3 void doshield(int i) {
\r
5 enum {NONE, SHUP, SHDN, NRG} action = NONE;
\r
9 if (i == 2) action = SHUP;
\r
12 if (key == IHALPHA) {
\r
13 if (isit("transfer"))
\r
17 if (game.damage[DSHIELD]) {
\r
18 prout("Shields damaged and down.");
\r
23 else if (isit("down"))
\r
28 proutn("Do you wish to change shield energy? ");
\r
30 proutn("Energy to transfer to shields- ");
\r
33 else if (game.damage[DSHIELD]) {
\r
34 prout("Shields damaged and down.");
\r
38 proutn("Shields are up. Do you want them down? ");
\r
39 if (ja()) action = SHDN;
\r
46 proutn("Shields are down. Do you want them up? ");
\r
47 if (ja()) action = SHUP;
\r
56 case SHUP: /* raise shields */
\r
58 prout("Shields already up.");
\r
63 if (condit != IHDOCKED) energy -= 50.0;
\r
64 prout("Shields raised.");
\r
67 prout("Shields raising uses up last of energy.");
\r
75 prout("Shields already down.");
\r
80 prout("Shields lowered.");
\r
84 while (scan() != IHREAL) {
\r
86 proutn("Energy to transfer to shields- ");
\r
89 if (aaitem==0) return;
\r
90 if (aaitem > energy) {
\r
91 prout("Insufficient ship energy.");
\r
95 if (shield+aaitem >= inshld) {
\r
96 prout("Shield energy maximized.");
\r
97 if (shield+aaitem > inshld) {
\r
98 prout("Excess energy requested returned to ship energy");
\r
100 energy -= inshld-shield;
\r
104 if (aaitem < 0.0 && energy-aaitem > inenrg) {
\r
105 /* Prevent shield drain loophole */
\r
107 prout("Engineering to bridge--");
\r
108 prout(" Scott here. Power circuit problem, Captain.");
\r
109 prout(" I can't drain the shields.");
\r
113 if (shield+aaitem < 0) {
\r
114 prout("All shield energy transferred to ship.");
\r
119 proutn("Scotty- \"");
\r
121 prout("Transferring energy to shields.\"");
\r
123 prout("Draining energy from shields.\"");
\r
130 void ram(int ibumpd, int ienm, int ix, int iy) {
\r
131 double type = 1.0, extradm;
\r
134 prouts("***RED ALERT! RED ALERT!");
\r
136 prout("***COLLISION IMMINENT.");
\r
141 case IHR: type = 1.5; break;
\r
142 case IHC: type = 2.0; break;
\r
143 case IHS: type = 2.5; break;
\r
144 case IHT: type = 0.5; break;
\r
146 proutn(ibumpd ? " rammed by " : " rams ");
\r
147 crmena(0, ienm, 2, ix, iy);
\r
148 if (ibumpd) proutn(" (original position)");
\r
150 deadkl(ix, iy, ienm, sectx, secty);
\r
153 prout(" heavily damaged.");
\r
154 icas = 10.0+20.0*Rand();
\r
155 prout("***Sickbay reports %d casualties", icas);
\r
157 for (l=1; l <= NDEVICES; l++) {
\r
158 if (l == DDRAY) continue; // Don't damage deathray
\r
159 if (game.damage[l] < 0) continue;
\r
160 extradm = (10.0*type*Rand()+1.0)*damfac;
\r
161 game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
\r
164 if (game.state.remkl) {
\r
172 void torpedo(double course, double r, int inx, int iny, double *hit) {
\r
173 int l, iquad, ix, iy, jx, jy, shoved=0, ll;
\r
174 double ac=course + 0.25*r;
\r
175 double angle = (15.0-ac)*0.5235988;
\r
176 double bullseye = (15.0 - course)*0.5235988;
\r
177 double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
\r
178 double ang, temp, xx, yy, kp, h1;
\r
180 bigger = fabs(deltax);
\r
181 if (fabs(deltay) > bigger) bigger = fabs(deltay);
\r
185 /* Loop to move a single torpedo */
\r
186 for (l=1; l <= 15; l++) {
\r
189 if (ix < 1 || ix > 10) break;
\r
192 if (iy < 1 || iy > 10) break;
\r
193 if (l==4 || l==9) skip(1);
\r
198 iquad=game.quad[ix][iy];
\r
199 if (iquad==IHDOT) continue;
\r
200 /* hit something */
