Clean up more booleans.
[super-star-trek.git] / src / battle.c
1 #include "sst.h"
2
3 void doshield(int i) 
4 /* change shield status */
5 {
6     int key;
7     enum {NONE, SHUP, SHDN, NRG} action = NONE;
8
9     game.ididit = false;
10
11     if (i == 2) action = SHUP;
12     else {
13         key = scan();
14         if (key == IHALPHA) {
15             if (isit("transfer"))
16                 action = NRG;
17             else {
18                 chew();
19                 if (damaged(DSHIELD)) {
20                     prout(_("Shields damaged and down."));
21                     return;
22                 }
23                 if (isit("up"))
24                     action = SHUP;
25                 else if (isit("down"))
26                     action = SHDN;
27             }
28         }
29         if (action==NONE) {
30             proutn(_("Do you wish to change shield energy? "));
31             if (ja() == true) {
32                 proutn(_("Energy to transfer to shields- "));
33                 action = NRG;
34             }
35             else if (damaged(DSHIELD)) {
36                 prout(_("Shields damaged and down."));
37                 return;
38             }
39             else if (game.shldup) {
40                 proutn(_("Shields are up. Do you want them down? "));
41                 if (ja() == true) action = SHDN;
42                 else {
43                     chew();
44                     return;
45                 }
46             }
47             else {
48                 proutn(_("Shields are down. Do you want them up? "));
49                 if (ja() == true) action = SHUP;
50                 else {
51                     chew();
52                     return;
53                 }
54             }
55         }
56     }
57     switch (action) {
58     case SHUP: /* raise shields */
59         if (game.shldup) {
60             prout(_("Shields already up."));
61             return;
62         }
63         game.shldup = true;
64         game.shldchg = 1;
65         if (game.condit != IHDOCKED) game.energy -= 50.0;
66         prout(_("Shields raised."));
67         if (game.energy <= 0) {
68             skip(1);
69             prout(_("Shields raising uses up last of energy."));
70             finish(FNRG);
71             return;
72         }
73         game.ididit=true;
74         return;
75     case SHDN:
76         if (!game.shldup) {
77             prout(_("Shields already down."));
78             return;
79         }
80         game.shldup=false;
81         game.shldchg=1;
82         prout(_("Shields lowered."));
83         game.ididit = true;
84         return;
85     case NRG:
86         while (scan() != IHREAL) {
87             chew();
88             proutn(_("Energy to transfer to shields- "));
89         }
90         chew();
91         if (aaitem==0) return;
92         if (aaitem > game.energy) {
93             prout(_("Insufficient ship energy."));
94             return;
95         }
96         game.ididit = true;
97         if (game.shield+aaitem >= game.inshld) {
98             prout(_("Shield energy maximized."));
99             if (game.shield+aaitem > game.inshld) {
100                 prout(_("Excess energy requested returned to ship energy"));
101             }
102             game.energy -= game.inshld-game.shield;
103             game.shield = game.inshld;
104             return;
105         }
106         if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) {
107             /* Prevent shield drain loophole */
108             skip(1);
109             prout(_("Engineering to bridge--"));
110             prout(_("  Scott here. Power circuit problem, Captain."));
111             prout(_("  I can't drain the shields."));
112             game.ididit = false;
113             return;
114         }
115         if (game.shield+aaitem < 0) {
116             prout(_("All shield energy transferred to ship."));
117             game.energy += game.shield;
118             game.shield = 0.0;
119             return;
120         }
121         proutn(_("Scotty- \""));
122         if (aaitem > 0)
123             prout(_("Transferring energy to shields.\""));
124         else
125             prout(_("Draining energy from shields.\""));
126         game.shield += aaitem;
127         game.energy -= aaitem;
128         return;
129     case NONE:; /* avoid gcc warning */
130     }
131 }
132
133 void ram(bool ibumpd, int ienm, coord w)
134 /* make our ship ram something */
135 {
136     double type = 1.0, extradm;
137     int icas, m;
138         
139     prouts(_("***RED ALERT!  RED ALERT!"));
140     skip(1);
141     prout(_("***COLLISION IMMINENT."));
142     skip(2);
143     proutn("***");
144     crmshp();
145     switch (ienm) {
146     case IHR: type = 1.5; break;
147     case IHC: type = 2.0; break;
148     case IHS: type = 2.5; break;
149     case IHT: type = 0.5; break;
150     case IHQUEST: type = 4.0; break;
151     }
152     proutn(ibumpd ? _(" rammed by ") : _(" rams "));
153     crmena(false, ienm, sector, w);
154     if (ibumpd) proutn(_(" (original position)"));
155     skip(1);
156     deadkl(w, ienm, game.sector.x, game.sector.y);
157     proutn("***");
158     crmshp();
159     prout(_(" heavily damaged."));
160     icas = 10.0+20.0*Rand();
161     prout(_("***Sickbay reports %d casualties"), icas);
162     game.casual += icas;
163     game.state.crew -= icas;
164     for (m=0; m < NDEVICES; m++) {
165         if (m == DDRAY) 
166             continue; // Don't damage deathray 
167         if (game.damage[m] < 0) 
168             continue;
169         extradm = (10.0*type*Rand()+1.0)*game.damfac;
170         game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */
