -= hit*0.2;\r
- if (energy <= 0.0) {\r
- prouts("Sulu- \"Captain! Shield malf***********************\"");\r
- skip(1);\r
- stars();\r
- finish(FPHASER);\r
- return 1;\r
- }\r
- prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");\r
- skip(2);\r
- prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");\r
- icas = hit*Rand()*0.012;\r
- skip(1);\r
- fry(0.8*hit);\r
- if (icas) {\r
- skip(1);\r
- prout("McCoy to bridge- \"Severe radiation burns, Jim.");\r
- prout(" %d casualties so far.\"", icas);\r
- casual -= icas;\r
- }\r
- skip(1);\r
- prout("Phaser energy dispersed by shields.");\r
- prout("Enemy unaffected.");\r
- overheat(rpow);\r
- return 1;\r
-}\r
- \r
-\r
-void phasers(void) {\r
- double hits[21], rpow, extra, powrem, over, temp;\r
- int kz = 0, k=1, i; /* Cheating inhibitor */\r
- int ifast=0, no=0, ipoop=1, msgflag = 1;\r
- enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;\r
- int key=0;\r
-\r
- skip(1);\r
- /* SR sensors and Computer */\r
- if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;\r
- if (condit == IHDOCKED) {\r
- prout("Phasers can't be fired through base shields.");\r
- chew();\r
- return;\r
- }\r
- if (game.damage[DPHASER] != 0) {\r
- prout("Phaser control damaged.");\r
- chew();\r
- return;\r
- }\r
- if (shldup) {\r
- if (game.damage[DSHCTRL]) {\r
- prout("High speed shield control damaged.");\r
- chew();\r
- return;\r
- }\r
- if (energy <= 200.0) {\r
- prout("Insufficient energy to activate high-speed shield control.");\r
- chew();\r
- return;\r
- }\r
- prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");\r
- ifast = 1;\r
- \r
- }\r
- ididit = 1;\r
- /* Original code so convoluted, I re-did it all */\r
- while (automode==NOTSET) {\r
- key=scan();\r
- if (key == IHALPHA) {\r
- if (isit("manual")) {\r
- if (nenhere==0) {\r
- prout("There is no enemy present to select.");\r
- chew();\r
- key = IHEOL;\r
- automode=AUTOMATIC;\r
- }\r
- else {\r
- automode = MANUAL;\r
- key = scan();\r
- }\r
- }\r
- else if (isit("automatic")) {\r
- if ((!ipoop) && nenhere != 0) {\r
- automode = FORCEMAN;\r
- }\r
- else {\r
- if (nenhere==0)\r
- prout("Energy will be expended into space.");\r
- automode = AUTOMATIC;\r
- key = scan();\r
- }\r
- }\r
- else if (isit("no")) {\r
- no = 1;\r
- }\r
- else {\r
- huh();\r
- ididit = 0;\r
- return;\r
- }\r
- }\r
- else if (key == IHREAL) {\r
- if (nenhere==0) {\r
- prout("Energy will be expended into space.");\r
- automode = AUTOMATIC;\r
- }\r
- else if (!ipoop)\r
- automode = FORCEMAN;\r
- else\r
- automode = AUTOMATIC;\r
- }\r
- else {\r
- /* IHEOL */\r
- if (nenhere==0) {\r
- prout("Energy will be expended into space.");\r
- automode = AUTOMATIC;\r
- }\r
- else if (!ipoop)\r
- automode = FORCEMAN;\r
- else \r
- proutn("Manual or automatic? ");\r
- }\r
- }\r
- \r
- switch (automode) {\r
- case AUTOMATIC:\r
- if (key == IHALPHA && isit("no")) {\r
- no = 1;\r
- key = scan();\r
- }\r
- if (key != IHREAL && nenhere != 0) {\r
- prout("Phasers locked on target. Energy available: %.2f", ifast?energy-200.0:energy);\r
- }\r
- do {\r
- while (key != IHREAL) {\r
- chew();\r
- proutn("Units to fire=");\r
- key = scan();\r
- }\r
- rpow = aaitem;\r
- if (rpow >= (ifast?energy-200:energy)) {\r
- proutn("Energy available= %.2f",\r
- ifast?energy-200:energy);\r
- skip(1);\r
- key = IHEOL;\r
- }\r
- } while (rpow >= (ifast?energy-200:energy));\r
- if (rpow<=0) {\r
- /* chicken out */\r
- ididit = 0;\r
- chew();\r
- return;\r
- }\r
- if ((key=scan()) == IHALPHA && isit("no")) {\r
- no = 1;\r
- }\r
- if (ifast) {\r
- energy -= 200; /* Go and do it! */\r
- if (checkshctrl(rpow)) return;\r
- }\r
- chew();\r
- energy -= rpow;\r
- extra = rpow;\r
- if (nenhere) {\r
- extra = 0.0;\r
- powrem = rpow;\r
- for (i = 1; i <= nenhere; i++) {\r
- hits[i] = 0.0;\r
- if (powrem <= 0) continue;\r
- hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));\r
- over = (0.01 + 0.05*Rand())*hits[i];\r
- temp = powrem;\r
- powrem -= hits[i] + over;\r
- if (powrem <= 0 && temp < hits[i]) hits[i] = temp;\r
- if (powrem <= 0) over = 0.0;\r
- extra += over;\r
- }\r
- if (powrem > 0.0) extra += powrem;\r