\r
203 case IHE: /* Hit our ship */
\r
206 proutn("Torpedo hits ");
\r
209 *hit = 700.0 + 100.0*Rand() -
\r
210 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
\r
211 fabs(sin(bullseye-angle));
\r
213 newcnd(); /* undock */
\r
214 /* We may be displaced. */
\r
215 if (landed==1) return; /* Cheat if on a planet */
\r
216 ang = angle + 2.5*(Rand()-0.5);
\r
217 temp = fabs(sin(ang));
\r
218 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
\r
219 xx = -sin(ang)/temp;
\r
220 yy = cos(ang)/temp;
\r
223 if (jx<1 || jx>10 || jy<1 ||jy > 10) return;
\r
224 if (game.quad[jx][jy]==IHBLANK) {
\r
228 if (game.quad[jx][jy]!=IHDOT) {
\r
229 /* can't move into object */
\r
238 case IHC: /* Hit a commander */
\r
240 if (Rand() <= 0.05) {
\r
241 crmena(1, iquad, 2, ix, iy);
\r
242 prout(" uses anti-photon device;");
\r
243 prout(" torpedo neutralized.");
\r
246 case IHR: /* Hit a regular enemy */
\r
248 /* find the enemy */
\r
249 for (ll=1; ll <= nenhere; ll++)
\r
250 if (ix==game.kx[ll] && iy==game.ky[ll]) break;
\r
251 kp = fabs(game.kpower[ll]);
\r
252 h1 = 700.0 + 100.0*Rand() -
\r
253 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
\r
254 fabs(sin(bullseye-angle));
\r
256 if (kp < h1) h1 = kp;
\r
257 game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
\r
258 if (game.kpower[ll] == 0) {
\r
259 deadkl(ix, iy, iquad, ix, iy);
\r
262 crmena(1, iquad, 2, ix, iy);
\r
263 /* If enemy damaged but not destroyed, try to displace */
\r
264 ang = angle + 2.5*(Rand()-0.5);
\r
265 temp = fabs(sin(ang));
\r
266 if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
\r
267 xx = -sin(ang)/temp;
\r
268 yy = cos(ang)/temp;
\r
271 if (jx<1 || jx>10 || jy<1 ||jy > 10) {
\r
272 prout(" damaged but not destroyed.");
\r
275 if (game.quad[jx][jy]==IHBLANK) {
\r
276 prout(" buffeted into black hole.");
\r
277 deadkl(ix, iy, iquad, jx, jy);
\r
280 if (game.quad[jx][jy]!=IHDOT) {
\r
281 /* can't move into object */
\r
282 prout(" damaged but not destroyed.");
\r
285 prout(" damaged--");
\r
290 case IHB: /* Hit a base */
\r
291 prout("***STARBASE DESTROYED..");
\r
292 if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;
\r
293 for (ll=1; ll<=game.state.rembase; ll++) {
\r
294 if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
\r
295 game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
\r
296 game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
\r
300 game.quad[ix][iy]=IHDOT;
\r
301 game.state.rembase--;
\r
303 game.state.galaxy[quadx][quady] -= 10;
\r
304 game.state.basekl++;
\r
307 case IHP: /* Hit a planet */
\r
308 crmena(1, iquad, 2, ix, iy);
\r
309 prout(" destroyed.");
\r
310 game.state.nplankl++;
\r
311 game.state.newstuf[quadx][quady] -= 1;
\r
312 DESTROY(&game.state.plnets[iplnet]);
\r
314 plnetx = plnety = 0;
\r
315 game.quad[ix][iy] = IHDOT;
\r
317 /* captain parishes on planet */
\r
321 case IHSTAR: /* Hit a star */
\r
322 if (Rand() > 0.10) {
\r
326 crmena(1, IHSTAR, 2, ix, iy);
\r
327 prout(" unaffected by photon blast.");
\r
329 case IHQUEST: /* Hit a thingy */
\r
331 prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
\r
333 prouts(" HACK! HACK! HACK! *CHOKE!* ");
\r
335 proutn("Mr. Spock-");
\r
336 prouts(" \"Facinating!\"");
\r
338 game.quad[ix][iy] = IHDOT;
\r
340 case IHBLANK: /* Black hole */
\r
342 crmena(1, IHBLANK, 2, ix, iy);
\r
343 prout(" swallows torpedo.");
\r
345 case IHWEB: /* hit the web */
