+++ /dev/null
-#include "sst.h"
-
-void doshield(int i)
-{
- int key;
- enum {NONE, SHUP, SHDN, NRG} action = NONE;
-
- game.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 (game.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 (game.shldup) {
- prout(_("Shields already up."));
- return;
- }
- game.shldup = true;
- game.shldchg = 1;
- if (game.condit != IHDOCKED) game.energy -= 50.0;
- prout(_("Shields raised."));
- if (game.energy <= 0) {
- skip(1);
- prout(_("Shields raising uses up last of energy."));
- finish(FNRG);
- return;
- }
- game.ididit=1;
- return;
- case SHDN:
- if (!game.shldup) {
- prout(_("Shields already down."));
- return;
- }
- game.shldup=false;
- game.shldchg=1;
- prout(_("Shields lowered."));
- game.ididit=1;
- return;
- case NRG:
- while (scan() != IHREAL) {
- chew();
- proutn(_("Energy to transfer to shields- "));
- }
- chew();
- if (aaitem==0) return;
- if (aaitem > game.energy) {
- prout(_("Insufficient ship energy."));
- return;
- }
- game.ididit = 1;
- if (game.shield+aaitem >= game.inshld) {
- prout(_("Shield energy maximized."));
- if (game.shield+aaitem > game.inshld) {
- prout(_("Excess energy requested returned to ship energy"));
- }
- game.energy -= game.inshld-game.shield;
- game.shield = game.inshld;
- return;
- }
- if (aaitem < 0.0 && game.energy-aaitem > game.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."));
- game.ididit = 0;
- return;
- }
- if (game.shield+aaitem < 0) {
- prout(_("All shield energy transferred to ship."));
- game.energy += game.shield;
- game.shield = 0.0;
- return;
- }
- proutn(_("Scotty- \""));
- if (aaitem > 0)
- prout(_("Transferring energy to shields.\""));
- else
- prout(_("Draining energy from shields.\""));
- game.shield += aaitem;
- game.energy -= aaitem;
- return;
- case NONE:; /* avoid gcc warning */
- }
-}
-
-void ram(int ibumpd, int ienm, coord w)
-{
- 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, w);
- if (ibumpd) proutn(_(" (original position)"));
- skip(1);
- deadkl(w, ienm, game.sector.x, game.sector.y);
- proutn("***");
- crmshp();
- prout(_(" heavily damaged."));
- icas = 10.0+20.0*Rand();
- prout(_("***Sickbay reports %d casualties"), icas);
- game.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)*game.damfac;
- game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
- }
- game.shldup = false;
- if (KLINGREM) {
- 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, 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;
- coord w;
-
- w.x = w.y = 0;
- bigger = fabs(deltax);
- if (fabs(deltay) > bigger) bigger = fabs(deltay);
- deltax /= bigger;
- deltay /= bigger;
- if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED)
- setwnd(srscan_window);
- else
- setwnd(message_window);
- /* Loop to move a single torpedo */
- for (l=1; l <= 15; l++) {
- x += deltax;
- w.x = x + 0.5;
- y += deltay;
- w.y = y + 0.5;
- if (!VALID_SECTOR(w.x, w.y)) break;
- iquad=game.quad[w.x][w.y];
- tracktorpedo(w.x, w.y, 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(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
- *hit = fabs(*hit);
- newcnd(); /* we're blown out of dock */
- /* We may be displaced. */
- if (game.landed==1 || game.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=w.x+xx+0.5;
- jy=w.y+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;
- }
- game.sector.x = jx;
- game.sector.y = jy;
- crmshp();
- shoved = 1;
- break;
-
- case IHC: /* Hit a commander */
- case IHS:
- if (Rand() <= 0.05) {
- crmena(1, iquad, 2, w);
- 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 (w.x==game.ks[ll].x && w.y==game.ks[ll].y) break;
- kp = fabs(game.kpower[ll]);
- h1 = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-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(w, iquad, w.x, w.y);
- return;
- }
- crmena(1, iquad, 2, w);
- /* 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=w.x+xx+0.5;
- jy=w.y+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(w, iquad, jx, jy);
- return;
- }
- if (game.quad[jx][jy]!=IHDOT) {
- /* can't move into object */
- prout(_(" damaged but not destroyed."));
- return;
- }
- proutn(_(" damaged--"));
- game.ks[ll].x = jx;
- game.ks[ll].y = jy;
- shoved = 1;
- break;
- case IHB: /* Hit a base */
- skip(1);
- prout(_("***STARBASE DESTROYED.."));
- for_starbases(ll) {
- if (game.state.baseq[ll].x==game.quadrant.x && game.state.baseq[ll].y==game.quadrant.y) {
- game.state.baseq[ll].x=game.state.baseq[game.state.rembase].x;
