8 enum {NONE, SHUP, SHDN, NRG} action = NONE;
12 if (i == 2) action = SHUP;
20 if (game.damage[DSHIELD]) {
21 prout("Shields damaged and down.");
26 else if (isit("down"))
31 proutn("Do you wish to change shield energy? ");
33 proutn("Energy to transfer to shields- ");
36 else if (game.damage[DSHIELD]) {
37 prout("Shields damaged and down.");
41 proutn("Shields are up. Do you want them down? ");
42 if (ja()) action = SHDN;
49 proutn("Shields are down. Do you want them up? ");
50 if (ja()) action = SHUP;
59 case SHUP: /* raise shields */
61 prout("Shields already up.");
66 if (condit != IHDOCKED) energy -= 50.0;
67 prout("Shields raised.");
70 prout("Shields raising uses up last of energy.");
78 prout("Shields already down.");
83 prout("Shields lowered.");
87 while (scan() != IHREAL) {
89 proutn("Energy to transfer to shields- ");
92 if (aaitem==0) return;
93 if (aaitem > energy) {
94 prout("Insufficient ship energy.");
98 if (shield+aaitem >= inshld) {
99 prout("Shield energy maximized.");
100 if (shield+aaitem > inshld) {
101 prout("Excess energy requested returned to ship energy");
103 energy -= inshld-shield;
107 if (aaitem < 0.0 && energy-aaitem > inenrg) {
108 /* Prevent shield drain loophole */
110 prout("Engineering to bridge--");
111 prout(" Scott here. Power circuit problem, Captain.");
112 prout(" I can't drain the shields.");
116 if (shield+aaitem < 0) {
117 prout("All shield energy transferred to ship.");
122 proutn("Scotty- \"");
124 prout("Transferring energy to shields.\"");
126 prout("Draining energy from shields.\"");
130 case NONE:; /* avoid gcc warning */
134 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=1; l <= NDEVICES; l++) {
163 if (l == DDRAY) continue; // Don't damage deathray
164 if (game.damage[l] < 0) continue;
165 extradm = (10.0*type*Rand()+1.0)*damfac;
166 game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
169 if (game.state.remkl) {
177 void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n) {
178 int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
181 double ac=course + 0.25*r;
182 double angle = (15.0-ac)*0.5235988;
183 double bullseye = (15.0 - course)*0.5235988;
184 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
185 double ang, temp, xx, yy, kp, h1;
187 bigger = fabs(deltax);
188 if (fabs(deltay) > bigger) bigger = fabs(deltay);
193 if (game.damage[DSRSENS]==0 || condit==IHDOCKED) setwnd(LEFTUPPER_WINDOW);
194 else setwnd(LOWER_WINDOW);
195 /* Loop to move a single torpedo */
196 for (l=1; l <= 15; l++) {
199 if (ix < 1 || ix > 10) break;
202 if (iy < 1 || iy > 10) break;
203 iquad=game.quad[ix][iy];
204 tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad);
206 if (iquad==IHDOT) continue;
208 setwnd(LOWER_WINDOW);
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 (jx<1 || jx>10 || jy<1 ||jy > 10) 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 (ll=1; ll <= nenhere; 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 (jx<1 || jx>10 || jy<1 ||jy > 10) {
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..");
301 if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;
302 for (ll=1; ll<=game.state.rembase; ll++) {
303 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
304 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
305 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
309 game.quad[ix][iy]=IHDOT;
310 game.state.rembase--;
312 game.state.galaxy[quadx][quady] -= 10;
316 case IHP: /* Hit a planet */
317 crmena(1, iquad, 2, ix, iy);
318 prout(" destroyed.");
319 game.state.nplankl++;
320 game.state.newstuf[quadx][quady] -= 1;
321 DESTROY(&game.state.plnets[iplnet]);
324 game.quad[ix][iy] = IHDOT;
326 /* captain parishes 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 (Rand()>0.7) { // Used to be certain death
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.
