7 enum {NONE, SHUP, SHDN, NRG} action = NONE;
11 if (i == 2) action = SHUP;
19 if (game.damage[DSHIELD]) {
20 prout("Shields damaged and down.");
25 else if (isit("down"))
30 proutn("Do you wish to change shield energy? ");
32 proutn("Energy to transfer to shields- ");
35 else if (game.damage[DSHIELD]) {
36 prout("Shields damaged and down.");
40 proutn("Shields are up. Do you want them down? ");
41 if (ja()) action = SHDN;
48 proutn("Shields are down. Do you want them up? ");
49 if (ja()) action = SHUP;
58 case SHUP: /* raise shields */
60 prout("Shields already up.");
65 if (condit != IHDOCKED) energy -= 50.0;
66 prout("Shields raised.");
69 prout("Shields raising uses up last of energy.");
77 prout("Shields already down.");
82 prout("Shields lowered.");
86 while (scan() != IHREAL) {
88 proutn("Energy to transfer to shields- ");
91 if (aaitem==0) return;
92 if (aaitem > energy) {
93 prout("Insufficient ship energy.");
97 if (shield+aaitem >= inshld) {
98 prout("Shield energy maximized.");
99 if (shield+aaitem > inshld) {
100 prout("Excess energy requested returned to ship energy");
102 energy -= inshld-shield;
106 if (aaitem < 0.0 && energy-aaitem > inenrg) {
107 /* Prevent shield drain loophole */
109 prout("Engineering to bridge--");
110 prout(" Scott here. Power circuit problem, Captain.");
111 prout(" I can't drain the shields.");
115 if (shield+aaitem < 0) {
116 prout("All shield energy transferred to ship.");
121 proutn("Scotty- \"");
123 prout("Transferring energy to shields.\"");
125 prout("Draining energy from shields.\"");
129 case NONE:; /* avoid gcc warning */
133 void ram(int ibumpd, int ienm, int ix, int iy)
135 double type = 1.0, extradm;
138 prouts("***RED ALERT! RED ALERT!");
140 prout("***COLLISION IMMINENT.");
145 case IHR: type = 1.5; break;
146 case IHC: type = 2.0; break;
147 case IHS: type = 2.5; break;
148 case IHT: type = 0.5; break;
149 case IHQUEST: type = 4.0; break;
151 proutn(ibumpd ? " rammed by " : " rams ");
152 crmena(0, ienm, 2, ix, iy);
153 if (ibumpd) proutn(" (original position)");
155 deadkl(ix, iy, ienm, sectx, secty);
158 prout(" heavily damaged.");
159 icas = 10.0+20.0*Rand();
160 prout("***Sickbay reports %d casualties", icas);
162 for (l=0; l < NDEVICES; l++) {
164 continue; // Don't damage deathray
165 if (game.damage[l] < 0)
167 extradm = (10.0*type*Rand()+1.0)*damfac;
168 game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
171 if (game.state.remkl) {
179 void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
181 int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
183 double ac=course + 0.25*r;
184 double angle = (15.0-ac)*0.5235988;
185 double bullseye = (15.0 - course)*0.5235988;
186 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
187 double ang, temp, xx, yy, kp, h1;
189 bigger = fabs(deltax);
190 if (fabs(deltay) > bigger) bigger = fabs(deltay);
193 if (game.damage[DSRSENS]==0 || condit==IHDOCKED)
194 setwnd(srscan_window);
196 setwnd(message_window);
197 /* Loop to move a single torpedo */
198 for (l=1; l <= 15; l++) {
203 if (!VALID_SECTOR(ix, iy)) break;
204 iquad=game.quad[ix][iy];