- game.state.baseq[ll].y=game.state.baseq[game.state.rembase].y;
- break;
- }
- }
- game.quad[w.x][w.y]=IHDOT;
- game.state.rembase--;
- game.base.x=game.base.y=0;
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase--;
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
- game.state.basekl++;
- newcnd();
- return;
- case IHP: /* Hit a planet */
- crmena(1, iquad, 2, w);
- prout(_(" destroyed."));
- game.state.nplankl++;
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
- DESTROY(&game.state.plnets[game.iplnet]);
- game.iplnet = 0;
- game.plnet.x = game.plnet.y = 0;
- game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
- /* captain perishes on planet */
- finish(FDPLANET);
- }
- return;
- case IHW: /* Hit an inhabited world -- very bad! */
- crmena(1, iquad, 2, w);
- prout(_(" destroyed."));
- game.state.nworldkl++;
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
- DESTROY(&game.state.plnets[game.iplnet]);
- game.iplnet = 0;
- game.plnet.x = game.plnet.y = 0;
- game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
- /* captain perishes on planet */
- finish(FDPLANET);
- }
- prout("You have just destroyed an inhabited planet.");
- prout("Celebratory rallies are being held on the Klingon homeworld.");
- return;
- case IHSTAR: /* Hit a star */
- if (Rand() > 0.10) {
- nova(w.x, w.y);
- return;
- }
- crmena(1, IHSTAR, 2, w);
- 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(w, iquad, w.x, w.y);
- } else {
- /*
- * Stas Sergeev added the possibility that
- * you can shove the Thingy and 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, w);
- 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(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
- h1 = fabs(h1);
- if (h1 >= 600) {
- game.quad[w.x][w.y] = IHDOT;
- game.ithere = 0;
- game.tholian.x = game.tholian.y = 0;
- deadkl(w, iquad, w.x, w.y);
- return;
- }
- skip(1);
- crmena(1, IHT, 2, w);
- if (Rand() > 0.05) {
- prout(_(" survives photon blast."));
- return;
- }
- prout(_(" disappears."));
- game.quad[w.x][w.y] = IHWEB;
- game.ithere = game.tholian.x = game.tholian.y = 0;
- game.nenhere--;
- {
- coord dummy;
- dropin(IHBLANK, &dummy);
- }
- return;
-
- default: /* Problem! */
- skip(1);
- proutn("Don't know how to handle collision with ");
- crmena(1, iquad, 2, w);
- skip(1);
- return;
- }
- break;
- }
- if(curwnd!=message_window) {
- setwnd(message_window);
- }
- if (shoved) {
- coord w;
- w.x = jx; w.y = jy;
- game.quad[jx][jy]=iquad;
- game.quad[w.x][w.y]=IHDOT;
- prout(_(" displaced by blast to %s "), cramlc(sector, w));
- for_local_enemies(ll)
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sector.x-game.ks[ll].x)+square(game.sector.y-game.ks[ll].y));
- 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*game.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 && game.iscraft!=1) || j==DDRAY);
- cdam[l] = j;
- extradm = (hit*game.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] && game.shldup) {
- prout(_("***Shields knocked down."));
- game.shldup=false;
- }
-}
-
-void attack(int torps_ok)
-{
- /* torps_ok == 0 forces use of phasers in an attack */
- int percent, ihurt=0, l, i=0, iquad, itflag;
- int atackd = 0, attempt = 0;
- double hit;
- double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
- coord jay;
-
- game.iattak = 1;
- if (game.alldone) return;
- if (idebug) prout("=== ATTACK!");
-
- if (game.ithere) movetho();
-
- if (game.neutz) { /* The one chance not to be attacked */
- game.neutz = 0;
- return;
- }
- if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
- if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) return;
- pfac = 1.0/game.inshld;
- if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
- skip(1);
- if (game.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 (game.condit == IHDOCKED) r *= 0.25;
- if (game.kpower[l] < 500) r *= 0.25;
- jay.x = game.ks[l].x;
- jay.y = game.ks[l].y;
- iquad = game.quad[jay.x][jay.y];
- 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 (game.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)game.sector.y-jay.y, (double)jay.x-game.sector.x);
- hit = 0;
- proutn(_("***TORPEDO INCOMING"));
- if (game.damage[DSRSENS] <= 0.0) {
- proutn(_(" From "));
- crmena(0, iquad, i, jay);
- }
- attempt = 1;
- prout(" ");
- r = (Rand()+Rand())*0.5 -0.5;
- r += 0.002*game.kpower[l]*r;
- torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
- if (KLINGREM==0)
- finish(FWON); /* Klingons did themselves in! */
