X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2Fbattle.c;h=223a981b094037ef038a5584f44999b1b7f12f73;hb=HEAD;hp=2977e6bbc7972e70315589f8c527cb8787b4b5a4;hpb=dc45b3ccf42344c238ddb146d79dc62086624848;p=super-star-trek.git diff --git a/src/battle.c b/src/battle.c deleted file mode 100644 index 2977e6b..0000000 --- a/src/battle.c +++ /dev/null @@ -1,1243 +0,0 @@ -#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 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; -} -