205 tracktorpedo(ix, iy, l, i, n);
206 if (iquad==IHDOT) continue;
208 setwnd(message_window);
209 skip(1); /* start new line after text track */
211 case IHE: /* Hit our ship */
214 proutn("Torpedo hits ");
217 *hit = 700.0 + 100.0*Rand() -
218 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
219 fabs(sin(bullseye-angle));
221 newcnd(); /* we're blown out of dock */
222 /* We may be displaced. */
223 if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
224 ang = angle + 2.5*(Rand()-0.5);
225 temp = fabs(sin(ang));
226 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
231 if (!VALID_SECTOR(jx, jy)) return;
232 if (game.quad[jx][jy]==IHBLANK) {
236 if (game.quad[jx][jy]!=IHDOT) {
237 /* can't move into object */
246 case IHC: /* Hit a commander */
248 if (Rand() <= 0.05) {
249 crmena(1, iquad, 2, ix, iy);
250 prout(" uses anti-photon device;");
251 prout(" torpedo neutralized.");
254 case IHR: /* Hit a regular enemy */
257 for_local_enemies(ll)
258 if (ix==game.kx[ll] && iy==game.ky[ll]) break;
259 kp = fabs(game.kpower[ll]);
260 h1 = 700.0 + 100.0*Rand() -
261 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
262 fabs(sin(bullseye-angle));
264 if (kp < h1) h1 = kp;
265 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
266 if (game.kpower[ll] == 0) {
267 deadkl(ix, iy, iquad, ix, iy);
270 crmena(1, iquad, 2, ix, iy);
271 /* If enemy damaged but not destroyed, try to displace */
272 ang = angle + 2.5*(Rand()-0.5);
273 temp = fabs(sin(ang));
274 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
279 if (!VALID_SECTOR(jx, jy)) {
280 prout(" damaged but not destroyed.");
283 if (game.quad[jx][jy]==IHBLANK) {
284 prout(" buffeted into black hole.");
285 deadkl(ix, iy, iquad, jx, jy);
288 if (game.quad[jx][jy]!=IHDOT) {
289 /* can't move into object */
290 prout(" damaged but not destroyed.");
293 proutn(" damaged--");
298 case IHB: /* Hit a base */
300 prout("***STARBASE DESTROYED..");
302 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
303 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
304 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
308 game.quad[ix][iy]=IHDOT;
309 game.state.rembase--;
311 game.state.galaxy[quadx][quady].starbase--;
312 game.state.chart[quadx][quady].starbase--;
316 case IHP: /* Hit a planet */
317 crmena(1, iquad, 2, ix, iy);
318 prout(" destroyed.");
319 game.state.nplankl++;
320 game.state.galaxy[quadx][quady].planets--;
321 DESTROY(&game.state.plnets[iplnet]);
324 game.quad[ix][iy] = IHDOT;
326 /* captain perishes on planet */
330 case IHSTAR: /* Hit a star */
335 crmena(1, IHSTAR, 2, ix, iy);
336 prout(" unaffected by photon blast.");
338 case IHQUEST: /* Hit a thingy */
339 if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
341 prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
343 prouts(" HACK! HACK! HACK! *CHOKE!* ");
345 proutn("Mr. Spock-");
346 prouts(" \"Fascinating!\"");
348 deadkl(ix, iy, iquad, ix, iy);
351 * Stas Sergeev added the possibility that
352 * you can shove the Thingy abd piss it off.
353 * It then becomes an enemy and may fire at you.