- if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone)
- return; /* Supernova or finished */
- if (hit == 0) continue;
- }
- if (game.shldup || game.shldchg != 0 || game.condit==IHDOCKED) {
- /* shields will take hits */
- double absorb, hitsh, propor = pfac*game.shield*(game.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 > game.shield) absorb = game.shield;
- game.shield -= absorb;
- hit -= hitsh;
- if (game.condit==IHDOCKED) dock(0);
- if (propor > 0.1 && hit < 0.005*game.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 fw.xed it */
- ihurt = 1;
- proutn(_("%d unit hit"), (int)hit);
- if ((game.damage[DSRSENS] > 0 && itflag) || game.skill<=SKILL_FAIR) {
- proutn(_(" on the "));
- crmshp();
- }
- if (game.damage[DSRSENS] <= 0.0 && itflag) {
- proutn(_(" from "));
- crmena(0, iquad, i, jay);
- }
- skip(1);
- /* Decide if hit is critical */
- if (hit > hitmax) hitmax = hit;
- hittot += hit;
- fry(hit);
- game.energy -= hit;
- if (game.condit==IHDOCKED)
- dock(0);
- }
- if (game.energy <= 0) {
- /* Returning home upon your shield, not with it... */
- finish(FBATTLE);
- return;
- }
- if (attempt == 0 && game.condit == IHDOCKED)
- prout(_("***Enemies decide against attacking your ship."));
- if (atackd == 0) return;
- percent = 100.0*pfac*game.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)game.energy);
- if (game.shldup) proutn(_("up "));
- else if (game.damage[DSHIELD] == 0) proutn(_("down "));
- else proutn(_("damaged, "));
- }
- prout(_("%d%%, torpedoes left %d"), percent, game.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.\""));
- game.casual += icas;
- }
- }
- /* After attack, reset average distance to enemies */
- for_local_enemies(l)
- game.kavgd[l] = game.kdist[l];
- sortkl();
- return;
-}
-
-void deadkl(coord w, int type, int ixx, int iyy)
-{
- /* Added ixx and iyy allow enemy to "move" before dying */
- coord mv;
- int i,j;
-
- mv.x = ixx; mv.y = iyy;
- skip(1);
- crmena(1, type, 2, mv);
- /* Decide what kind of enemy it is and update approriately */
- if (type == IHR) {
- /* chalk up a Romulan */
- game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
- game.irhere--;
- game.state.nromrem--;
- }
- else if (type == IHT) {
- /* Killed a Tholian */
- game.ithere = 0;
- }
- else if (type == IHQUEST) {
- /* Killed a Thingy */
- iqhere=iqengry=thing.x=thing.y=0;
- }
- else {
- /* Some type of a Klingon */
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
- game.klhere--;
- switch (type) {
- case IHC:
- game.comhere = 0;
- for_commanders (i)
- if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
- game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
- game.state.kcmdr[game.state.remcom].x = 0;
- game.state.kcmdr[game.state.remcom].y = 0;
- game.state.remcom--;
- unschedule(FTBEAM);
- if (game.state.remcom != 0)
- schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
- break;
- case IHK:
- game.state.remkl--;
- break;
- case IHS:
- game.state.nscrem--;
- game.ishere = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
- unschedule(FSCMOVE);
- unschedule(FSCDBAS);
- break;
- }
- }
-
- /* For each kind of enemy, finish message to player */
- prout(_(" destroyed."));
- game.quad[w.x][w.y] = IHDOT;
- if (KLINGREM==0) return;
-
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
-
- /* Remove enemy ship from arrays describing local game.conditions */
- if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
- unschedule(FCDBAS);
- for_local_enemies(i)
- if (same(game.ks[i], w)) break;
- game.nenhere--;
- if (i <= game.nenhere) {
- for (j=i; j<=game.nenhere; j++) {
- game.ks[j] = game.ks[j+1];
- game.kpower[j] = game.kpower[j+1];
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
- }
- }
- game.ks[game.nenhere+1].x = 0;
- game.ks[game.nenhere+1].x = 0;
- game.kdist[game.nenhere+1] = 0;
- game.kavgd[game.nenhere+1] = 0;
- game.kpower[game.nenhere+1] = 0;
- return;
-}
-
-static bool targetcheck(double x, double y, double *course)
-{
- double deltx, delty;
- /* Return true if target is invalid */
- if (!VALID_SECTOR(x, y)) {
- huh();
- return true;
- }
- deltx = 0.1*(y - game.sector.y);
- delty = 0.1*(game.sector.x - 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 true;
- }
- *course = 1.90985932*atan2(deltx, delty);
- return false;
-}
-
-void photon(void)
-{
- double targ[4][3], course[4];
- double r, dummy;
- int key, n, i, osuabor;
-
- game.ididit = 0;
-
- if (game.damage[DPHOTON]) {