171     }
172     game.shldup = false;
173     if (KLINGREM) {
174         pause_game(2);
175         dreprt();
176     }
177     else finish(FWON);
178     return;
179 }
180
181 void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
182 /* let a photon torpedo fly */
183 {
184     int l, iquad=0, jx=0, jy=0, ll;
185     bool shoved = false;
186     double ac=course + 0.25*r;
187     double angle = (15.0-ac)*0.5235988;
188     double bullseye = (15.0 - course)*0.5235988;
189     double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
190     double ang, temp, xx, yy, kp, h1;
191     struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
192     coord w;
193
194     w.x = w.y = 0;
195     bigger = fabs(deltax);
196     if (fabs(deltay) > bigger) bigger = fabs(deltay);
197     deltax /= bigger;
198     deltay /= bigger;
199     if (!damaged(DSRSENS) || game.condit==IHDOCKED) 
200         setwnd(srscan_window);
201     else 
202         setwnd(message_window);
203     /* Loop to move a single torpedo */
204     for (l=1; l <= 15; l++) {
205         x += deltax;
206         w.x = x + 0.5;
207         y += deltay;
208         w.y = y + 0.5;
209         if (!VALID_SECTOR(w.x, w.y)) break;
210         iquad=game.quad[w.x][w.y];
211         tracktorpedo(w.x, w.y, l, i, n, iquad);
212         if (iquad==IHDOT) continue;
213         /* hit something */
214         setwnd(message_window);
215         skip(1);        /* start new line after text track */
216         switch(iquad) {
217         case IHE: /* Hit our ship */
218         case IHF:
219             skip(1);
220             proutn(_("Torpedo hits "));
221             crmshp();
222             prout(".");
223             *hit = 700.0 + 100.0*Rand() -
224                 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
225                 fabs(sin(bullseye-angle));
226             *hit = fabs(*hit);
227             newcnd(); /* we're blown out of dock */
228             /* We may be displaced. */
229             if (game.landed==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */
230             ang = angle + 2.5*(Rand()-0.5);
231             temp = fabs(sin(ang));
232             if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
233             xx = -sin(ang)/temp;
234             yy = cos(ang)/temp;
235             jx=w.x+xx+0.5;
236             jy=w.y+yy+0.5;
237             if (!VALID_SECTOR(jx, jy)) return;
238             if (game.quad[jx][jy]==IHBLANK) {
239                 finish(FHOLE);
240                 return;
241             }
242             if (game.quad[jx][jy]!=IHDOT) {
243                 /* can't move into object */
244                 return;
245             }
246             game.sector.x = jx;
247             game.sector.y = jy;
248             crmshp();
249             shoved = true;
250             break;
251                                           
252         case IHC: /* Hit a commander */
253         case IHS:
254             if (Rand() <= 0.05) {
255                 crmena(true, iquad, sector, w);
256                 prout(_(" uses anti-photon device;"));
257                 prout(_("   torpedo neutralized."));
258                 return;
259             }
260         case IHR: /* Hit a regular enemy */
261         case IHK:
262             /* find the enemy */
263             for_local_enemies(ll)
264                 if (w.x==game.ks[ll].x && w.y==game.ks[ll].y) break;
265             kp = fabs(game.kpower[ll]);
266             h1 = 700.0 + 100.0*Rand() -
267                 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
268                 fabs(sin(bullseye-angle));
269             h1 = fabs(h1);
270             if (kp < h1) h1 = kp;
271             game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
272             if (game.kpower[ll] == 0) {
273                 deadkl(w, iquad, w.x, w.y);
274                 return;
275             }
276             crmena(true, iquad, sector, w);
277             /* If enemy damaged but not destroyed, try to displace */
278             ang = angle + 2.5*(Rand()-0.5);
279             temp = fabs(sin(ang));
280             if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
281             xx = -sin(ang)/temp;
282             yy = cos(ang)/temp;
283             jx=w.x+xx+0.5;
284             jy=w.y+yy+0.5;
285             if (!VALID_SECTOR(jx, jy)) {
286                 prout(_(" damaged but not destroyed."));
287                 return;
288             }
289             if (game.quad[jx][jy]==IHBLANK) {
290                 prout(_(" buffeted into black hole."));
291                 deadkl(w, iquad, jx, jy);
292                 return;
293             }
294             if (game.quad[jx][jy]!=IHDOT) {
295                 /* can't move into object */
296                 prout(_(" damaged but not destroyed."));
297                 return;
298             }
299             proutn(_(" damaged--"));
300             game.ks[ll].x = jx;
301             game.ks[ll].y = jy;
302             shoved = true;
303             break;
304         case IHB: /* Hit a base */
305             skip(1);
306             prout(_("***STARBASE DESTROYED.."));
307             for_starbases(ll) {
308                 if (same(game.state.baseq[ll], game.quadrant)) {
309                     game.state.baseq[ll]=game.state.baseq[game.state.rembase];
310                     break;
311                 }
312             }
313             game.quad[w.x][w.y]=IHDOT;
314             game.state.rembase--;
315             game.base.x=game.base.y=0;
316             q->starbase--;
317             game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