\r
347 prout("***Torpedo absorbed by Tholian web.");
\r
349 case IHT: /* Hit a Tholian */
\r
351 crmena(1, IHT, 2, ix, iy);
\r
352 h1 = 700.0 + 100.0*Rand() -
\r
353 1000.0*sqrt(square(ix-inx)+square(iy-iny))*
\r
354 fabs(sin(bullseye-angle));
\r
357 prout(" destroyed.");
\r
358 game.quad[ix][iy] = IHDOT;
\r
363 if (Rand() > 0.05) {
\r
364 prout(" survives photon blast.");
\r
367 prout(" disappears.");
\r
368 game.quad[ix][iy] = IHWEB;
\r
369 ithere = ithx = ithy = 0;
\r
372 dropin(IHBLANK, &dum, &my);
\r
376 default: /* Problem! */
\r
378 proutn("Don't know how to handle collision with ");
\r
379 crmena(1, iquad, 2, ix, iy);
\r
386 game.quad[jx][jy]=iquad;
\r
387 game.quad[ix][iy]=IHDOT;
\r
388 proutn(" displaced by blast to");
\r
391 for (ll=1; ll<=nenhere; ll++)
\r
392 game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
\r
397 prout("Torpedo missed.");
\r
401 static void fry(double hit) {
\r
402 double ncrit, extradm;
\r
403 int ktr=1, l, ll, j, cdam[6], crptr;
\r
405 /* a critical hit occured */
\r
406 if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
\r
408 ncrit = 1.0 + hit/(500.0+100.0*Rand());
\r
409 proutn("***CRITICAL HIT--");
\r
410 /* Select devices and cause damage */
\r
411 for (l = 1; l <= ncrit; l++) {
\r
413 j = NDEVICES*Rand()+1.0;
\r
414 /* Cheat to prevent shuttle damage unless on ship */
\r
415 } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||
\r
418 extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
\r
419 game.damage[j] += extradm;
\r
421 for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
\r
422 if (ll<=l) continue;
\r
424 if (ktr==3) skip(1);
\r
429 prout(" damaged.");
\r
430 if (game.damage[DSHIELD] && shldup) {
\r
431 prout("***Shields knocked down.");
\r
436 void attack(int k) {
\r
437 /* k == 0 forces use of phasers in an attack */
\r
438 int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
\r
439 int atackd = 0, attempt = 0;
\r
441 double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
\r
444 if (alldone) return;
\r
446 if (idebug) prout("ATTACK!");
\r
449 if (ithere) movetho();
\r
451 if (neutz) { /* The one chance not to be attacked */
\r
455 if (((comhere || ishere) && (justin == 0)) || skill == 5) movcom();
\r
456 if (nenhere==0) return;
\r
458 if (shldchg == 1) chgfac = 0.25+0.5*Rand();
\r
460 if (skill <= 2) i = 2;
\r
461 for (l=1; l <= nenhere; l++) {
\r
462 if (game.kpower[l] < 0) continue; /* too weak to attack */
\r
463 /* compute hit strength and diminsh shield power */
\r
465 /* Increase chance of photon torpedos if docked or enemy energy low */
\r
466 if (condit == IHDOCKED) r *= 0.25;
\r
467 if (game.kpower[l] < 500) r *= 0.25;
\r
470 iquad = game.quad[jx][jy];
\r
471 itflag = (iquad == IHK && r > 0.0005) || k == 0 ||
\r
472 (iquad==IHC && r > 0.015) ||
\r
473 (iquad==IHR && r > 0.3) ||
\r
474 (iquad==IHS && r > 0.07);
\r
476 /* Enemy uses phasers */
\r
477 if (condit == IHDOCKED) continue; /* Don't waste the effort! */
\r
478 attempt = 1; /* Attempt to attack */
\r
479 dustfac = 0.8+0.05*Rand();
\r
480 hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
\r
481 game.kpower[l] *= 0.75;
\r
483 else { /* Enemy used photon torpedo */
\r
484 double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
\r
486 proutn("***TORPEDO INCOMING");
\r
487 if (game.damage[DSRSENS] <= 0.0) {
\r
489 crmena(0, iquad, i, jx, jy);
\r
493 r = (Rand()+Rand())*0.5 -0.5;