- hittem(hits);\r
- }\r
- if (extra > 0 && alldone == 0) {\r
- if (ithere) {\r
- proutn("*** Tholian web absorbs ");\r
- if (nenhere>0) proutn("excess ");\r
- prout("phaser energy.");\r
- }\r
- else {\r
- prout("%d expended on empty space.", (int)extra);\r
- }\r
- }\r
- break;\r
-\r
- case FORCEMAN:\r
- chew();\r
- key = IHEOL;\r
- if (game.damage[DCOMPTR]!=0)\r
- prout("Battle comuter damaged, manual file only.");\r
- else {\r
- skip(1);\r
- prouts("---WORKING---");\r
- skip(1);\r
- prout("Short-range-sensors-damaged");\r
- prout("Insufficient-data-for-automatic-phaser-fire");\r
- prout("Manual-fire-must-be-used");\r
- skip(1);\r
- }\r
- case MANUAL:\r
- rpow = 0.0;\r
- for (k = 1; k <= nenhere;) {\r
- int ii = game.kx[k], jj = game.ky[k];\r
- int ienm = game.quad[ii][jj];\r
- if (msgflag) {\r
- proutn("Energy available= %.2f",\r
- energy-.006-(ifast?200:0));\r
- skip(1);\r
- msgflag = 0;\r
- rpow = 0.0;\r
- }\r
- if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&\r
- (ienm == IHC || ienm == IHS)) {\r
- cramen(ienm);\r
- prout(" can't be located without short range scan.");\r
- chew();\r
- key = IHEOL;\r
- hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */\r
- k++;\r
- continue;\r
- }\r
- if (key == IHEOL) {\r
- chew();\r
- if (ipoop && k > kz) {\r
- int irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*\r
- (1.01+0.05*Rand()) + 1.0;\r
- kz = k;\r
- proutn("(%d)", irec);\r
- }\r
- proutn("units to fire at ");\r
- crmena(0, ienm, 2, ii, jj);\r
- proutn("- ");\r
- key = scan();\r
- }\r
- if (key == IHALPHA && isit("no")) {\r
- no = 1;\r
- key = scan();\r
- continue;\r
- }\r
- if (key == IHALPHA) {\r
- huh();\r
- ididit = 0;\r
- return;\r
- }\r
- if (key == IHEOL) {\r
- if (k==1) { /* Let me say I'm baffled by this */\r
- msgflag = 1;\r
- }\r
- continue;\r
- }\r
- if (aaitem < 0) {\r
- /* abort out */\r
- chew();\r
- return;\r
- }\r
- hits[k] = aaitem;\r
- rpow += aaitem;\r
- /* If total requested is too much, inform and start over */\r
- \r
- if (rpow >= (ifast?energy-200:energy)) {\r
- prout("Available energy exceeded -- try again.");\r
- chew();\r
- key = IHEOL;\r
- k = 1;\r
- msgflag = 1;\r
- continue;\r
- }\r
- key = scan(); /* scan for next value */\r
- k++;\r
- }\r
- if (rpow == 0.0) {\r
- /* zero energy -- abort */\r
- ididit = 0;\r
- chew();\r
- return;\r
- }\r
- if (key == IHALPHA && isit("no")) {\r
- no = 1;\r
- }\r
- energy -= rpow;\r
- chew();\r
- if (ifast) {\r
- energy -= 200.0;\r
- if (checkshctrl(rpow)) return;\r
- }\r
- hittem(hits);\r
- ididit=1;\r
- }\r
- /* Say shield raised or malfunction, if necessary */\r
- if (alldone) return;\r
- if (ifast) {\r
- skip(1);\r
- if (no == 0) {\r
- if (Rand() >= 0.99) {\r
- prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");\r
- prouts(" CLICK CLICK POP . . .");\r
- prout(" No response, sir!");\r
- shldup = 0;\r
- }\r
- else\r
- prout("Shields raised.");\r
- }\r
- else\r
- shldup = 0;\r
- }\r
- overheat(rpow);\r
-}\r
-\r
-void hittem(double *hits) {\r
- double kp, kpow, wham, hit, dustfac, kpini;\r
- int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;\r
-\r
- skip(1);\r
-\r
- for (; k <= nenhr2; k++, kk++) {\r
- if ((wham = hits[k])==0) continue;\r
- dustfac = 0.9 + 0.01*Rand();\r
- hit = wham*pow(dustfac,game.kdist[kk]);\r
- kpini = game.kpower[kk];\r
- kp = fabs(kpini);\r
- if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;\r
- game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);\r
- kpow = game.kpower[kk];\r
- ii = game.kx[kk];\r
- jj = game.ky[kk];\r
- if (hit > 0.005) {\r
- proutn("%d unit hit on ", (int)hit);\r
- }\r
- else\r
- proutn("Very small hit on ");\r
- ienm = game.quad[ii][jj];\r
- if (ienm==IHQUEST) iqengry=1;\r
- crmena(0,ienm,2,ii,jj);\r
- skip(1);\r
- if (kpow == 0) {\r
- deadkl(ii, jj, ienm, ii, jj);\r
- if (game.state.remkl==0) finish(FWON);\r
- if (alldone) return;\r
- kk--; /* don't do the increment */\r
- }\r
- else /* decide whether or not to emasculate klingon */\r
- if (kpow > 0 && Rand() >= 0.9 &&\r
- kpow <= ((0.4 + 0.4*Rand())*kpini)) {\r
- prout("***Mr. Spock- \"Captain, the vessel at ",\r