318             game.state.basekl++;
319             newcnd();
320             return;
321         case IHP: /* Hit a planet */
322             crmena(true, iquad, sector, w);
323             prout(_(" destroyed."));
324             game.state.nplankl++;
325             q->planet = NOPLANET;
326             DESTROY(&game.state.plnets[game.iplnet]);
327             game.iplnet = 0;
328             game.plnet.x = game.plnet.y = 0;
329             game.quad[w.x][w.y] = IHDOT;
330             if (game.landed==1) {
331                 /* captain perishes on planet */
332                 finish(FDPLANET);
333             }
334             return;
335         case IHW: /* Hit an inhabited world -- very bad! */
336             crmena(true, iquad, sector, w);
337             prout(_(" destroyed."));
338             game.state.nworldkl++;
339             q->planet = NOPLANET;
340             DESTROY(&game.state.plnets[game.iplnet]);
341             game.iplnet = 0;
342             game.plnet.x = game.plnet.y = 0;
343             game.quad[w.x][w.y] = IHDOT;
344             if (game.landed==1) {
345                 /* captain perishes on planet */
346                 finish(FDPLANET);
347             }
348             prout("You have just destroyed an inhabited planet.");
349             prout("Celebratory rallies are being held on the Klingon homeworld.");
350             return;
351         case IHSTAR: /* Hit a star */
352             if (Rand() > 0.10) {
353                 nova(w);
354                 return;
355             }
356             crmena(true, IHSTAR, sector, w);
357             prout(_(" unaffected by photon blast."));
358             return;
359         case IHQUEST: /* Hit a thingy */
360             if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
361                 skip(1);
362                 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"));
363                 skip(1);
364                 prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "));
365                 skip(1);
366                 proutn(_("Mr. Spock-"));
367                 prouts(_("  \"Fascinating!\""));
368                 skip(1);
369                 deadkl(w, iquad, w.x, w.y);
370             } else {
371                 /*
372                  * Stas Sergeev added the possibility that
373                  * you can shove the Thingy and piss it off.
374                  * It then becomes an enemy and may fire at you.
375                  */
376                 iqengry = true;
377                 shoved = true;
378             }
379             return;
380         case IHBLANK: /* Black hole */
381             skip(1);
382             crmena(true, IHBLANK, sector, w);
383             prout(_(" swallows torpedo."));
384             return;
385         case IHWEB: /* hit the web */
386             skip(1);
387             prout(_("***Torpedo absorbed by Tholian web."));
388             return;
389         case IHT:  /* Hit a Tholian */
390             h1 = 700.0 + 100.0*Rand() -
391                 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
392                 fabs(sin(bullseye-angle));
393             h1 = fabs(h1);
394             if (h1 >= 600) {
395                 game.quad[w.x][w.y] = IHDOT;
396                 game.ithere = false;
397                 game.tholian.x = game.tholian.y = 0;
398                 deadkl(w, iquad, w.x, w.y);
399                 return;
400             }
401             skip(1);
402             crmena(true, IHT, sector, w);
403             if (Rand() > 0.05) {
404                 prout(_(" survives photon blast."));
405                 return;
406             }
407             prout(_(" disappears."));
408             game.quad[w.x][w.y] = IHWEB;
409             game.ithere = false;
410             game.tholian.x = game.tholian.y = 0;
411             game.nenhere--;
412             {
413                 coord dummy;
414                 dropin(IHBLANK, &dummy);
415             }
416             return;
417                                         
418         default: /* Problem! */
419             skip(1);
420             proutn("Don't know how to handle collision with ");
421             crmena(true, iquad, sector, w);
422             skip(1);
423             return;
424         }
425         break;
426     }
427     if(curwnd!=message_window) {
428         setwnd(message_window);
429     }
430     if (shoved) {
431         game.quad[w.x][w.y]=IHDOT;
432         game.quad[jx][jy]=iquad;
433         prout(_(" displaced by blast to %s "), cramlc(sector, w));
434         for_local_enemies(ll)
435             game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sector.x-game.ks[ll].x)+square(game.sector.y-game.ks[ll].y));
436         sortkl();
437         return;
438     }
439     skip(1);
440     prout(_("Torpedo missed."));
441     return;
442 }
443
444 static void fry(double hit)
445 /* critical-hit resolution */
446 {
447     double ncrit, extradm;
448     int ktr=1, loop1, loop2, j, cdam[NDEVICES];
449
450     /* a critical hit occured */
451     if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return;
452
453     ncrit = 1.0 + hit/(500.0+100.0*Rand());
454     proutn(_("***CRITICAL HIT--"));
455     /* Select devices and cause damage */
456     for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) {
457         do {
458             j = NDEVICES*Rand();
459             /* Cheat to prevent shuttle damage unless on ship */
460         } while 
461               (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
462         cdam[loop1] = j;
463         extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
464         game.damage[j] += extradm;