- prout(_("Photon tubes damaged."));
- chew();
- return;
- }
- if (game.torps == 0) {
- prout(_("No torpedoes left."));
- chew();
- return;
- }
- key = scan();
- for (;;) {
- if (key == IHALPHA) {
- huh();
- return;
- }
- else if (key == IHEOL) {
- prout(_("%d torpedoes left."), game.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 <= game.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;
- }
- }
- game.ididit = 1;
- /* Loop for moving <n> torpedoes */
- osuabor = 0;
- for (i = 1; i <= n && !osuabor; i++) {
- if (game.condit != IHDOCKED) game.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] = game.damfac*(1.0+2.0*Rand());
- break;
- }
- }
- if (game.shldup || game.condit == IHDOCKED)
- r *= 1.0 + 0.0001*game.shield;
- torpedo(course[i], r, game.sector.x, game.sector.y, &dummy, i, n);
- if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
- return;
- }
- if (KLINGREM==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] = game.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*game.shield/game.inshld;
- game.energy -= rpow+hit*0.8;
- game.shield -= hit*0.2;
- if (game.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);
- game.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 (game.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 (game.shldup) {
- if (game.damage[DSHCTRL]) {
- prout(_("High speed shield control damaged."));
- chew();
- return;
- }
- if (game.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 (game.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) && game.nenhere != 0) {
- automode = FORCEMAN;
- }
- else {
- if (game.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 (game.nenhere==0) {
- prout(_("Energy will be expended into space."));
- automode = AUTOMATIC;
- }
- else if (!ipoop)
- automode = FORCEMAN;
- else
- automode = AUTOMATIC;
- }
- else {
- /* IHEOL */
- if (game.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 && game.nenhere != 0) {
- prout(_("Phasers locked on target. Energy available: %.2f"),
- ifast?game.energy-200.0:game.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?game.energy-200:game.energy)) {
- proutn(_("Energy available= %.2f"),
- ifast?game.energy-200:game.energy);
- skip(1);
- key = IHEOL;
- }
- } while (rpow > (ifast?game.energy-200:game.energy));
- if (rpow<=0) {
- /* chicken out */
- chew();
- return;
- }
- if ((key=scan()) == IHALPHA && isit("no")) {
- no = 1;
- }
- if (ifast) {
- game.energy -= 200; /* Go and do it! */
- if (checkshctrl(rpow)) return;
- }
- chew();
- game.energy -= rpow;
- extra = rpow;
- if (game.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);
- game.ididit=1;
- }
- if (extra > 0 && game.alldone == 0) {
- if (game.ithere) {
- proutn(_("*** Tholian web absorbs "));
- if (game.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 <= game.nenhere;) {
- coord aim = game.ks[k];
- int ienm = game.quad[aim.x][aim.y];
- if (msgflag) {
- proutn(_("Energy available= %.2f"),
- game.energy-.006-(ifast?200:0));
- skip(1);
- msgflag = 0;
- rpow = 0.0;
- }
- if (game.damage[DSRSENS] && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 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, aim);
- 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?game.energy-200:game.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;
- }
- game.energy -= rpow;
- chew();
- if (ifast) {
- game.energy -= 200.0;
- if (checkshctrl(rpow)) return;
- }
- hittem(hits);
- game.ididit=1;
- case NOTSET:; /* avoid gcc warning */
- }
- /* Say shield raised or malfunction, if necessary */
- if (game.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!"));
- game.shldup = false;
- }
- else
- prout(_("Shields raised."));
- }
- else
- game.shldup = false;
- }
- overheat(rpow);
-}
-
-void hittem(double *hits)
-{
- double kp, kpow, wham, hit, dustfac, kpini;
- int nenhr2=game.nenhere, k=1, kk=1, ienm;
- coord w;
-
- 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];
- w = game.ks[kk];
- if (hit > 0.005) {
- if (game.damage[DSRSENS]==0)
- boom(w.x, w.y);
- proutn(_("%d unit hit on "), (int)hit);
- }
- else
- proutn(_("Very small hit on "));
- ienm = game.quad[w.x][w.y];
- if (ienm==IHQUEST) iqengry=1;
- crmena(0,ienm,2,w);
- skip(1);
- if (kpow == 0) {
- deadkl(w, ienm, w.x, w.y);
- if (KLINGREM==0) finish(FWON);
- if (game.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, w));
- prout(_(" has just lost its firepower.\""));
- game.kpower[kk] = -kpow;
- }
- }
- return;
-}
-