359 case IHBLANK: /* Black hole */
361 crmena(1, IHBLANK, 2, ix, iy);
362 prout(" swallows torpedo.");
364 case IHWEB: /* hit the web */
366 prout("***Torpedo absorbed by Tholian web.");
368 case IHT: /* Hit a Tholian */
369 h1 = 700.0 + 100.0*Rand() -
370 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
371 fabs(sin(bullseye-angle));
374 game.quad[ix][iy] = IHDOT;
377 deadkl(ix, iy, iquad, ix, iy);
381 crmena(1, IHT, 2, ix, iy);
383 prout(" survives photon blast.");
386 prout(" disappears.");
387 game.quad[ix][iy] = IHWEB;
388 ithere = ithx = ithy = 0;
392 dropin(IHBLANK, &dum, &my);
396 default: /* Problem! */
398 proutn("Don't know how to handle collision with ");
399 crmena(1, iquad, 2, ix, iy);
405 if(curwnd!=message_window) {
406 setwnd(message_window);
409 game.quad[jx][jy]=iquad;
410 game.quad[ix][iy]=IHDOT;
411 prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
412 for_local_enemies(ll)
413 game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
418 prout("Torpedo missed.");
422 static void fry(double hit)
424 double ncrit, extradm;
425 int ktr=1, l, ll, j, cdam[NDEVICES];
427 /* a critical hit occured */
428 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
430 ncrit = 1.0 + hit/(500.0+100.0*Rand());
431 proutn("***CRITICAL HIT--");
432 /* Select devices and cause damage */
433 for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
436 /* Cheat to prevent shuttle damage unless on ship */
438 (game.damage[j]<0.0 || (j==DSHUTTL && iscraft!=1) || j==DDRAY);
440 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
441 game.damage[j] += extradm;
443 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
452 if (game.damage[DSHIELD] && shldup) {
453 prout("***Shields knocked down.");
458 void attack(int torps_ok)
460 /* torps_ok == 0 forces use of phasers in an attack */
461 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
462 int atackd = 0, attempt = 0;
464 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
469 if (idebug) prout("ATTACK!");
472 if (ithere) movetho();
474 if (neutz) { /* The one chance not to be attacked */
478 if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
479 if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
481 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
483 if (skill <= SKILL_FAIR) i = 2;
484 for_local_enemies(l) {
485 if (game.kpower[l] < 0) continue; /* too weak to attack */
486 /* compute hit strength and diminsh shield power */
488 /* Increase chance of photon torpedos if docked or enemy energy low */
489 if (condit == IHDOCKED) r *= 0.25;
490 if (game.kpower[l] < 500) r *= 0.25;
493 iquad = game.quad[jx][jy];
494 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
495 itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
496 (iquad==IHC && r > 0.015) ||
497 (iquad==IHR && r > 0.3) ||
498 (iquad==IHS && r > 0.07) ||
499 (iquad==IHQUEST && r > 0.05);
501 /* Enemy uses phasers */
502 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
503 attempt = 1; /* Attempt to attack */
504 dustfac = 0.8+0.05*Rand();
505 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
506 game.kpower[l] *= 0.75;
508 else { /* Enemy used photon torpedo */
509 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
511 proutn("***TORPEDO INCOMING");
512 if (game.damage[DSRSENS] <= 0.0) {
514 crmena(0, iquad, i, jx, jy);
518 r = (Rand()+Rand())*0.5 -0.5;
519 r += 0.002*game.kpower[l]*r;
520 torpedo(course, r, jx, jy, &hit, 1, 1);
521 if (game.state.remkl==0)
522 finish(FWON); /* Klingons did themselves in! */
523 if (game.state.galaxy[quadx][quady].supernova || alldone)
524 return; /* Supernova or finished */
525 if (hit == 0) continue;
527 if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
528 /* shields will take hits */
529 double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
530 if(propor < 0.1) propor = 0.1;
531 hitsh = propor*chgfac*hit+1.0;