465         if (loop1 > 0) {
466             for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ;
467             if (loop2<=loop1) continue;
468             ktr += 1;
469             if (ktr==3) skip(1);
470             proutn(_(" and "));
471         }
472         proutn(device[j]);
473     }
474     prout(_(" damaged."));
475     if (damaged(DSHIELD) && game.shldup) {
476         prout(_("***Shields knocked down."));
477         game.shldup=false;
478     }
479 }
480
481 void attack(bool torps_ok) 
482 /* bad guy attacks us */
483 {
484     /* torps_ok == false forces use of phasers in an attack */
485     int percent, loop, iquad;
486     bool itflag, atackd = false, attempt = false, ihurt = false;
487     double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
488     coord jay;
489     enum loctype where = neither;
490
491     game.iattak = 1;
492     if (game.alldone) return;
493     if (idebug) prout("=== ATTACK!");
494
495     if (game.ithere) movetho();
496
497     if (game.neutz) { /* The one chance not to be attacked */
498         game.neutz = 0;
499         return;
500     }
501     if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
502     if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
503     pfac = 1.0/game.inshld;
504     if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
505     skip(1);
506     if (game.skill <= SKILL_FAIR) where = sector;
507     for_local_enemies(loop) {
508         if (game.kpower[loop] < 0) continue;    /* too weak to attack */
509         /* compute hit strength and diminsh shield power */
510         r = Rand();
511         /* Increase chance of photon torpedos if docked or enemy energy low */
512         if (game.condit == IHDOCKED) r *= 0.25;
513         if (game.kpower[loop] < 500) r *= 0.25; 
514         jay = game.ks[loop];
515         iquad = game.quad[jay.x][jay.y];
516         if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
517         itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
518             (iquad==IHC && r > 0.015) ||
519             (iquad==IHR && r > 0.3) ||
520             (iquad==IHS && r > 0.07) ||
521             (iquad==IHQUEST && r > 0.05);
522         if (itflag) {
523             /* Enemy uses phasers */
524             if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
525             attempt = true; /* Attempt to attack */
526             dustfac = 0.8+0.05*Rand();
527             hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
528             game.kpower[loop] *= 0.75;
529         }
530         else { /* Enemy used photon torpedo */
531             double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
532             hit = 0;
533             proutn(_("***TORPEDO INCOMING"));
534             if (!damaged(DSRSENS)) {
535                 proutn(_(" From "));
536                 crmena(false, iquad, where, jay);
537             }
538             attempt = true;
539             prout("  ");
540             r = (Rand()+Rand())*0.5 -0.5;
541             r += 0.002*game.kpower[loop]*r;
542             torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
543             if (KLINGREM==0) 
544                 finish(FWON); /* Klingons did themselves in! */
545             if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone) 
546                 return; /* Supernova or finished */
547             if (hit == 0) continue;
548         }
549         if (game.shldup || game.shldchg != 0 || game.condit==IHDOCKED) {
550             /* shields will take hits */
551             double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0);
552             if(propor < 0.1) propor = 0.1;
553             hitsh = propor*chgfac*hit+1.0;
554             atackd = true;
555             absorb = 0.8*hitsh;
556             if (absorb > game.shield) absorb = game.shield;
557             game.shield -= absorb;
558             hit -= hitsh;
559             if (game.condit==IHDOCKED) dock(false);
560             if (propor > 0.1 && hit < 0.005*game.energy) continue;
561         }
562         /* It's a hit -- print out hit size */
563         atackd = true; /* We weren't going to check casualties, etc. if
564                        shields were down for some strange reason. This
565                        doesn't make any sense, so I've fixed it */
566         ihurt = true;
567         proutn(_("%d unit hit"), (int)hit);
568         if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
569             proutn(_(" on the "));
570             crmshp();
571         }
572         if (!damaged(DSRSENS) && itflag) {
573             proutn(_(" from "));
574             crmena(false, iquad, where, jay);
575         }
576         skip(1);
577         /* Decide if hit is critical */
578         if (hit > hitmax) hitmax = hit;
579         hittot += hit;
580         fry(hit);
581         game.energy -= hit;
582         if (game.condit==IHDOCKED) 
583             dock(false);
584     }
585     if (game.energy <= 0) {
586         /* Returning home upon your shield, not with it... */
587         finish(FBATTLE);
588         return;
589     }
590     if (!attempt && game.condit == IHDOCKED)
591         prout(_("***Enemies decide against attacking your ship."));
592     if (!atackd) return;
593     percent = 100.0*pfac*game.shield+0.5;
594     if (!ihurt) {
595         /* Shields fully protect ship */
596         proutn(_("Enemy attack reduces shield strength to "));
597     }
598     else {
599         /* Print message if starship suffered hit(s) */
600         skip(1);
601         proutn(_("Energy left %2d    shields "), (int)game.energy);
602         if (game.shldup) proutn(_("up "));