358 case IHBLANK: /* Black hole */
360 crmena(1, IHBLANK, 2, ix, iy);
361 prout(" swallows torpedo.");
363 case IHWEB: /* hit the web */
365 prout("***Torpedo absorbed by Tholian web.");
367 case IHT: /* Hit a Tholian */
368 h1 = 700.0 + 100.0*Rand() -
369 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
370 fabs(sin(bullseye-angle));
373 game.quad[ix][iy] = IHDOT;
376 deadkl(ix, iy, iquad, ix, iy);
380 crmena(1, IHT, 2, ix, iy);
382 prout(" survives photon blast.");
385 prout(" disappears.");
386 game.quad[ix][iy] = IHWEB;
387 ithere = ithx = ithy = 0;
391 dropin(IHBLANK, &dum, &my);
395 default: /* Problem! */
397 proutn("Don't know how to handle collision with ");
398 crmena(1, iquad, 2, ix, iy);
404 if(curwnd!=LOWER_WINDOW) {
405 setwnd(LOWER_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 (ll=1; ll<=nenhere; 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) {
423 double ncrit, extradm;
424 int ktr=1, l, ll, j, cdam[NDEVICES+1];
426 /* a critical hit occured */
427 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
429 ncrit = 1.0 + hit/(500.0+100.0*Rand());
430 proutn("***CRITICAL HIT--");
431 /* Select devices and cause damage */
432 for (l = 1; l <= ncrit && l <= NDEVICES; l++) {
434 j = NDEVICES*Rand()+1.0;
435 /* Cheat to prevent shuttle damage unless on ship */
436 } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||
439 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
440 game.damage[j] += extradm;
442 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
451 if (game.damage[DSHIELD] && shldup) {
452 prout("***Shields knocked down.");
458 /* k == 0 forces use of phasers in an attack */
459 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
460 int atackd = 0, attempt = 0;
462 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
467 if (idebug) prout("ATTACK!");
470 if (ithere) movetho();
472 if (neutz) { /* The one chance not to be attacked */
476 if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom();
477 if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
479 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
481 if (skill <= 2) i = 2;
482 for (l=1; l <= nenhere; l++) {
483 if (game.kpower[l] < 0) continue; /* too weak to attack */
484 /* compute hit strength and diminsh shield power */
486 /* Increase chance of photon torpedos if docked or enemy energy low */
487 if (condit == IHDOCKED) r *= 0.25;
488 if (game.kpower[l] < 500) r *= 0.25;
491 iquad = game.quad[jx][jy];
492 if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
493 itflag = (iquad == IHK && r > 0.0005) || k == 0 ||
494 (iquad==IHC && r > 0.015) ||
495 (iquad==IHR && r > 0.3) ||
496 (iquad==IHS && r > 0.07) ||
497 (iquad==IHQUEST && r > 0.05);
499 /* Enemy uses phasers */
500 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
501 attempt = 1; /* Attempt to attack */
502 dustfac = 0.8+0.05*Rand();
503 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
504 game.kpower[l] *= 0.75;
506 else { /* Enemy used photon torpedo */
507 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
509 proutn("***TORPEDO INCOMING");
510 if (game.damage[DSRSENS] <= 0.0) {
512 crmena(0, iquad, i, jx, jy);
516 r = (Rand()+Rand())*0.5 -0.5;
517 r += 0.002*game.kpower[l]*r;
518 torpedo(course, r, jx, jy, &hit, 0, 1, 1);
519 if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */
520 if (game.state.galaxy[quadx][quady] == 1000 ||
521 alldone) return; /* Supernova or finished */
522 if (hit == 0) continue;
524 if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
525 /* shields will take hits */
526 double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
527 if(propor < 0.1) propor = 0.1;
528 hitsh = propor*chgfac*hit+1.0;
531 if (absorb > shield) absorb = shield;
534 if (condit==IHDOCKED) dock(0);
535 if (propor > 0.1 && hit < 0.005*energy) continue;
537 /* It's a hit -- print out hit size */