\r
494 r += 0.002*game.kpower[l]*r;
\r
495 torpedo(course, r, jx, jy, &hit);
\r
496 if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */
\r
497 if (game.state.galaxy[quadx][quady] == 1000 ||
\r
498 alldone) return; /* Supernova or finished */
\r
499 if (hit == 0) continue;
\r
501 if (shldup != 0 || shldchg != 0) {
\r
502 /* shields will take hits */
\r
503 double absorb, hitsh, propor = pfac*shield;
\r
504 if(propor < 0.1) propor = 0.1;
\r
505 hitsh = propor*chgfac*hit+1.0;
\r
507 absorb = 0.8*hitsh;
\r
508 if (absorb > shield) absorb = shield;
\r
511 if (propor > 0.1 && hit < 0.005*energy) continue;
\r
513 /* It's a hit -- print out hit size */
\r
514 atackd = 1; /* We weren't going to check casualties, etc. if
\r
515 shields were down for some strange reason. This
\r
516 doesn't make any sense, so I've fixed it */
\r
519 proutn(" unit hit");
\r
520 if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {
\r
521 proutn(" on the ");
\r
524 if (game.damage[DSRSENS] <= 0.0 && itflag) {
\r
526 crmena(0, iquad, i, jx, jy);
\r
529 /* Decide if hit is critical */
\r
530 if (hit > hitmax) hitmax = hit;
\r
533 prout("Hit %g energy %g", hit, energy);
\r
537 /* Returning home upon your shield, not with it... */
\r
541 if (attempt == 0 && condit == IHDOCKED)
\r
542 prout("***Enemies decide against attacking your ship.");
\r
543 if (atackd == 0) return;
\r
544 percent = 100.0*pfac*shield+0.5;
\r
546 /* Shields fully protect ship */
\r
547 proutn("Enemy attack reduces shield strength to ");
\r
550 /* Print message if starship suffered hit(s) */
\r
552 proutn("Energy left %2d shields ", (int)energy);
\r
553 if (shldup) proutn("up ");
\r
554 else if (game.damage[DSHIELD] == 0) proutn("down ");
\r
555 else proutn("damaged, ");
\r
557 prout("%d%%, torpedoes left %d", percent, torps);
\r
558 /* Check if anyone was hurt */
\r
559 if (hitmax >= 200 || hittot >= 500) {
\r
560 int icas= hittot*Rand()*0.015;
\r
563 prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
\r
564 prout(" in that last attack.\"");
\r
568 /* After attack, reset average distance to enemies */
\r
569 for (l = 1; l <= nenhere; l++)
\r
570 game.kavgd[l] = game.kdist[l];
\r
575 void deadkl(int ix, int iy, int type, int ixx, int iyy) {
\r
576 /* Added ixx and iyy allow enemy to "move" before dying */
\r
580 crmena(1, type, 2, ixx, iyy);
\r
581 /* Decide what kind of enemy it is and update approriately */
\r
583 /* chalk up a Romulan */
\r
584 game.state.newstuf[quadx][quady] -= 10;
\r
586 game.state.nromkl++;
\r
587 game.state.nromrem--;
\r
589 else if (type == IHT) {
\r
590 /* Killed a Tholian */
\r
594 /* Some type of a Klingon */
\r
595 game.state.galaxy[quadx][quady] -= 100;
\r
597 game.state.remkl--;
\r
601 for (i=1; i<=game.state.remcom; i++)
\r
602 if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
\r
603 game.state.cx[i] = game.state.cx[game.state.remcom];
\r
604 game.state.cy[i] = game.state.cy[game.state.remcom];
\r
605 game.state.cx[game.state.remcom] = 0;
\r
606 game.state.cy[game.state.remcom] = 0;
\r
607 game.state.remcom--;
\r
608 game.future[FTBEAM] = 1e30;
\r
609 if (game.state.remcom != 0)
\r
610 game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
\r
611 game.state.killc++;
\r
614 game.state.killk++;
\r
617 game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
\r
618 game.state.nsckill = 1;
\r
619 game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;