603         else if (!damaged(DSHIELD)) proutn(_("down "));
604         else proutn(_("damaged, "));
605     }
606     prout(_("%d%%,   torpedoes left %d"), percent, game.torps);
607     /* Check if anyone was hurt */
608     if (hitmax >= 200 || hittot >= 500) {
609         int icas= hittot*Rand()*0.015;
610         if (icas >= 2) {
611             skip(1);
612             prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties"), icas);
613             prout(_("   in that last attack.\""));
614             game.casual += icas;
615             game.state.crew -= icas;
616         }
617     }
618     /* After attack, reset average distance to enemies */
619     for_local_enemies(loop)
620         game.kavgd[loop] = game.kdist[loop];
621     sortkl();
622     return;
623 }
624                 
625 void deadkl(coord w, int type, int ixx, int iyy)
626 /* kill a Klingon, Tholian, Romulan, or Thingy */
627 {
628     /* Added ixx and iyy allow enemy to "move" before dying */
629     coord mv;
630     int i,j;
631
632     mv.x = ixx; mv.y = iyy;
633     skip(1);
634     crmena(true, type, sector, mv);
635     /* Decide what kind of enemy it is and update approriately */
636     if (type == IHR) {
637         /* chalk up a Romulan */
638         game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
639         game.irhere--;
640         game.state.nromrem--;
641     }
642     else if (type == IHT) {
643         /* Killed a Tholian */
644         game.ithere = false;
645     }
646     else if (type == IHQUEST) {
647         /* Killed a Thingy */
648         iqhere = iqengry = false;
649         thing.x =thing.y = 0;
650     }
651     else {
652         /* Some type of a Klingon */
653         game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
654         game.klhere--;
655         switch (type) {
656         case IHC:
657             game.comhere = 0;
658             for_commanders (i)
659                 if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
660             game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
661             game.state.kcmdr[game.state.remcom].x = 0;
662             game.state.kcmdr[game.state.remcom].y = 0;
663             game.state.remcom--;
664             unschedule(FTBEAM);
665             if (game.state.remcom != 0)
666                 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
667             break;
668         case IHK:
669             game.state.remkl--;
670             break;
671         case IHS:
672             game.state.nscrem--;
673             game.ishere = false;
674             game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
675             unschedule(FSCMOVE);
676             unschedule(FSCDBAS);
677             break;
678         }
679     }
680
681     /* For each kind of enemy, finish message to player */
682     prout(_(" destroyed."));
683     game.quad[w.x][w.y] = IHDOT;
684     if (KLINGREM==0) return;
685
686     game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
687
688     /* Remove enemy ship from arrays describing local game.conditions */
689     if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
690         unschedule(FCDBAS);
691     for_local_enemies(i)
692         if (same(game.ks[i], w)) break;
693     game.nenhere--;
694     if (i <= game.nenhere)  {
695         for (j=i; j<=game.nenhere; j++) {
696             game.ks[j] = game.ks[j+1];
697             game.kpower[j] = game.kpower[j+1];
698             game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
699         }
700     }
701     game.ks[game.nenhere+1].x = 0;
702     game.ks[game.nenhere+1].x = 0;
703     game.kdist[game.nenhere+1] = 0;
704     game.kavgd[game.nenhere+1] = 0;
705     game.kpower[game.nenhere+1] = 0;
706     return;
707 }
708
709 static bool targetcheck(double x, double y, double *course) 
710 {
711     double deltx, delty;
712     /* Return true if target is invalid */
713     if (!VALID_SECTOR(x, y)) {
714         huh();
715         return true;
716     }
717     deltx = 0.1*(y - game.sector.y);
718     delty = 0.1*(game.sector.x - x);
719     if (deltx==0 && delty== 0) {
720         skip(1);
721         prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"));
722         prout(_("  I recommend an immediate review of"));
723         prout(_("  the Captain's psychological profile.\""));
724         chew();
725         return true;
726     }
727     *course = 1.90985932*atan2(deltx, delty);
728     return false;
729 }
730
731 void photon(void) 
732 /* launch photon torpedo */
733 {
734     double targ[4][3], course[4];
735     double r, dummy;
736     int key, n, i;
737     bool osuabor;
738
739     game.ididit = false;
740
741     if (damaged(DPHOTON)) {
742         prout(_("Photon tubes damaged."));
743         chew();
744         return;
745     }
746     if (game.torps == 0) {
747         prout(_("No torpedoes left."));
748         chew();
749         return;
750     }
751     key = scan();
752     for (;;) {
753         if (key == IHALPHA) {
754             huh();
755             return;
756         }
757         else if (key == IHEOL) {
758             prout(_("%d torpedoes left."), game.torps);
759             proutn(_("Number of torpedoes to fire- "));
760             key = scan();
761         }
762         else /* key == IHREAL */ {
763             n = aaitem + 0.5;
764             if (n <= 0) { /* abort command */
765                 chew();
766                 return;
767             }
768             if (n > 3) {
769                 chew();
770                 prout(_("Maximum of 3 torpedoes per burst."));
771                 key = IHEOL;
772                 return;