534 if (absorb > shield) absorb = shield;
537 if (condit==IHDOCKED) dock(0);
538 if (propor > 0.1 && hit < 0.005*energy) continue;
540 /* It's a hit -- print out hit size */
541 atackd = 1; /* We weren't going to check casualties, etc. if
542 shields were down for some strange reason. This
543 doesn't make any sense, so I've fixed it */
545 proutn("%d unit hit", (int)hit);
546 if ((game.damage[DSRSENS] > 0 && itflag) || skill<=SKILL_FAIR) {
550 if (game.damage[DSRSENS] <= 0.0 && itflag) {
552 crmena(0, iquad, i, jx, jy);
555 /* Decide if hit is critical */
556 if (hit > hitmax) hitmax = hit;
559 prout("Hit %g energy %g", hit, energy);
561 if (condit==IHDOCKED)
565 /* Returning home upon your shield, not with it... */
569 if (attempt == 0 && condit == IHDOCKED)
570 prout("***Enemies decide against attacking your ship.");
571 if (atackd == 0) return;
572 percent = 100.0*pfac*shield+0.5;
574 /* Shields fully protect ship */
575 proutn("Enemy attack reduces shield strength to ");
578 /* Print message if starship suffered hit(s) */
580 proutn("Energy left %2d shields ", (int)energy);
581 if (shldup) proutn("up ");
582 else if (game.damage[DSHIELD] == 0) proutn("down ");
583 else proutn("damaged, ");
585 prout("%d%%, torpedoes left %d", percent, torps);
586 /* Check if anyone was hurt */
587 if (hitmax >= 200 || hittot >= 500) {
588 int icas= hittot*Rand()*0.015;
591 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
592 prout(" in that last attack.\"");
596 /* After attack, reset average distance to enemies */
598 game.kavgd[l] = game.kdist[l];
603 void deadkl(int ix, int iy, int type, int ixx, int iyy)
605 /* Added ixx and iyy allow enemy to "move" before dying */
610 crmena(1, type, 2, ixx, iyy);
611 /* Decide what kind of enemy it is and update approriately */
613 /* chalk up a Romulan */
614 game.state.galaxy[quadx][quady].romulans--;
617 game.state.nromrem--;
619 else if (type == IHT) {
620 /* Killed a Tholian */
623 else if (type == IHQUEST) {
624 /* Killed a Thingy */
625 iqhere=iqengry=thingx=thingy=0;
628 /* Some type of a Klingon */
629 game.state.galaxy[quadx][quady].klingons--;
636 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
637 game.state.cx[i] = game.state.cx[game.state.remcom];
638 game.state.cy[i] = game.state.cy[game.state.remcom];
639 game.state.cx[game.state.remcom] = 0;
640 game.state.cy[game.state.remcom] = 0;
642 game.future[FTBEAM] = FOREVER;
643 if (game.state.remcom != 0)
644 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
651 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
652 game.state.nsckill = 1;
653 game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
658 /* For each kind of enemy, finish message to player */
659 prout(" destroyed.");
660 game.quad[ix][iy] = IHDOT;
661 if (game.state.remkl==0) return;
663 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
665 /* Remove enemy ship from arrays describing local conditions */
666 if (game.future[FCDBAS] < FOREVER && batx==quadx && baty==quady && type==IHC)
667 game.future[FCDBAS] = FOREVER;
669 if (game.kx[i]==ix && game.ky[i]==iy) break;
672 for (j=i; j<=nenhere; j++) {
673 game.kx[j] = game.kx[j+1];
674 game.ky[j] = game.ky[j+1];
675 game.kpower[j] = game.kpower[j+1];
676 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
679 game.kx[nenhere+1] = 0;
680 game.ky[nenhere+1] = 0;
681 game.kdist[nenhere+1] = 0;
682 game.kavgd[nenhere+1] = 0;
683 game.kpower[nenhere+1] = 0;
687 static int targetcheck(double x, double y, double *course)
690 /* Return TRUE if target is invalid */
691 if (!VALID_SECTOR(x, y)) {
695 deltx = 0.1*(y - secty);
696 delty = 0.1*(sectx - x);
697 if (deltx==0 && delty== 0) {
699 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
700 prout(" I recommend an immediate review of");
701 prout(" the Captain's psychological profile.\"");
705 *course = 1.90985932*atan2(deltx, delty);