- cramlc(sector,ii,jj));\r
- prout(" has just lost its firepower.\"");\r
- game.kpower[kk] = -kpow;\r
- }\r
- }\r
- return;\r
-}\r
-\r
+#include <unistd.h>
+#include "sst.h"
+
+void doshield(int i)
+{
+ int key;
+ enum {NONE, SHUP, SHDN, NRG} action = NONE;
+
+ ididit = 0;
+
+ if (i == 2) action = SHUP;
+ else {
+ key = scan();
+ if (key == IHALPHA) {
+ if (isit("transfer"))
+ action = NRG;
+ else {
+ chew();
+ if (game.damage[DSHIELD]) {
+ prout("Shields damaged and down.");
+ return;
+ }
+ if (isit("up"))
+ action = SHUP;
+ else if (isit("down"))
+ action = SHDN;
+ }
+ }
+ if (action==NONE) {
+ proutn("Do you wish to change shield energy? ");
+ if (ja()) {
+ proutn("Energy to transfer to shields- ");
+ action = NRG;
+ }
+ else if (game.damage[DSHIELD]) {
+ prout("Shields damaged and down.");
+ return;
+ }
+ else if (shldup) {
+ proutn("Shields are up. Do you want them down? ");
+ if (ja()) action = SHDN;
+ else {
+ chew();
+ return;
+ }
+ }
+ else {
+ proutn("Shields are down. Do you want them up? ");
+ if (ja()) action = SHUP;
+ else {
+ chew();
+ return;
+ }
+ }
+ }
+ }
+ switch (action) {
+ case SHUP: /* raise shields */
+ if (shldup) {
+ prout("Shields already up.");
+ return;
+ }
+ shldup = 1;
+ shldchg = 1;
+ if (condit != IHDOCKED) energy -= 50.0;
+ prout("Shields raised.");
+ if (energy <= 0) {
+ skip(1);
+ prout("Shields raising uses up last of energy.");
+ finish(FNRG);
+ return;
+ }
+ ididit=1;
+ return;
+ case SHDN:
+ if (shldup==0) {
+ prout("Shields already down.");
+ return;
+ }
+ shldup=0;
+ shldchg=1;
+ prout("Shields lowered.");
+ ididit=1;
+ return;
+ case NRG:
+ while (scan() != IHREAL) {
+ chew();
+ proutn("Energy to transfer to shields- ");
+ }
+ chew();
+ if (aaitem==0) return;
+ if (aaitem > energy) {
+ prout("Insufficient ship energy.");
+ return;
+ }
+ ididit = 1;
+ if (shield+aaitem >= inshld) {
+ prout("Shield energy maximized.");
+ if (shield+aaitem > inshld) {
+ prout("Excess energy requested returned to ship energy");
+ }
+ energy -= inshld-shield;
+ shield = inshld;
+ return;
+ }
+ if (aaitem < 0.0 && energy-aaitem > inenrg) {
+ /* Prevent shield drain loophole */
+ skip(1);
+ prout("Engineering to bridge--");
+ prout(" Scott here. Power circuit problem, Captain.");
+ prout(" I can't drain the shields.");
+ ididit = 0;
+ return;
+ }
+ if (shield+aaitem < 0) {
+ prout("All shield energy transferred to ship.");
+ energy += shield;
+ shield = 0.0;
+ return;
+ }
+ proutn("Scotty- \"");
+ if (aaitem > 0)
+ prout("Transferring energy to shields.\"");
+ else
+ prout("Draining energy from shields.\"");
+ shield += aaitem;
+ energy -= aaitem;
+ return;
+ case NONE:; /* avoid gcc warning */
+ }
+}
+
+void ram(int ibumpd, int ienm, int ix, int iy)
+{
+ double type = 1.0, extradm;
+ int icas, l;
+
+ prouts("***RED ALERT! RED ALERT!");
+ skip(1);
+ prout("***COLLISION IMMINENT.");
+ skip(2);
+ proutn("***");
+ crmshp();
+ switch (ienm) {
+ case IHR: type = 1.5; break;
+ case IHC: type = 2.0; break;
+ case IHS: type = 2.5; break;
+ case IHT: type = 0.5; break;
+ case IHQUEST: type = 4.0; break;
+ }
+ proutn(ibumpd ? " rammed by " : " rams ");
+ crmena(0, ienm, 2, ix, iy);
+ if (ibumpd) proutn(" (original position)");
+ skip(1);
+ deadkl(ix, iy, ienm, sectx, secty);
+ proutn("***");
+ crmshp();
+ prout(" heavily damaged.");
+ icas = 10.0+20.0*Rand();
+ prout("***Sickbay reports %d casualties", icas);
+ casual += icas;
+ for (l=0; l < NDEVICES; l++) {
+ if (l == DDRAY)
+ continue; // Don't damage deathray
+ if (game.damage[l] < 0)
+ continue;
+ extradm = (10.0*type*Rand()+1.0)*damfac;
+ game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
+ }
+ shldup = 0;
+ if (game.state.remkl) {
+ pause_game(2);
+ dreprt();
+ }
+ else finish(FWON);
+ return;
+}
+
+void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
+{
+ int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
+
+ double ac=course + 0.25*r;
+ double angle = (15.0-ac)*0.5235988;
+ double bullseye = (15.0 - course)*0.5235988;
+ double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
+ double ang, temp, xx, yy, kp, h1;
+
+ bigger = fabs(deltax);