773             }
774             if (n <= game.torps) break;
775             chew();
776             key = IHEOL;
777         }
778     }
779     for (i = 1; i <= n; i++) {
780         key = scan();
781         if (i==1 && key == IHEOL) {
782             break;      /* we will try prompting */
783         }
784         if (i==2 && key == IHEOL) {
785             /* direct all torpedoes at one target */
786             while (i <= n) {
787                 targ[i][1] = targ[1][1];
788                 targ[i][2] = targ[1][2];
789                 course[i] = course[1];
790                 i++;
791             }
792             break;
793         }
794         if (key != IHREAL) {
795             huh();
796             return;
797         }
798         targ[i][1] = aaitem;
799         key = scan();
800         if (key != IHREAL) {
801             huh();
802             return;
803         }
804         targ[i][2] = aaitem;
805         if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
806     }
807     chew();
808     if (i == 1 && key == IHEOL) {
809         /* prompt for each one */
810         for (i = 1; i <= n; i++) {
811             proutn(_("Target sector for torpedo number %d- "), i);
812             key = scan();
813             if (key != IHREAL) {
814                 huh();
815                 return;
816             }
817             targ[i][1] = aaitem;
818             key = scan();
819             if (key != IHREAL) {
820                 huh();
821                 return;
822             }
823             targ[i][2] = aaitem;
824             chew();
825             if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
826         }
827     }
828     game.ididit = true;
829     /* Loop for moving <n> torpedoes */
830     osuabor = false;
831     for (i = 1; i <= n && !osuabor; i++) {
832         if (game.condit != IHDOCKED) game.torps--;
833         r = (Rand()+Rand())*0.5 -0.5;
834         if (fabs(r) >= 0.47) {
835             /* misfire! */
836             r = (Rand()+1.2) * r;
837             if (n>1) {
838                 prouts(_("***TORPEDO NUMBER %d MISFIRES"), i);
839             }
840             else prouts(_("***TORPEDO MISFIRES."));
841             skip(1);
842             if (i < n)
843                 prout(_("  Remainder of burst aborted."));
844             osuabor = true;
845             if (Rand() <= 0.2) {
846                 prout(_("***Photon tubes damaged by misfire."));
847                 game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
848                 break;
849             }
850         }
851         if (game.shldup || game.condit == IHDOCKED) 
852             r *= 1.0 + 0.0001*game.shield;
853         torpedo(course[i], r, game.sector.x, game.sector.y, &dummy, i, n);
854         if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
855             return;
856     }
857     if (KLINGREM==0) finish(FWON);
858 }
859
860         
861
862 static void overheat(double rpow)
863 /* check for phasers overheating */
864 {
865     if (rpow > 1500) {
866         double chekbrn = (rpow-1500.)*0.00038;
867         if (Rand() <= chekbrn) {
868             prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""));
869             game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
870         }
871     }
872 }
873
874 static bool checkshctrl(double rpow) 
875 /* check shield control */
876 {
877     double hit;
878     int icas;
879         
880     skip(1);
881     if (Rand() < .998) {
882         prout(_("Shields lowered."));
883         return false;
884     }
885     /* Something bad has happened */
886     prouts(_("***RED ALERT!  RED ALERT!"));
887     skip(2);
888     hit = rpow*game.shield/game.inshld;
889     game.energy -= rpow+hit*0.8;
890     game.shield -= hit*0.2;
891     if (game.energy <= 0.0) {
892         prouts(_("Sulu-  \"Captain! Shield malf***********************\""));
893         skip(1);
894         stars();
895         finish(FPHASER);
896         return true;
897     }
898     prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""));
899     skip(2);
900     prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""));
901     icas = hit*Rand()*0.012;
902     skip(1);
903     fry(0.8*hit);
904     if (icas) {
905         skip(1);
906         prout(_("McCoy to bridge- \"Severe radiation burns, Jim."));
907         prout(_("  %d casualties so far.\""), icas);
908         game.casual += icas;
909         game.state.crew -= icas;
910     }
911     skip(1);
912     prout(_("Phaser energy dispersed by shields."));
913     prout(_("Enemy unaffected."));
914     overheat(rpow);
915     return true;
916 }
917         
918
919 void phasers(void) 
920 /* fire phasers */
921 {
922     double hits[21], rpow=0, extra, powrem, over, temp;
923     int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
924     bool ifast = false, no = false, ipoop = true, msgflag = true;
925     enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
926     int key=0;
927
928     skip(1);
929     /* SR sensors and Computer */
930     if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false;
931     if (game.condit == IHDOCKED) {
932         prout(_("Phasers can't be fired through base shields."));
933         chew();
934         return;
935     }
936     if (damaged(DPHASER)) {
937         prout(_("Phaser control damaged."));
938         chew();
939         return;
940     }
941     if (game.shldup) {
942         if (damaged(DSHCTRL)) {
943             prout(_("High speed shield control damaged."));
944             chew();
945             return;
946         }
947         if (game.energy <= 200.0) {