711 double targ[4][3], course[4];
713 int key, n, i, osuabor;
717 if (game.damage[DPHOTON]) {
718 prout("Photon tubes damaged.");
723 prout("No torpedoes left.");
729 if (key == IHALPHA) {
733 else if (key == IHEOL) {
734 prout("%d torpedoes left.", torps);
735 proutn("Number of torpedoes to fire- ");
738 else /* key == IHREAL */ {
740 if (n <= 0) { /* abort command */
746 prout("Maximum of 3 torpedoes per burst.");
750 if (n <= torps) break;
755 for (i = 1; i <= n; i++) {
757 if (i==1 && key == IHEOL) {
758 break; /* we will try prompting */
760 if (i==2 && key == IHEOL) {
761 /* direct all torpedoes at one target */
763 targ[i][1] = targ[1][1];
764 targ[i][2] = targ[1][2];
765 course[i] = course[1];
781 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
784 if (i == 1 && key == IHEOL) {
785 /* prompt for each one */
786 for (i = 1; i <= n; i++) {
787 proutn("Target sector for torpedo number %d- ", i);
801 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
805 /* Loop for moving <n> torpedoes */
807 for (i = 1; i <= n && !osuabor; i++) {
808 if (condit != IHDOCKED) torps--;
809 r = (Rand()+Rand())*0.5 -0.5;
810 if (fabs(r) >= 0.47) {
812 r = (Rand()+1.2) * r;
814 prouts("***TORPEDO NUMBER %d MISFIRES", i);
816 else prouts("***TORPEDO MISFIRES.");
819 prout(" Remainder of burst aborted.");
822 prout("***Photon tubes damaged by misfire.");
823 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
827 if (shldup || condit == IHDOCKED)
828 r *= 1.0 + 0.0001*shield;
829 torpedo(course[i], r, sectx, secty, &dummy, i, n);
830 if (alldone || game.state.galaxy[quadx][quady].supernova)
833 if (game.state.remkl==0) finish(FWON);
838 static void overheat(double rpow)
841 double chekbrn = (rpow-1500.)*0.00038;
842 if (Rand() <= chekbrn) {
843 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
844 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
849 static int checkshctrl(double rpow)
856 prout("Shields lowered.");
859 /* Something bad has happened */
860 prouts("***RED ALERT! RED ALERT!");
862 hit = rpow*shield/inshld;
863 energy -= rpow+hit*0.8;
866 prouts("Sulu- \"Captain! Shield malf***********************\"");
872 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
874 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
875 icas = hit*Rand()*0.012;
880 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
881 prout(" %d casualties so far.\"", icas);
885 prout("Phaser energy dispersed by shields.");
886 prout("Enemy unaffected.");
894 double hits[21], rpow=0, extra, powrem, over, temp;
895 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
896 int ifast=0, no=0, ipoop=1, msgflag = 1;
897 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
901 /* SR sensors and Computer */
902 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
903 if (condit == IHDOCKED) {
904 prout("Phasers can't be fired through base shields.");
908 if (game.damage[DPHASER] != 0) {
909 prout("Phaser control damaged.");
914 if (game.damage[DSHCTRL]) {
915 prout("High speed shield control damaged.");
919 if (energy <= 200.0) {
920 prout("Insufficient energy to activate high-speed shield control.");
924 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
928 /* Original code so convoluted, I re-did it all */
929 while (automode==NOTSET) {
931 if (key == IHALPHA) {
932 if (isit("manual")) {
934 prout("There is no enemy present to select.");
944 else if (isit("automatic")) {
945 if ((!ipoop) && nenhere != 0) {
950 prout("Energy will be expended into space.");
951 automode = AUTOMATIC;
955 else if (isit("no")) {
963 else if (key == IHREAL) {
965 prout("Energy will be expended into space.");
966 automode = AUTOMATIC;
971 automode = AUTOMATIC;
976 prout("Energy will be expended into space.");
977 automode = AUTOMATIC;
982 proutn("Manual or automatic? ");
988 if (key == IHALPHA && isit("no")) {
992 if (key != IHREAL && nenhere != 0) {