+ if (fabs(deltay) > bigger) bigger = fabs(deltay);
+ deltax /= bigger;
+ deltay /= bigger;
+ if (game.damage[DSRSENS]==0 || condit==IHDOCKED)
+ setwnd(srscan_window);
+ else
+ setwnd(message_window);
+ /* Loop to move a single torpedo */
+ for (l=1; l <= 15; l++) {
+ x += deltax;
+ ix = x + 0.5;
+ y += deltay;
+ iy = y + 0.5;
+ if (!VALID_SECTOR(ix, iy)) break;
+ iquad=game.quad[ix][iy];
+ tracktorpedo(ix, iy, l, i, n, iquad);
+ if (iquad==IHDOT) continue;
+ /* hit something */
+ setwnd(message_window);
+ skip(1); /* start new line after text track */
+ switch(iquad) {
+ case IHE: /* Hit our ship */
+ case IHF:
+ skip(1);
+ proutn("Torpedo hits ");
+ crmshp();
+ prout(".");
+ *hit = 700.0 + 100.0*Rand() -
+ 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
+ fabs(sin(bullseye-angle));
+ *hit = fabs(*hit);
+ newcnd(); /* we're blown out of dock */
+ /* We may be displaced. */
+ if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
+ ang = angle + 2.5*(Rand()-0.5);
+ temp = fabs(sin(ang));
+ if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
+ xx = -sin(ang)/temp;
+ yy = cos(ang)/temp;
+ jx=ix+xx+0.5;
+ jy=iy+yy+0.5;
+ if (!VALID_SECTOR(jx, jy)) return;
+ if (game.quad[jx][jy]==IHBLANK) {
+ finish(FHOLE);
+ return;
+ }
+ if (game.quad[jx][jy]!=IHDOT) {
+ /* can't move into object */
+ return;
+ }
+ sectx = jx;
+ secty = jy;
+ crmshp();
+ shoved = 1;
+ break;
+
+ case IHC: /* Hit a commander */
+ case IHS:
+ if (Rand() <= 0.05) {
+ crmena(1, iquad, 2, ix, iy);
+ prout(" uses anti-photon device;");
+ prout(" torpedo neutralized.");
+ return;
+ }
+ case IHR: /* Hit a regular enemy */
+ case IHK:
+ /* find the enemy */
+ for_local_enemies(ll)
+ if (ix==game.kx[ll] && iy==game.ky[ll]) break;
+ kp = fabs(game.kpower[ll]);
+ h1 = 700.0 + 100.0*Rand() -
+ 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
+ fabs(sin(bullseye-angle));
+ h1 = fabs(h1);
+ if (kp < h1) h1 = kp;
+ game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
+ if (game.kpower[ll] == 0) {
+ deadkl(ix, iy, iquad, ix, iy);
+ return;
+ }
+ crmena(1, iquad, 2, ix, iy);
+ /* If enemy damaged but not destroyed, try to displace */
+ ang = angle + 2.5*(Rand()-0.5);
+ temp = fabs(sin(ang));
+ if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
+ xx = -sin(ang)/temp;
+ yy = cos(ang)/temp;
+ jx=ix+xx+0.5;
+ jy=iy+yy+0.5;
+ if (!VALID_SECTOR(jx, jy)) {
+ prout(" damaged but not destroyed.");
+ return;
+ }
+ if (game.quad[jx][jy]==IHBLANK) {
+ prout(" buffeted into black hole.");
+ deadkl(ix, iy, iquad, jx, jy);
+ return;
+ }
+ if (game.quad[jx][jy]!=IHDOT) {
+ /* can't move into object */
+ prout(" damaged but not destroyed.");
+ return;
+ }
+ proutn(" damaged--");
+ game.kx[ll] = jx;
+ game.ky[ll] = jy;
+ shoved = 1;
+ break;
+ case IHB: /* Hit a base */
+ skip(1);
+ prout("***STARBASE DESTROYED..");
+ for_starbases(ll) {
+ 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];
+ break;
+ }
+ }
+ game.quad[ix][iy]=IHDOT;
+ game.state.rembase--;
+ basex=basey=0;
+ game.state.galaxy[quadx][quady].starbase--;
+ game.state.chart[quadx][quady].starbase--;
+ game.state.basekl++;
+ newcnd();
+ return;
+ case IHP: /* Hit a planet */
+ crmena(1, iquad, 2, ix, iy);
+ prout(" destroyed.");
+ game.state.nplankl++;
+ game.state.galaxy[quadx][quady].planets--;
+ DESTROY(&game.state.plnets[iplnet]);
+ iplnet = 0;
+ plnetx = plnety = 0;
+ game.quad[ix][iy] = IHDOT;
+ if (landed==1) {
+ /* captain perishes on planet */
+ finish(FDPLANET);
+ }
+ return;
+ case IHSTAR: /* Hit a star */
+ if (Rand() > 0.10) {
+ nova(ix, iy);
+ return;
+ }
+ crmena(1, IHSTAR, 2, ix, iy);
+ prout(" unaffected by photon blast.");
+ return;
+ case IHQUEST: /* Hit a thingy */
+ if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
+ skip(1);
+ prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
+ skip(1);
+ prouts(" HACK! HACK! HACK! *CHOKE!* ");
+ skip(1);
+ proutn("Mr. Spock-");
+ prouts(" \"Fascinating!\"");
+ skip(1);
+ deadkl(ix, iy, iquad, ix, iy);
+ } else {
+ /*
+ * Stas Sergeev added the possibility that
+ * you can shove the Thingy abd piss it off.
+ * It then becomes an enemy and may fire at you.