\r
624 /* For each kind of enemy, finish message to player */
\r
625 prout(" destroyed.");
\r
626 game.quad[ix][iy] = IHDOT;
\r
627 if (game.state.remkl==0) return;
\r
629 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
\r
631 if (type == IHT) return;
\r
633 /* Remove enemy ship from arrays describing local conditions */
\r
635 for (i=1; i<=nenhere; i++)
\r
636 if (game.kx[i]==ix && game.ky[i]==iy) break;
\r
638 if (i <= nenhere) {
\r
639 for (j=i; j<=nenhere; j++) {
\r
640 game.kx[j] = game.kx[j+1];
\r
641 game.ky[j] = game.ky[j+1];
\r
642 game.kpower[j] = game.kpower[j+1];
\r
643 game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
\r
646 game.kx[nenhere+1] = 0;
\r
647 game.ky[nenhere+1] = 0;
\r
648 game.kdist[nenhere+1] = 0;
\r
649 game.kavgd[nenhere+1] = 0;
\r
650 game.kpower[nenhere+1] = 0;
\r
654 static int targetcheck(double x, double y, double *course) {
\r
655 double deltx, delty;
\r
656 /* Return TRUE if target is invalid */
\r
657 if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {
\r
661 deltx = 0.1*(y - secty);
\r
662 delty = 0.1*(sectx - x);
\r
663 if (deltx==0 && delty== 0) {
\r
665 prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
\r
666 prout(" I recommend an immediate review of");
\r
667 prout(" the Captain's psychological profile.");
\r
671 *course = 1.90985932*atan2(deltx, delty);
\r
675 void photon(void) {
\r
676 double targ[4][3], course[4];
\r
678 int key, n, i, osuabor;
\r
682 if (game.damage[DPHOTON]) {
\r
683 prout("Photon tubes damaged.");
\r
688 prout("No torpedoes left.");
\r
694 if (key == IHALPHA) {
\r
698 else if (key == IHEOL) {
\r
699 prout("%d torpedoes left.", torps);
\r
700 proutn("Number of torpedoes to fire- ");
\r
703 else /* key == IHREAL */ {
\r
705 if (n <= 0) { /* abort command */
\r
711 prout("Maximum of 3 torpedoes per burst.");
\r
714 if (n <= torps) break;
\r
719 for (i = 1; i <= n; i++) {
\r
721 if (i==1 && key == IHEOL) {
\r
722 break; /* we will try prompting */
\r
724 if (i==2 && key == IHEOL) {
\r
725 /* direct all torpedoes at one target */
\r
727 targ[i][1] = targ[1][1];
\r
728 targ[i][2] = targ[1][2];
\r
729 course[i] = course[1];
\r
734 if (key != IHREAL) {
\r
738 targ[i][1] = aaitem;
\r
740 if (key != IHREAL) {
\r
744 targ[i][2] = aaitem;
\r
745 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
\r
748 if (i == 1 && key == IHEOL) {
\r
749 /* prompt for each one */
\r
750 for (i = 1; i <= n; i++) {
\r
751 proutn("Target sector for torpedo number %d- ", i);
\r
753 if (key != IHREAL) {
\r
757 targ[i][1] = aaitem;
\r
759 if (key != IHREAL) {
\r
763 targ[i][2] = aaitem;
\r
765 if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
\r
769 /* Loop for moving <n> torpedoes */
\r
771 for (i = 1; i <= n && !osuabor; i++) {
\r
772 if (condit != IHDOCKED) torps--;
\r
773 r = (Rand()+Rand())*0.5 -0.5;
\r
774 if (fabs(r) >= 0.47) {
\r
776 r = (Rand()+1.2) * r;
\r
778 prouts("***TORPEDO NUMBER %d MISFIRES", i);
\r
780 else prouts("***TORPEDO MISFIRES.");
\r
783 prout(" Remainder of burst aborted.");
\r
785 if (Rand() <= 0.2) {
\r
786 prout("***Photon tubes damaged by misfire.");
\r
787 game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
\r
791 if (shldup != 0 || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;
\r
794 proutn("Track for torpedo number %d- ", i);
\r
798 proutn("Torpedo track- ");
\r
800 torpedo(course[i], r, sectx, secty, &dummy);