538 atackd = 1; /* We weren't going to check casualties, etc. if
539 shields were down for some strange reason. This
540 doesn't make any sense, so I've fixed it */
542 proutn("%d unit hit", (int)hit);
543 if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {
547 if (game.damage[DSRSENS] <= 0.0 && itflag) {
549 crmena(0, iquad, i, jx, jy);
552 /* Decide if hit is critical */
553 if (hit > hitmax) hitmax = hit;
556 prout("Hit %g energy %g", hit, energy);
558 if (condit==IHDOCKED) dock(0);
561 /* Returning home upon your shield, not with it... */
565 if (attempt == 0 && condit == IHDOCKED)
566 prout("***Enemies decide against attacking your ship.");
567 if (atackd == 0) return;
568 percent = 100.0*pfac*shield+0.5;
570 /* Shields fully protect ship */
571 proutn("Enemy attack reduces shield strength to ");
574 /* Print message if starship suffered hit(s) */
576 proutn("Energy left %2d shields ", (int)energy);
577 if (shldup) proutn("up ");
578 else if (game.damage[DSHIELD] == 0) proutn("down ");
579 else proutn("damaged, ");
581 prout("%d%%, torpedoes left %d", percent, torps);
582 /* Check if anyone was hurt */
583 if (hitmax >= 200 || hittot >= 500) {
584 int icas= hittot*Rand()*0.015;
587 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
588 prout(" in that last attack.\"");
592 /* After attack, reset average distance to enemies */
593 for (l = 1; l <= nenhere; l++)
594 game.kavgd[l] = game.kdist[l];
599 void deadkl(int ix, int iy, int type, int ixx, int iyy) {
600 /* Added ixx and iyy allow enemy to "move" before dying */
605 crmena(1, type, 2, ixx, iyy);
606 /* Decide what kind of enemy it is and update approriately */
608 /* chalk up a Romulan */
609 game.state.newstuf[quadx][quady] -= 10;
612 game.state.nromrem--;
614 else if (type == IHT) {
615 /* Killed a Tholian */
618 else if (type == IHQUEST) {
619 /* Killed a Thingy */
620 iqhere=iqengry=thingx=thingy=0;
623 /* Some type of a Klingon */
624 game.state.galaxy[quadx][quady] -= 100;
630 for (i=1; i<=game.state.remcom; i++)
631 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
632 game.state.cx[i] = game.state.cx[game.state.remcom];
633 game.state.cy[i] = game.state.cy[game.state.remcom];
634 game.state.cx[game.state.remcom] = 0;
635 game.state.cy[game.state.remcom] = 0;
637 game.future[FTBEAM] = 1e30;
638 if (game.state.remcom != 0)
639 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
646 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
647 game.state.nsckill = 1;
648 game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;
653 /* For each kind of enemy, finish message to player */
654 prout(" destroyed.");
655 game.quad[ix][iy] = IHDOT;
656 if (game.state.remkl==0) return;
658 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
660 /* Remove enemy ship from arrays describing local conditions */
661 if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)
662 game.future[FCDBAS] = 1e30;
663 for (i=1; i<=nenhere; i++)
664 if (game.kx[i]==ix && game.ky[i]==iy) break;
667 for (j=i; j<=nenhere; j++) {
668 game.kx[j] = game.kx[j+1];
669 game.ky[j] = game.ky[j+1];
670 game.kpower[j] = game.kpower[j+1];
671 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
674 game.kx[nenhere+1] = 0;
675 game.ky[nenhere+1] = 0;
676 game.kdist[nenhere+1] = 0;
677 game.kavgd[nenhere+1] = 0;
678 game.kpower[nenhere+1] = 0;
682 static int targetcheck(double x, double y, double *course) {
684 /* Return TRUE if target is invalid */
685 if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {
689 deltx = 0.1*(y - secty);
690 delty = 0.1*(sectx - x);
691 if (deltx==0 && delty== 0) {
693 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
694 prout(" I recommend an immediate review of");
695 prout(" the Captain's psychological profile.\"");
699 *course = 1.90985932*atan2(deltx, delty);
704 double targ[4][3], course[4];
706 int key, n, i, osuabor;