+ */
+ iqengry=1;
+ shoved=1;
+ }
+ return;
+ case IHBLANK: /* Black hole */
+ skip(1);
+ crmena(1, IHBLANK, 2, ix, iy);
+ prout(" swallows torpedo.");
+ return;
+ case IHWEB: /* hit the web */
+ skip(1);
+ prout("***Torpedo absorbed by Tholian web.");
+ return;
+ case IHT: /* Hit a Tholian */
+ h1 = 700.0 + 100.0*Rand() -
+ 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
+ fabs(sin(bullseye-angle));
+ h1 = fabs(h1);
+ if (h1 >= 600) {
+ game.quad[ix][iy] = IHDOT;
+ ithere = 0;
+ ithx = ithy = 0;
+ deadkl(ix, iy, iquad, ix, iy);
+ return;
+ }
+ skip(1);
+ crmena(1, IHT, 2, ix, iy);
+ if (Rand() > 0.05) {
+ prout(" survives photon blast.");
+ return;
+ }
+ prout(" disappears.");
+ game.quad[ix][iy] = IHWEB;
+ ithere = ithx = ithy = 0;
+ nenhere--;
+ {
+ int dum, my;
+ dropin(IHBLANK, &dum, &my);
+ }
+ return;
+
+ default: /* Problem! */
+ skip(1);
+ proutn("Don't know how to handle collision with ");
+ crmena(1, iquad, 2, ix, iy);
+ skip(1);
+ return;
+ }
+ break;
+ }
+ if(curwnd!=message_window) {
+ setwnd(message_window);
+ }
+ if (shoved) {
+ game.quad[jx][jy]=iquad;
+ game.quad[ix][iy]=IHDOT;
+ prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
+ for_local_enemies(ll)
+ game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
+ sortkl();
+ return;
+ }
+ skip(1);
+ prout("Torpedo missed.");
+ return;
+}
+
+static void fry(double hit)
+{
+ double ncrit, extradm;
+ int ktr=1, l, ll, j, cdam[NDEVICES];
+
+ /* a critical hit occured */
+ if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
+
+ ncrit = 1.0 + hit/(500.0+100.0*Rand());
+ proutn("***CRITICAL HIT--");
+ /* Select devices and cause damage */
+ for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
+ do {
+ j = NDEVICES*Rand();
+ /* Cheat to prevent shuttle damage unless on ship */
+ } while
+ (game.damage[j]<0.0 || (j==DSHUTTL && iscraft!=1) || j==DDRAY);
+ cdam[l] = j;
+ extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
+ game.damage[j] += extradm;
+ if (l > 0) {
+ for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
+ if (ll<=l) continue;
+ ktr += 1;
+ if (ktr==3) skip(1);
+ proutn(" and ");
+ }
+ proutn(device[j]);
+ }
+ prout(" damaged.");
+ if (game.damage[DSHIELD] && shldup) {
+ prout("***Shields knocked down.");
+ shldup=0;
+ }
+}
+
+void attack(int torps_ok)
+{
+ /* torps_ok == 0 forces use of phasers in an attack */
+ int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
+ int atackd = 0, attempt = 0;
+ double hit;
+ double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
+
+ iattak = 1;
+ if (alldone) return;
+#ifdef DEBUG
+ if (idebug) prout("ATTACK!");
+#endif
+
+ if (ithere) movetho();
+
+ if (neutz) { /* The one chance not to be attacked */
+ neutz = 0;
+ return;
+ }
+ if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
+ if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
+ pfac = 1.0/inshld;
+ if (shldchg == 1) chgfac = 0.25+0.5*Rand();
+ skip(1);
+ if (skill <= SKILL_FAIR) i = 2;
+ for_local_enemies(l) {
+ if (game.kpower[l] < 0) continue; /* too weak to attack */
+ /* compute hit strength and diminsh shield power */
+ r = Rand();
+ /* Increase chance of photon torpedos if docked or enemy energy low */
+ if (condit == IHDOCKED) r *= 0.25;
+ if (game.kpower[l] < 500) r *= 0.25;
+ jx = game.kx[l];
+ jy = game.ky[l];
+ iquad = game.quad[jx][jy];
+ if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
+ itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
+ (iquad==IHC && r > 0.015) ||
+ (iquad==IHR && r > 0.3) ||
+ (iquad==IHS && r > 0.07) ||
+ (iquad==IHQUEST && r > 0.05);
+ if (itflag) {
+ /* Enemy uses phasers */
+ if (condit == IHDOCKED) continue; /* Don't waste the effort! */
+ attempt = 1; /* Attempt to attack */
+ dustfac = 0.8+0.05*Rand();
+ hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
+ game.kpower[l] *= 0.75;
+ }
+ else { /* Enemy used photon torpedo */
+ double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
+ hit = 0;
+ proutn("***TORPEDO INCOMING");
+ if (game.damage[DSRSENS] <= 0.0) {
+ proutn(" From ");
+ crmena(0, iquad, i, jx, jy);
+ }
+ attempt = 1;
+ prout(" ");
+ r = (Rand()+Rand())*0.5 -0.5;
+ r += 0.002*game.kpower[l]*r;
+ torpedo(course, r, jx, jy, &hit, 1, 1);
+ if (game.state.remkl==0)
+ finish(FWON); /* Klingons did themselves in! */
+ if (game.state.galaxy[quadx][quady].supernova || alldone)
+ return; /* Supernova or finished */
+ if (hit == 0) continue;
+ }
+ if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
+ /* shields will take hits */
+ double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
+ if(propor < 0.1) propor = 0.1;
+ hitsh = propor*chgfac*hit+1.0;
+ atackd=1;
+ absorb = 0.8*hitsh;
+ if (absorb > shield) absorb = shield;
+ shield -= absorb;
+ hit -= hitsh;
+ if (condit==IHDOCKED) dock(0);
+ if (propor > 0.1 && hit < 0.005*energy) continue;
+ }
+ /* It's a hit -- print out hit size */
+ atackd = 1; /* We weren't going to check casualties, etc. if
+ shields were down for some strange reason. This
+ doesn't make any sense, so I've fixed it */