948             prout(_("Insufficient energy to activate high-speed shield control."));
949             chew();
950             return;
951         }
952         prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""));
953         ifast = true;
954                 
955     }
956     /* Original code so convoluted, I re-did it all */
957     while (automode==NOTSET) {
958         key=scan();
959         if (key == IHALPHA) {
960             if (isit("manual")) {
961                 if (game.nenhere==0) {
962                     prout(_("There is no enemy present to select."));
963                     chew();
964                     key = IHEOL;
965                     automode=AUTOMATIC;
966                 }
967                 else {
968                     automode = MANUAL;
969                     key = scan();
970                 }
971             }
972             else if (isit("automatic")) {
973                 if ((!ipoop) && game.nenhere != 0) {
974                     automode = FORCEMAN;
975                 }
976                 else {
977                     if (game.nenhere==0)
978                         prout(_("Energy will be expended into space."));
979                     automode = AUTOMATIC;
980                     key = scan();
981                 }
982             }
983             else if (isit("no")) {
984                 no = true;
985             }
986             else {
987                 huh();
988                 return;
989             }
990         }
991         else if (key == IHREAL) {
992             if (game.nenhere==0) {
993                 prout(_("Energy will be expended into space."));
994                 automode = AUTOMATIC;
995             }
996             else if (!ipoop)
997                 automode = FORCEMAN;
998             else
999                 automode = AUTOMATIC;
1000         }
1001         else {
1002             /* IHEOL */
1003             if (game.nenhere==0) {
1004                 prout(_("Energy will be expended into space."));
1005                 automode = AUTOMATIC;
1006             }
1007             else if (!ipoop)
1008                 automode = FORCEMAN;
1009             else 
1010                 proutn(_("Manual or automatic? "));
1011         }
1012     }
1013                                 
1014     switch (automode) {
1015     case AUTOMATIC:
1016         if (key == IHALPHA && isit("no")) {
1017             no = true;
1018             key = scan();
1019         }
1020         if (key != IHREAL && game.nenhere != 0) {
1021             prout(_("Phasers locked on target. Energy available: %.2f"),
1022                   ifast?game.energy-200.0:game.energy,1,2);
1023         }
1024         irec=0;
1025         do {
1026             chew();
1027             if (!kz) for_local_enemies(i)
1028                 irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
1029                     (1.01+0.05*Rand()) + 1.0;
1030             kz=1;
1031             proutn(_("(%d) units required. "), irec);
1032             chew();
1033             proutn(_("Units to fire= "));
1034             key = scan();
1035             if (key!=IHREAL) return;
1036             rpow = aaitem;
1037             if (rpow > (ifast?game.energy-200:game.energy)) {
1038                 proutn(_("Energy available= %.2f"),
1039                        ifast?game.energy-200:game.energy);
1040                 skip(1);
1041                 key = IHEOL;
1042             }
1043         } while (rpow > (ifast?game.energy-200:game.energy));
1044         if (rpow<=0) {
1045             /* chicken out */
1046             chew();
1047             return;
1048         }
1049         if ((key=scan()) == IHALPHA && isit("no")) {
1050             no = true;
1051         }
1052         if (ifast) {
1053             game.energy -= 200; /* Go and do it! */
1054             if (checkshctrl(rpow)) return;
1055         }
1056         chew();
1057         game.energy -= rpow;
1058         extra = rpow;
1059         if (game.nenhere) {
1060             extra = 0.0;
1061             powrem = rpow;
1062             for_local_enemies(i) {
1063                 hits[i] = 0.0;
1064                 if (powrem <= 0) continue;
1065                 hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
1066                 over = (0.01 + 0.05*Rand())*hits[i];
1067                 temp = powrem;
1068                 powrem -= hits[i] + over;
1069                 if (powrem <= 0 && temp < hits[i]) hits[i] = temp;
1070                 if (powrem <= 0) over = 0.0;
1071                 extra += over;
1072             }
1073             if (powrem > 0.0) extra += powrem;
1074             hittem(hits);
1075             game.ididit = true;
1076         }
1077         if (extra > 0 && !game.alldone) {
1078             if (game.ithere) {
1079                 proutn(_("*** Tholian web absorbs "));
1080                 if (game.nenhere>0) proutn(_("excess "));
1081                 prout(_("phaser energy."));
1082             }
1083             else {
1084                 prout(_("%d expended on empty space."), (int)extra);
1085             }
1086         }
1087         break;
1088
1089     case FORCEMAN:
1090         chew();
1091         key = IHEOL;
1092         if (damaged(DCOMPTR))
1093             prout(_("Battle comuter damaged, manual file only."));
1094         else {
1095             skip(1);
1096             prouts(_("---WORKING---"));
1097             skip(1);
1098             prout(_("Short-range-sensors-damaged"));
1099             prout(_("Insufficient-data-for-automatic-phaser-fire"));
1100             prout(_("Manual-fire-must-be-used"));
1101             skip(1);
1102         }
1103     case MANUAL:
1104         rpow = 0.0;