710 if (game.damage[DPHOTON]) {
711 prout("Photon tubes damaged.");
716 prout("No torpedoes left.");
722 if (key == IHALPHA) {
726 else if (key == IHEOL) {
727 prout("%d torpedoes left.", torps);
728 proutn("Number of torpedoes to fire- ");
731 else /* key == IHREAL */ {
733 if (n <= 0) { /* abort command */
739 prout("Maximum of 3 torpedoes per burst.");
743 if (n <= torps) break;
748 for (i = 1; i <= n; i++) {
750 if (i==1 && key == IHEOL) {
751 break; /* we will try prompting */
753 if (i==2 && key == IHEOL) {
754 /* direct all torpedoes at one target */
756 targ[i][1] = targ[1][1];
757 targ[i][2] = targ[1][2];
758 course[i] = course[1];
774 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
777 if (i == 1 && key == IHEOL) {
778 /* prompt for each one */
779 for (i = 1; i <= n; i++) {
780 proutn("Target sector for torpedo number %d- ", i);
794 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
798 /* Loop for moving <n> torpedoes */
800 for (i = 1; i <= n && !osuabor; i++) {
801 if (condit != IHDOCKED) torps--;
802 r = (Rand()+Rand())*0.5 -0.5;
803 if (fabs(r) >= 0.47) {
805 r = (Rand()+1.2) * r;
807 prouts("***TORPEDO NUMBER %d MISFIRES", i);
809 else prouts("***TORPEDO MISFIRES.");
812 prout(" Remainder of burst aborted.");
815 prout("***Photon tubes damaged by misfire.");
816 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
820 if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;
821 torpedo(course[i], r, sectx, secty, &dummy, 0, i, n);
822 if (alldone || game.state.galaxy[quadx][quady]==1000) return;
824 if (game.state.remkl==0) finish(FWON);
829 static void overheat(double rpow) {
831 double chekbrn = (rpow-1500.)*0.00038;
832 if (Rand() <= chekbrn) {
833 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
834 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
839 static int checkshctrl(double rpow) {
845 prout("Shields lowered.");
848 /* Something bad has happened */
849 prouts("***RED ALERT! RED ALERT!");
851 hit = rpow*shield/inshld;
852 energy -= rpow+hit*0.8;
855 prouts("Sulu- \"Captain! Shield malf***********************\"");
861 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
863 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
864 icas = hit*Rand()*0.012;
869 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
870 prout(" %d casualties so far.\"", icas);
874 prout("Phaser energy dispersed by shields.");
875 prout("Enemy unaffected.");
882 double hits[21], rpow=0, extra, powrem, over, temp;
883 int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
884 int ifast=0, no=0, ipoop=1, msgflag = 1;
885 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
889 /* SR sensors and Computer */
890 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
891 if (condit == IHDOCKED) {
892 prout("Phasers can't be fired through base shields.");
896 if (game.damage[DPHASER] != 0) {
897 prout("Phaser control damaged.");
902 if (game.damage[DSHCTRL]) {
903 prout("High speed shield control damaged.");
907 if (energy <= 200.0) {
908 prout("Insufficient energy to activate high-speed shield control.");
912 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
916 /* Original code so convoluted, I re-did it all */
917 while (automode==NOTSET) {
919 if (key == IHALPHA) {
920 if (isit("manual")) {
922 prout("There is no enemy present to select.");
932 else if (isit("automatic")) {
933 if ((!ipoop) && nenhere != 0) {
938 prout("Energy will be expended into space.");
939 automode = AUTOMATIC;
943 else if (isit("no")) {
951 else if (key == IHREAL) {
953 prout("Energy will be expended into space.");
954 automode = AUTOMATIC;
959 automode = AUTOMATIC;
964 prout("Energy will be expended into space.");
965 automode = AUTOMATIC;
970 proutn("Manual or automatic? ");
976 if (key == IHALPHA && isit("no")) {
980 if (key != IHREAL && nenhere != 0) {
981 prout("Phasers locked on target. Energy available: %.2f",