+ ihurt = 1;
+ proutn("%d unit hit", (int)hit);
+ if ((game.damage[DSRSENS] > 0 && itflag) || skill<=SKILL_FAIR) {
+ proutn(" on the ");
+ crmshp();
+ }
+ if (game.damage[DSRSENS] <= 0.0 && itflag) {
+ proutn(" from ");
+ crmena(0, iquad, i, jx, jy);
+ }
+ skip(1);
+ /* Decide if hit is critical */
+ if (hit > hitmax) hitmax = hit;
+ hittot += hit;
+ fry(hit);
+ prout("Hit %g energy %g", hit, energy);
+ energy -= hit;
+ if (condit==IHDOCKED)
+ dock(0);
+ }
+ if (energy <= 0) {
+ /* Returning home upon your shield, not with it... */
+ finish(FBATTLE);
+ return;
+ }
+ if (attempt == 0 && condit == IHDOCKED)
+ prout("***Enemies decide against attacking your ship.");
+ if (atackd == 0) return;
+ percent = 100.0*pfac*shield+0.5;
+ if (ihurt==0) {
+ /* Shields fully protect ship */
+ proutn("Enemy attack reduces shield strength to ");
+ }
+ else {
+ /* Print message if starship suffered hit(s) */
+ skip(1);
+ proutn("Energy left %2d shields ", (int)energy);
+ if (shldup) proutn("up ");
+ else if (game.damage[DSHIELD] == 0) proutn("down ");
+ else proutn("damaged, ");
+ }
+ prout("%d%%, torpedoes left %d", percent, torps);
+ /* Check if anyone was hurt */
+ if (hitmax >= 200 || hittot >= 500) {
+ int icas= hittot*Rand()*0.015;
+ if (icas >= 2) {
+ skip(1);
+ prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
+ prout(" in that last attack.\"");
+ casual += icas;
+ }
+ }
+ /* After attack, reset average distance to enemies */
+ for_local_enemies(l)
+ game.kavgd[l] = game.kdist[l];
+ sortkl();
+ return;
+}
+
+void deadkl(int ix, int iy, int type, int ixx, int iyy)
+{
+ /* Added ixx and iyy allow enemy to "move" before dying */
+
+ int i,j;
+
+ skip(1);
+ crmena(1, type, 2, ixx, iyy);
+ /* Decide what kind of enemy it is and update approriately */
+ if (type == IHR) {
+ /* chalk up a Romulan */
+ game.state.galaxy[quadx][quady].romulans--;
+ irhere--;
+ game.state.nromkl++;
+ game.state.nromrem--;
+ }
+ else if (type == IHT) {
+ /* Killed a Tholian */
+ ithere = 0;
+ }
+ else if (type == IHQUEST) {
+ /* Killed a Thingy */
+ iqhere=iqengry=thingx=thingy=0;
+ }
+ else {
+ /* Some type of a Klingon */
+ game.state.galaxy[quadx][quady].klingons--;
+ klhere--;
+ game.state.remkl--;
+ switch (type) {
+ case IHC:
+ comhere = 0;
+ for_commanders (i)
+ 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];
+ game.state.cx[game.state.remcom] = 0;
+ game.state.cy[game.state.remcom] = 0;
+ game.state.remcom--;
+ game.future[FTBEAM] = FOREVER;
+ if (game.state.remcom != 0)
+ game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
+ game.state.killc++;
+ break;
+ case IHK:
+ game.state.killk++;
+ break;
+ case IHS:
+ game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
+ game.state.nsckill = 1;
+ game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
+ break;
+ }
+ }
+
+ /* For each kind of enemy, finish message to player */
+ prout(" destroyed.");
+ game.quad[ix][iy] = IHDOT;
+ if (game.state.remkl==0) return;
+
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
+
+ /* Remove enemy ship from arrays describing local conditions */
+ if (game.future[FCDBAS] < FOREVER && batx==quadx && baty==quady && type==IHC)
+ game.future[FCDBAS] = FOREVER;
+ for_local_enemies(i)
+ if (game.kx[i]==ix && game.ky[i]==iy) break;
+ nenhere--;
+ if (i <= nenhere) {
+ for (j=i; j<=nenhere; j++) {
+ game.kx[j] = game.kx[j+1];
+ game.ky[j] = game.ky[j+1];
+ game.kpower[j] = game.kpower[j+1];
+ game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
+ }
+ }
+ game.kx[nenhere+1] = 0;
+ game.ky[nenhere+1] = 0;
+ game.kdist[nenhere+1] = 0;
+ game.kavgd[nenhere+1] = 0;
+ game.kpower[nenhere+1] = 0;
+ return;
+}
+
+static int targetcheck(double x, double y, double *course)
+{
+ double deltx, delty;
+ /* Return TRUE if target is invalid */
+ if (!VALID_SECTOR(x, y)) {
+ huh();
+ return 1;
+ }
+ deltx = 0.1*(y - secty);
+ delty = 0.1*(sectx - x);
+ if (deltx==0 && delty== 0) {
+ skip(1);
+ prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
+ prout(" I recommend an immediate review of");
+ prout(" the Captain's psychological profile.\"");
+ chew();
+ return 1;
+ }
+ *course = 1.90985932*atan2(deltx, delty);
+ return 0;
+}
+
+void photon(void)
+{
+ double targ[4][3], course[4];
+ double r, dummy;
+ int key, n, i, osuabor;
+
+ ididit = 0;
+
+ if (game.damage[DPHOTON]) {
+ prout("Photon tubes damaged.");
+ chew();
+ return;
+ }
+ if (torps == 0) {
+ prout("No torpedoes left.");
+ chew();
+ return;
+ }
+ key = scan();
+ for (;;) {
+ if (key == IHALPHA) {
+ huh();
+ return;
+ }
+ else if (key == IHEOL) {
+ prout("%d torpedoes left.", torps);
+ proutn("Number of torpedoes to fire- ");
+ key = scan();
+ }
+ else /* key == IHREAL */ {
+ n = aaitem + 0.5;
+ if (n <= 0) { /* abort command */
+ chew();
+ return;
+ }
+ if (n > 3) {
+ chew();
+ prout("Maximum of 3 torpedoes per burst.");
+ key = IHEOL;
+ return;
+ }
+ if (n <= torps) break;
+ chew();
+ key = IHEOL;
+ }
+ }
+ for (i = 1; i <= n; i++) {
+ key = scan();
+ if (i==1 && key == IHEOL) {