\r
801 if (alldone || game.state.galaxy[quadx][quady]==1000) return;
\r
803 if (game.state.remkl==0) finish(FWON);
\r
808 static void overheat(double rpow) {
\r
810 double chekbrn = (rpow-1500.)*0.00038;
\r
811 if (Rand() <= chekbrn) {
\r
812 prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
\r
813 game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
\r
818 static int checkshctrl(double rpow) {
\r
823 if (Rand() < .998) {
\r
824 prout("Shields lowered.");
\r
827 /* Something bad has happened */
\r
828 prouts("***RED ALERT! RED ALERT!");
\r
830 hit = rpow*shield/inshld;
\r
831 energy -= rpow+hit*0.8;
\r
833 if (energy <= 0.0) {
\r
834 prouts("Sulu- \"Captain! Shield malf***********************\"");
\r
840 prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
\r
842 prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
\r
843 icas = hit*Rand()*0.012;
\r
848 prout("McCoy to bridge- \"Severe radiation burns, Jim.");
\r
849 prout(" %d casualties so far.\"", icas);
\r
853 prout("Phaser energy dispersed by shields.");
\r
854 prout("Enemy unaffected.");
\r
860 void phasers(void) {
\r
861 double hits[21], rpow, extra, powrem, over, temp;
\r
862 int kz = 0, k=1, i; /* Cheating inhibitor */
\r
863 int ifast=0, no=0, ipoop=1, msgflag = 1;
\r
864 enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
\r
868 /* SR sensors and Computer */
\r
869 if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
\r
870 if (condit == IHDOCKED) {
\r
871 prout("Phasers can't be fired through base shields.");
\r
875 if (game.damage[DPHASER] != 0) {
\r
876 prout("Phaser control damaged.");
\r
881 if (game.damage[DSHCTRL]) {
\r
882 prout("High speed shield control damaged.");
\r
886 if (energy <= 200.0) {
\r
887 prout("Insufficient energy to activate high-speed shield control.");
\r
891 prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
\r
896 /* Original code so convoluted, I re-did it all */
\r
897 while (automode==NOTSET) {
\r
899 if (key == IHALPHA) {
\r
900 if (isit("manual")) {
\r
902 prout("There is no enemy present to select.");
\r
905 automode=AUTOMATIC;
\r
912 else if (isit("automatic")) {
\r
913 if ((!ipoop) && nenhere != 0) {
\r
914 automode = FORCEMAN;
\r
918 prout("Energy will be expended into space.");
\r
919 automode = AUTOMATIC;
\r
923 else if (isit("no")) {
\r
932 else if (key == IHREAL) {
\r
934 prout("Energy will be expended into space.");
\r
935 automode = AUTOMATIC;
\r
938 automode = FORCEMAN;
\r
940 automode = AUTOMATIC;
\r
945 prout("Energy will be expended into space.");
\r
946 automode = AUTOMATIC;
\r
949 automode = FORCEMAN;
\r
951 proutn("Manual or automatic? ");
\r
955 switch (automode) {
\r
957 if (key == IHALPHA && isit("no")) {
\r
961 if (key != IHREAL && nenhere != 0) {
\r
962 proutn("Phasers locked on target. Energy available =");
\r
963 cramf(ifast?energy-200.0:energy,1,2);
\r
967 while (key != IHREAL) {
\r
969 proutn("Units to fire=");
\r
973 if (rpow >= (ifast?energy-200:energy)) {
\r
974 proutn("Energy available= ");
\r
975 cramf(ifast?energy-200:energy, 1,2);
\r
979 } while (rpow >= (ifast?energy-200:energy));
\r
986 if ((key=scan()) == IHALPHA && isit("no")) {
\r
990 energy -= 200; /* Go and do it! */
\r
991 if (checkshctrl(rpow)) return;
\r
999 for (i = 1; i <= nenhere; i++) {
\r
1001 if (powrem <= 0) continue;
\r
1002 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
\r