982 ifast?energy-200.0:energy,1,2);
987 if (!kz) for (i = 1; i <= nenhere; i++)
988 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
989 (1.01+0.05*Rand()) + 1.0;
991 proutn("(%d) units required. ", irec);
993 proutn("Units to fire= ");
995 if (key!=IHREAL) return;
997 if (rpow > (ifast?energy-200:energy)) {
998 proutn("Energy available= %.2f",
999 ifast?energy-200:energy);
1003 } while (rpow > (ifast?energy-200:energy));
1009 if ((key=scan()) == IHALPHA && isit("no")) {
1013 energy -= 200; /* Go and do it! */
1014 if (checkshctrl(rpow)) return;
1022 for (i = 1; i <= nenhere; i++) {
1024 if (powrem <= 0) continue;
1025 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1026 over = (0.01 + 0.05*Rand())*hits[i];
1028 powrem -= hits[i] + over;
1029 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1030 if (powrem <= 0) over = 0.0;
1033 if (powrem > 0.0) extra += powrem;
1037 if (extra > 0 && alldone == 0) {
1039 proutn("*** Tholian web absorbs ");
1040 if (nenhere>0) proutn("excess ");
1041 prout("phaser energy.");
1044 prout("%d expended on empty space.", (int)extra);
1052 if (game.damage[DCOMPTR]!=0)
1053 prout("Battle comuter damaged, manual file only.");
1056 prouts("---WORKING---");
1058 prout("Short-range-sensors-damaged");
1059 prout("Insufficient-data-for-automatic-phaser-fire");
1060 prout("Manual-fire-must-be-used");
1065 for (k = 1; k <= nenhere;) {
1066 int ii = game.kx[k], jj = game.ky[k];
1067 int ienm = game.quad[ii][jj];
1069 proutn("Energy available= %.2f",
1070 energy-.006-(ifast?200:0));
1075 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
1076 (ienm == IHC || ienm == IHS)) {
1078 prout(" can't be located without short range scan.");
1081 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1087 if (ipoop && k > kz)
1088 irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1089 (1.01+0.05*Rand()) + 1.0;
1092 if (game.damage[DCOMPTR]==0) proutn("%d", irec);
1095 proutn("units to fire at ");
1096 crmena(0, ienm, 2, ii, jj);
1100 if (key == IHALPHA && isit("no")) {
1105 if (key == IHALPHA) {
1110 if (k==1) { /* Let me say I'm baffled by this */
1122 /* If total requested is too much, inform and start over */
1124 if (rpow > (ifast?energy-200:energy)) {
1125 prout("Available energy exceeded -- try again.");
1129 key = scan(); /* scan for next value */
1133 /* zero energy -- abort */
1137 if (key == IHALPHA && isit("no")) {
1144 if (checkshctrl(rpow)) return;
1148 case NOTSET:; /* avoid gcc warning */
1150 /* Say shield raised or malfunction, if necessary */
1151 if (alldone) return;
1155 if (Rand() >= 0.99) {
1156 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
1157 prouts(" CLICK CLICK POP . . .");
1158 prout(" No response, sir!");
1162 prout("Shields raised.");
1170 void hittem(double *hits) {
1171 double kp, kpow, wham, hit, dustfac, kpini;
1172 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
1176 for (; k <= nenhr2; k++, kk++) {
1177 if ((wham = hits[k])==0) continue;
1178 dustfac = 0.9 + 0.01*Rand();
1179 hit = wham*pow(dustfac,game.kdist[kk]);
1180 kpini = game.kpower[kk];
1182 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1183 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1184 kpow = game.kpower[kk];
1188 if (game.damage[DSRSENS]==0)
1190 proutn("%d unit hit on ", (int)hit);
1193 proutn("Very small hit on ");
1194 ienm = game.quad[ii][jj];
1195 if (ienm==IHQUEST) iqengry=1;
1196 crmena(0,ienm,2,ii,jj);
1199 deadkl(ii, jj, ienm, ii, jj);
1200 if (game.state.remkl==0) finish(FWON);
1201 if (alldone) return;
1202 kk--; /* don't do the increment */
1204 else /* decide whether or not to emasculate klingon */
1205 if (kpow > 0 && Rand() >= 0.9 &&
1206 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1207 prout("***Mr. Spock- \"Captain, the vessel at ",
1208 cramlc(sector,ii,jj));
1209 prout(" has just lost its firepower.\"");
1210 game.kpower[kk] = -kpow;