+ break; /* we will try prompting */
+ }
+ if (i==2 && key == IHEOL) {
+ /* direct all torpedoes at one target */
+ while (i <= n) {
+ targ[i][1] = targ[1][1];
+ targ[i][2] = targ[1][2];
+ course[i] = course[1];
+ i++;
+ }
+ break;
+ }
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ targ[i][1] = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ targ[i][2] = aaitem;
+ if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
+ }
+ chew();
+ if (i == 1 && key == IHEOL) {
+ /* prompt for each one */
+ for (i = 1; i <= n; i++) {
+ proutn("Target sector for torpedo number %d- ", i);
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ targ[i][1] = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ targ[i][2] = aaitem;
+ chew();
+ if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
+ }
+ }
+ ididit = 1;
+ /* Loop for moving <n> torpedoes */
+ osuabor = 0;
+ for (i = 1; i <= n && !osuabor; i++) {
+ if (condit != IHDOCKED) torps--;
+ r = (Rand()+Rand())*0.5 -0.5;
+ if (fabs(r) >= 0.47) {
+ /* misfire! */
+ r = (Rand()+1.2) * r;
+ if (n>1) {
+ prouts("***TORPEDO NUMBER %d MISFIRES", i);
+ }
+ else prouts("***TORPEDO MISFIRES.");
+ skip(1);
+ if (i < n)
+ prout(" Remainder of burst aborted.");
+ osuabor=1;
+ if (Rand() <= 0.2) {
+ prout("***Photon tubes damaged by misfire.");
+ game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
+ break;
+ }
+ }
+ if (shldup || condit == IHDOCKED)
+ r *= 1.0 + 0.0001*shield;
+ torpedo(course[i], r, sectx, secty, &dummy, i, n);
+ if (alldone || game.state.galaxy[quadx][quady].supernova)
+ return;
+ }
+ if (game.state.remkl==0) finish(FWON);
+}
+
+
+
+static void overheat(double rpow)
+{
+ if (rpow > 1500) {
+ double chekbrn = (rpow-1500.)*0.00038;
+ if (Rand() <= chekbrn) {
+ prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
+ game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
+ }
+ }
+}
+
+static int checkshctrl(double rpow)
+{
+ double hit;
+ int icas;
+
+ skip(1);
+ if (Rand() < .998) {
+ prout("Shields lowered.");
+ return 0;
+ }
+ /* Something bad has happened */
+ prouts("***RED ALERT! RED ALERT!");
+ skip(2);
+ hit = rpow*shield/inshld;
+ energy -= rpow+hit*0.8;
+ shield -= hit*0.2;
+ if (energy <= 0.0) {
+ prouts("Sulu- \"Captain! Shield malf***********************\"");
+ skip(1);
+ stars();
+ finish(FPHASER);
+ return 1;
+ }
+ prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
+ skip(2);
+ prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
+ icas = hit*Rand()*0.012;
+ skip(1);
+ fry(0.8*hit);
+ if (icas) {
+ skip(1);
+ prout("McCoy to bridge- \"Severe radiation burns, Jim.");
+ prout(" %d casualties so far.\"", icas);
+ casual -= icas;
+ }
+ skip(1);
+ prout("Phaser energy dispersed by shields.");
+ prout("Enemy unaffected.");
+ overheat(rpow);
+ return 1;
+}
+
+
+void phasers(void)
+{
+ double hits[21], rpow=0, extra, powrem, over, temp;
+ int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
+ int ifast=0, no=0, ipoop=1, msgflag = 1;
+ enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
+ int key=0;
+
+ skip(1);
+ /* SR sensors and Computer */
+ if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
+ if (condit == IHDOCKED) {
+ prout("Phasers can't be fired through base shields.");
+ chew();
+ return;
+ }
+ if (game.damage[DPHASER] != 0) {
+ prout("Phaser control damaged.");
+ chew();
+ return;
+ }
+ if (shldup) {
+ if (game.damage[DSHCTRL]) {
+ prout("High speed shield control damaged.");
+ chew();
+ return;
+ }
+ if (energy <= 200.0) {
+ prout("Insufficient energy to activate high-speed shield control.");
+ chew();
+ return;
+ }
+ prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
+ ifast = 1;
+
+ }
+ /* Original code so convoluted, I re-did it all */
+ while (automode==NOTSET) {
+ key=scan();
+ if (key == IHALPHA) {
+ if (isit("manual")) {
+ if (nenhere==0) {
+ prout("There is no enemy present to select.");
+ chew();
+ key = IHEOL;
+ automode=AUTOMATIC;
+ }
+ else {
+ automode = MANUAL;
+ key = scan();
+ }
+ }
+ else if (isit("automatic")) {
+ if ((!ipoop) && nenhere != 0) {
+ automode = FORCEMAN;
+ }
+ else {
+ if (nenhere==0)
+ prout("Energy will be expended into space.");
+ automode = AUTOMATIC;
+ key = scan();
+ }
+ }
+ else if (isit("no")) {
+ no = 1;
+ }
+ else {
+ huh();
+ return;
+ }
+ }
+ else if (key == IHREAL) {
+ if (nenhere==0) {
+ prout("Energy will be expended into space.");
+ automode = AUTOMATIC;
+ }
+ else if (!ipoop)
+ automode = FORCEMAN;
+ else
+ automode = AUTOMATIC;
+ }
+ else {
+ /* IHEOL */
+ if (nenhere==0) {
+ prout("Energy will be expended into space.");
+ automode = AUTOMATIC;
+ }
+ else if (!ipoop)
+ automode = FORCEMAN;
+ else
+ proutn("Manual or automatic? ");
+ }
+ }
+
+ switch (automode) {
+ case AUTOMATIC:
+ if (key == IHALPHA && isit("no")) {
+ no = 1;
+ key = scan();
+ }
+ if (key != IHREAL && nenhere != 0) {
+ prout("Phasers locked on target. Energy available: %.2f",
+ ifast?energy-200.0:energy,1,2);
+ }
+ irec=0;
+ do {
+ chew();
+ if (!kz) for_local_enemies(i)
+ irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
+ (1.01+0.05*Rand()) + 1.0;
+ kz=1;
+ proutn("(%d) units required. ", irec);
+ chew();
+ proutn("Units to fire= ");
+ key = scan();
+ if (key!=IHREAL) return;
+ rpow = aaitem;
+ if (rpow > (ifast?energy-200:energy)) {
+ proutn("Energy available= %.2f",
+ ifast?energy-200:energy);
+ skip(1);
+ key = IHEOL;
+ }
+ } while (rpow > (ifast?energy-200:energy));
+ if (rpow<=0) {
+ /* chicken out */
+ chew();
+ return;
+ }
+ if ((key=scan()) == IHALPHA && isit("no")) {
+ no = 1;
+ }
+ if (ifast) {
+ energy -= 200; /* Go and do it! */
+ if (checkshctrl(rpow)) return;
+ }
+ chew();
+ energy -= rpow;
+ extra = rpow;
+ if (nenhere) {
+ extra = 0.0;
+ powrem = rpow;
+ for_local_enemies(i) {
+ hits[i] = 0.0;
+ if (powrem <= 0) continue;
+ hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
+ over = (0.01 + 0.05*Rand())*hits[i];
+ temp = powrem;
+ powrem -= hits[i] + over;
+ if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
+ if (powrem <= 0) over = 0.0;
+ extra += over;
+ }
+ if (powrem > 0.0) extra += powrem;
+ hittem(hits);
+ ididit=1;
+ }
+ if (extra > 0 && alldone == 0) {
+ if (ithere) {
+ proutn("*** Tholian web absorbs ");
+ if (nenhere>0) proutn("excess ");
+ prout("phaser energy.");
+ }
+ else {
+ prout("%d expended on empty space.", (int)extra);
+ }
+ }
+ break;
+
+ case FORCEMAN:
+ chew();
+ key = IHEOL;
+ if (game.damage[DCOMPTR]!=0)
+ prout("Battle comuter damaged, manual file only.");
+ else {
+ skip(1);
+ prouts("---WORKING---");
+ skip(1);
+ prout("Short-range-sensors-damaged");
+ prout("Insufficient-data-for-automatic-phaser-fire");
+ prout("Manual-fire-must-be-used");
+ skip(1);
+ }
+ case MANUAL:
+ rpow = 0.0;
+ for (k = 1; k <= nenhere;) {
+ int ii = game.kx[k], jj = game.ky[k];
+ int ienm = game.quad[ii][jj];
+ if (msgflag) {
+ proutn("Energy available= %.2f",
+ energy-.006-(ifast?200:0));
+ skip(1);
+ msgflag = 0;
+ rpow = 0.0;
+ }
+ if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
+ (ienm == IHC || ienm == IHS)) {
+ cramen(ienm);
+ prout(" can't be located without short range scan.");
+ chew();
+ key = IHEOL;
+ hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
+ k++;
+ continue;
+ }
+ if (key == IHEOL) {
+ chew();
+ if (ipoop && k > kz)
+ irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
+ (1.01+0.05*Rand()) + 1.0;
+ kz = k;
+ proutn("(");
+ if (game.damage[DCOMPTR]==0) proutn("%d", irec);
+ else proutn("??");
+ proutn(") ");
+ proutn("units to fire at ");
+ crmena(0, ienm, 2, ii, jj);
+ proutn("- ");
+ key = scan();
+ }
+ if (key == IHALPHA && isit("no")) {
+ no = 1;
+ key = scan();
+ continue;
+ }
+ if (key == IHALPHA) {
+ huh();
+ return;
+ }
+ if (key == IHEOL) {
+ if (k==1) { /* Let me say I'm baffled by this */
+ msgflag = 1;
+ }
+ continue;
+ }
+ if (aaitem < 0) {
+ /* abort out */
+ chew();
+ return;
+ }
+ hits[k] = aaitem;
+ rpow += aaitem;
+ /* If total requested is too much, inform and start over */
+
+ if (rpow > (ifast?energy-200:energy)) {
+ prout("Available energy exceeded -- try again.");
+ chew();
+ return;
+ }
+ key = scan(); /* scan for next value */
+ k++;
+ }
+ if (rpow == 0.0) {
+ /* zero energy -- abort */
+ chew();
+ return;
+ }
+ if (key == IHALPHA && isit("no")) {
+ no = 1;
+ }
+ energy -= rpow;
+ chew();
+ if (ifast) {
+ energy -= 200.0;
+ if (checkshctrl(rpow)) return;
+ }
+ hittem(hits);
+ ididit=1;
+ case NOTSET:; /* avoid gcc warning */
+ }
+ /* Say shield raised or malfunction, if necessary */
+ if (alldone)
+ return;
+ if (ifast) {
+ skip(1);
+ if (no == 0) {
+ if (Rand() >= 0.99) {
+ prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
+ prouts(" CLICK CLICK POP . . .");
+ prout(" No response, sir!");
+ shldup = 0;
+ }
+ else
+ prout("Shields raised.");
+ }
+ else
+ shldup = 0;
+ }
+ overheat(rpow);
+}
+
+void hittem(double *hits)
+{
+ double kp, kpow, wham, hit, dustfac, kpini;
+ int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
+
+ skip(1);
+
+ for (; k <= nenhr2; k++, kk++) {
+ if ((wham = hits[k])==0) continue;
+ dustfac = 0.9 + 0.01*Rand();
+ hit = wham*pow(dustfac,game.kdist[kk]);
+ kpini = game.kpower[kk];
+ kp = fabs(kpini);
+ if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
+ game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
+ kpow = game.kpower[kk];
+ ii = game.kx[kk];
+ jj = game.ky[kk];
+ if (hit > 0.005) {
+ if (game.damage[DSRSENS]==0)
+ boom(ii, jj);
+ proutn("%d unit hit on ", (int)hit);
+ }
+ else
+ proutn("Very small hit on ");
+ ienm = game.quad[ii][jj];
+ if (ienm==IHQUEST) iqengry=1;
+ crmena(0,ienm,2,ii,jj);
+ skip(1);
+ if (kpow == 0) {
+ deadkl(ii, jj, ienm, ii, jj);
+ if (game.state.remkl==0) finish(FWON);
+ if (alldone) return;
+ kk--; /* don't do the increment */
+ }
+ else /* decide whether or not to emasculate klingon */
+ if (kpow > 0 && Rand() >= 0.9 &&
+ kpow <= ((0.4 + 0.4*Rand())*kpini)) {
+ prout("***Mr. Spock- \"Captain, the vessel at ",
+ cramlc(sector,ii,jj));
+ prout(" has just lost its firepower.\"");
+ game.kpower[kk] = -kpow;
+ }
+ }
+ return;
+}
+