1105         for (k = 1; k <= game.nenhere;) {
1106             coord aim = game.ks[k];
1107             int ienm = game.quad[aim.x][aim.y];
1108             if (msgflag) {
1109                 proutn(_("Energy available= %.2f"),
1110                        game.energy-.006-(ifast?200:0));
1111                 skip(1);
1112                 msgflag = false;
1113                 rpow = 0.0;
1114             }
1115             if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
1116                 (ienm == IHC || ienm == IHS)) {
1117                 cramen(ienm);
1118                 prout(_(" can't be located without short range scan."));
1119                 chew();
1120                 key = IHEOL;
1121                 hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
1122                 k++;
1123                 continue;
1124             }
1125             if (key == IHEOL) {
1126                 chew();
1127                 if (ipoop && k > kz)
1128                     irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
1129                         (1.01+0.05*Rand()) + 1.0;
1130                 kz = k;
1131                 proutn("(");
1132                 if (!damaged(DCOMPTR)) proutn("%d", irec);
1133                 else proutn("??");
1134                 proutn(")  ");
1135                 proutn(_("units to fire at "));
1136                 crmena(false, ienm, sector, aim);
1137                 proutn("-  ");
1138                 key = scan();
1139             }
1140             if (key == IHALPHA && isit("no")) {
1141                 no = 1;
1142                 key = scan();
1143                 continue;
1144             }
1145             if (key == IHALPHA) {
1146                 huh();
1147                 return;
1148             }
1149             if (key == IHEOL) {
1150                 if (k==1) { /* Let me say I'm baffled by this */
1151                     msgflag = true;
1152                 }
1153                 continue;
1154             }
1155             if (aaitem < 0) {
1156                 /* abort out */
1157                 chew();
1158                 return;
1159             }
1160             hits[k] = aaitem;
1161             rpow += aaitem;
1162             /* If total requested is too much, inform and start over */
1163                                 
1164             if (rpow > (ifast?game.energy-200:game.energy)) {
1165                 prout(_("Available energy exceeded -- try again."));
1166                 chew();
1167                 return;
1168             }
1169             key = scan(); /* scan for next value */
1170             k++;
1171         }
1172         if (rpow == 0.0) {
1173             /* zero energy -- abort */
1174             chew();
1175             return;
1176         }
1177         if (key == IHALPHA && isit("no")) {
1178             no = true;
1179         }
1180         game.energy -= rpow;
1181         chew();
1182         if (ifast) {
1183             game.energy -= 200.0;
1184             if (checkshctrl(rpow)) return;
1185         }
1186         hittem(hits);
1187         game.ididit = true;
1188     case NOTSET:;       /* avoid gcc warning */
1189     }
1190     /* Say shield raised or malfunction, if necessary */
1191     if (game.alldone) 
1192         return;
1193     if (ifast) {
1194         skip(1);
1195         if (no == 0) {
1196             if (Rand() >= 0.99) {
1197                 prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."));
1198                 prouts(_("         CLICK   CLICK   POP  . . ."));
1199                 prout(_(" No response, sir!"));
1200                 game.shldup = false;
1201             }
1202             else
1203                 prout(_("Shields raised."));
1204         }
1205         else
1206             game.shldup = false;
1207     }
1208     overheat(rpow);
1209 }
1210
1211 void hittem(double *hits) 
1212 /* register a phaser hit on Klingons and Romulans */
1213 {
1214     double kp, kpow, wham, hit, dustfac, kpini;
1215     int nenhr2=game.nenhere, k=1, kk=1, ienm;
1216     coord w;
1217
1218     skip(1);
1219
1220     for (; k <= nenhr2; k++, kk++) {
1221         if ((wham = hits[k])==0) continue;
1222         dustfac = 0.9 + 0.01*Rand();
1223         hit = wham*pow(dustfac,game.kdist[kk]);
1224         kpini = game.kpower[kk];
1225         kp = fabs(kpini);
1226         if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
1227         game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
1228         kpow = game.kpower[kk];
1229         w = game.ks[kk];
1230         if (hit > 0.005) {
1231             if (!damaged(DSRSENS))
1232                 boom(w.x, w.y);
1233             proutn(_("%d unit hit on "), (int)hit);
1234         }
1235         else
1236             proutn(_("Very small hit on "));
1237         ienm = game.quad[w.x][w.y];
1238         if (ienm==IHQUEST) iqengry = true;
1239         crmena(false,ienm,sector,w);
1240         skip(1);
1241         if (kpow == 0) {
1242             deadkl(w, ienm, w.x, w.y);
1243             if (KLINGREM==0) finish(FWON);
1244             if (game.alldone) return;
1245             kk--; /* don't do the increment */
1246         }
1247         else /* decide whether or not to emasculate klingon */
1248             if (kpow > 0 && Rand() >= 0.9 &&
1249                 kpow <= ((0.4 + 0.4*Rand())*kpini)) {
1250                 prout(_("***Mr. Spock-  \"Captain, the vessel at "),
1251                       cramlc(sector, w));
1252                 prout(_("   has just lost its firepower.\""));
1253                 game.kpower[kk] = -kpow;
1254             }
1255     }
1256     return;
1257 }
1258