1003 over = (0.01 + 0.05*Rand())*hits[i];
\r
1005 powrem -= hits[i] + over;
\r
1006 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
\r
1007 if (powrem <= 0) over = 0.0;
\r
1010 if (powrem > 0.0) extra += powrem;
\r
1013 if (extra > 0 && alldone == 0) {
\r
1015 proutn("*** Tholian web absorbs ");
\r
1016 if (nenhere>0) proutn("excess ");
\r
1017 prout("phaser energy.");
\r
1020 cramf(extra, 0, 2);
\r
1021 prout(" expended on empty space.");
\r
1029 if (game.damage[DCOMPTR]!=0)
\r
1030 prout("Battle comuter damaged, manual file only.");
\r
1033 prouts("---WORKING---");
\r
1035 prout("Short-range-sensors-damaged");
\r
1036 prout("Insufficient-data-for-automatic-phaser-fire");
\r
1037 prout("Manual-fire-must-be-used");
\r
1042 for (k = 1; k <= nenhere;) {
\r
1043 int ii = game.kx[k], jj = game.ky[k];
\r
1044 int ienm = game.quad[ii][jj];
\r
1046 proutn("Energy available= ");
\r
1047 cramf(energy-.006-(ifast?200:0), 0, 2);
\r
1052 if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
\r
1053 (ienm == IHC || ienm == IHS)) {
\r
1055 prout(" can't be located without short range scan.");
\r
1058 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
\r
1062 if (key == IHEOL) {
\r
1064 if (ipoop && k > kz) {
\r
1065 int irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
\r
1066 (1.01+0.05*Rand()) + 1.0;
\r
1068 proutn("(%d)", irec);
\r
1070 proutn("units to fire at ");
\r
1071 crmena(0, ienm, 2, ii, jj);
\r
1075 if (key == IHALPHA && isit("no")) {
\r
1080 if (key == IHALPHA) {
\r
1085 if (key == IHEOL) {
\r
1086 if (k==1) { /* Let me say I'm baffled by this */
\r
1099 /* If total requested is too much, inform and start over */
\r
1101 if (rpow >= (ifast?energy-200:energy)) {
\r
1102 prout("Available energy exceeded -- try again.");
\r
1109 key = scan(); /* scan for next value */
\r
1112 if (rpow == 0.0) {
\r
1113 /* zero energy -- abort */
\r
1118 if (key == IHALPHA & isit("no")) {
\r
1125 if (checkshctrl(rpow)) return;
\r
1130 /* Say shield raised or malfunction, if necessary */
\r
1131 if (alldone) return;
\r
1135 if (Rand() >= 0.99) {
\r
1136 prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
\r
1137 prouts(" CLICK CLICK POP . . .");
\r
1138 prout(" No response, sir!");
\r
1142 prout("Shields raised.");
\r
1150 void hittem(double *hits) {
\r
1151 double kp, kpow, wham, hit, dustfac, kpini;
\r
1152 int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
\r
1156 for (; k <= nenhr2; k++, kk++) {
\r
1157 if ((wham = hits[k])==0) continue;
\r
1158 dustfac = 0.9 + 0.01*Rand();
\r
1159 hit = wham*pow(dustfac,game.kdist[kk]);
\r
1160 kpini = game.kpower[kk];
\r
1162 if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
\r
1163 game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
\r
1164 kpow = game.kpower[kk];
\r
1167 if (hit > 0.005) {
\r
1169 proutn(" unit hit on ");
\r
1172 proutn("Very small hit on ");
\r
1173 ienm = game.quad[ii][jj];
\r
1174 crmena(0,ienm,2,ii,jj);
\r
1177 deadkl(ii, jj, ienm, ii, jj);
\r
1178 if (game.state.remkl==0) finish(FWON);
\r
1179 if (alldone) return;
\r
1180 kk--; /* don't do the increment */
\r
1182 else /* decide whether or not to emasculate klingon */
\r
1183 if (kpow > 0 && Rand() >= 0.9 &&
\r
1184 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
\r
1185 proutn("***Mr. Spock- \"Captain, the vessel at");
\r
1188 prout(" has just lost its firepower.\"");
\r
1189 game.kpower[kk] = -kpow;
\r