993 prout("Phasers locked on target. Energy available: %.2f",
994 ifast?energy-200.0:energy,1,2);
999 if (!kz) for_local_enemies(i)
1000 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
1001 (1.01+0.05*Rand()) + 1.0;
1003 proutn("(%d) units required. ", irec);
1005 proutn("Units to fire= ");
1007 if (key!=IHREAL) return;
1009 if (rpow > (ifast?energy-200:energy)) {
1010 proutn("Energy available= %.2f",
1011 ifast?energy-200:energy);
1015 } while (rpow > (ifast?energy-200:energy));
1021 if ((key=scan()) == IHALPHA && isit("no")) {
1025 energy -= 200; /* Go and do it! */
1026 if (checkshctrl(rpow)) return;
1034 for_local_enemies(i) {
1036 if (powrem <= 0) continue;
1037 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1038 over = (0.01 + 0.05*Rand())*hits[i];
1040 powrem -= hits[i] + over;
1041 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1042 if (powrem <= 0) over = 0.0;
1045 if (powrem > 0.0) extra += powrem;
1049 if (extra > 0 && alldone == 0) {
1051 proutn("*** Tholian web absorbs ");
1052 if (nenhere>0) proutn("excess ");
1053 prout("phaser energy.");
1056 prout("%d expended on empty space.", (int)extra);
1064 if (game.damage[DCOMPTR]!=0)
1065 prout("Battle comuter damaged, manual file only.");
1068 prouts("---WORKING---");
1070 prout("Short-range-sensors-damaged");
1071 prout("Insufficient-data-for-automatic-phaser-fire");
1072 prout("Manual-fire-must-be-used");
1077 for (k = 1; k <= nenhere;) {
1078 int ii = game.kx[k], jj = game.ky[k];
1079 int ienm = game.quad[ii][jj];
1081 proutn("Energy available= %.2f",
1082 energy-.006-(ifast?200:0));
1087 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
1088 (ienm == IHC || ienm == IHS)) {
1090 prout(" can't be located without short range scan.");
1093 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1099 if (ipoop && k > kz)
1100 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1101 (1.01+0.05*Rand()) + 1.0;
1104 if (game.damage[DCOMPTR]==0) proutn("%d", irec);
1107 proutn("units to fire at ");
1108 crmena(0, ienm, 2, ii, jj);
1112 if (key == IHALPHA && isit("no")) {
1117 if (key == IHALPHA) {
1122 if (k==1) { /* Let me say I'm baffled by this */
1134 /* If total requested is too much, inform and start over */
1136 if (rpow > (ifast?energy-200:energy)) {
1137 prout("Available energy exceeded -- try again.");
1141 key = scan(); /* scan for next value */
1145 /* zero energy -- abort */
1149 if (key == IHALPHA && isit("no")) {
1156 if (checkshctrl(rpow)) return;
1160 case NOTSET:; /* avoid gcc warning */
1162 /* Say shield raised or malfunction, if necessary */
1168 if (Rand() >= 0.99) {
1169 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
1170 prouts(" CLICK CLICK POP . . .");
1171 prout(" No response, sir!");
1175 prout("Shields raised.");
1183 void hittem(double *hits)
1185 double kp, kpow, wham, hit, dustfac, kpini;
1186 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
1190 for (; k <= nenhr2; k++, kk++) {
1191 if ((wham = hits[k])==0) continue;
1192 dustfac = 0.9 + 0.01*Rand();
1193 hit = wham*pow(dustfac,game.kdist[kk]);
1194 kpini = game.kpower[kk];
1196 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1197 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1198 kpow = game.kpower[kk];
1202 if (game.damage[DSRSENS]==0)
1204 proutn("%d unit hit on ", (int)hit);
1207 proutn("Very small hit on ");
1208 ienm = game.quad[ii][jj];
1209 if (ienm==IHQUEST) iqengry=1;
1210 crmena(0,ienm,2,ii,jj);
1213 deadkl(ii, jj, ienm, ii, jj);
1214 if (game.state.remkl==0) finish(FWON);
1215 if (alldone) return;
1216 kk--; /* don't do the increment */
1218 else /* decide whether or not to emasculate klingon */
1219 if (kpow > 0 && Rand() >= 0.9 &&
1220 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1221 prout("***Mr. Spock- \"Captain, the vessel at ",
1222 cramlc(sector,ii,jj));
1223 prout(" has just lost its firepower.\"");
1224 game.kpower[kk] = -kpow;