crmshp();\r
prout(" heavily damaged.");\r
icas = 10.0+20.0*Rand();\r
- proutn("***Sickbay reports ");\r
- crami(icas, 1);\r
- prout(" casualties.");\r
+ prout("***Sickbay reports %d casualties", icas);\r
casual += icas;\r
- for (l=1; l <= ndevice; l++) {\r
+ for (l=1; l <= NDEVICES; l++) {\r
if (l == DDRAY) continue; // Don't damage deathray \r
if (game.damage[l] < 0) continue;\r
extradm = (10.0*type*Rand()+1.0)*damfac;\r
prout(" destroyed.");\r
game.state.nplankl++;\r
game.state.newstuf[quadx][quady] -= 1;\r
- game.state.plnets[iplnet] = nulplanet;\r
+ DESTROY(&game.state.plnets[iplnet]);\r
iplnet = 0;\r
plnetx = plnety = 0;\r
game.quad[ix][iy] = IHDOT;\r
/* Select devices and cause damage */\r
for (l = 1; l <= ncrit; l++) {\r
do {\r
- j = ndevice*Rand()+1.0;\r
+ j = NDEVICES*Rand()+1.0;\r
/* Cheat to prevent shuttle damage unless on ship */\r
} while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||\r
j == DDRAY);\r
if (hit > hitmax) hitmax = hit;\r
hittot += hit;\r
fry(hit);\r
- printf("Hit %g energy %g\n", hit, energy);\r
+ prout("Hit %g energy %g", hit, energy);\r
energy -= hit;\r
}\r
if (energy <= 0) {\r
else {\r
/* Print message if starship suffered hit(s) */\r
skip(1);\r
- proutn("Energy left ");\r
- cramf(energy, 0, 2);\r
- proutn(" shields ");\r
- if (shldup) proutn("up, ");\r
- else if (game.damage[DSHIELD] == 0) proutn("down, ");\r
+ proutn("Energy left %2d shields ", (int)energy);\r
+ if (shldup) proutn("up ");\r
+ else if (game.damage[DSHIELD] == 0) proutn("down ");\r
else proutn("damaged, ");\r
}\r
- crami(percent, 1);\r
- proutn("% torpedoes left ");\r
- crami(torps, 1);\r
- skip(1);\r
+ prout("%d%%, torpedoes left %d", percent, torps);\r
/* Check if anyone was hurt */\r
if (hitmax >= 200 || hittot >= 500) {\r
int icas= hittot*Rand()*0.015;\r
if (icas >= 2) {\r
skip(1);\r
- proutn("Mc Coy- \"Sickbay to bridge. We suffered ");\r
- crami(icas, 1);\r
- prout(" casualties");\r
+ prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);\r
prout(" in that last attack.\"");\r
casual += icas;\r
}\r
return;\r
}\r
else if (key == IHEOL) {\r
- crami(torps,1);\r
- prout(" torpedoes left.");\r
+ prout("%d torpedoes left.", torps);\r
proutn("Number of torpedoes to fire- ");\r
key = scan();\r
}\r
if (i == 1 && key == IHEOL) {\r
/* prompt for each one */\r
for (i = 1; i <= n; i++) {\r
- proutn("Target sector for torpedo number");\r
- crami(i, 2);\r
- proutn("- ");\r
+ proutn("Target sector for torpedo number %d- ", i);\r
key = scan();\r
if (key != IHREAL) {\r
huh();\r
/* misfire! */\r
r = (Rand()+1.2) * r;\r
if (n>1) {\r
- prouts("***TORPEDO NUMBER");\r
- crami(i, 2);\r
- prouts(" MISFIRES.");\r
+ prouts("***TORPEDO NUMBER %d MISFIRES", i);\r
}\r
else prouts("***TORPEDO MISFIRES.");\r
skip(1);\r
if (shldup != 0 || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;\r
if (n != 1) {\r
skip(1);\r
- proutn("Track for torpedo number");\r
- crami(i, 2);\r
- proutn("- ");\r
+ proutn("Track for torpedo number %d- ", i);\r
}\r
else {\r
skip(1);\r
if (icas) {\r
skip(1);\r
prout("McCoy to bridge- \"Severe radiation burns, Jim.");\r
- proutn(" ");\r
- crami(icas, 1);\r
- prout(" casualties so far.\"");\r
+ prout(" %d casualties so far.\"", icas);\r
casual -= icas;\r
}\r
skip(1);\r
for (i = 1; i <= nenhere; i++) {\r
hits[i] = 0.0;\r
if (powrem <= 0) continue;\r
- hits[i] = fabs(game.kpower[i])/(phasefac*pow(0.90,game.kdist[i]));\r
+ hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));\r
over = (0.01 + 0.05*Rand())*hits[i];\r
temp = powrem;\r
powrem -= hits[i] + over;\r
if (key == IHEOL) {\r
chew();\r
if (ipoop && k > kz) {\r
- int irec=(fabs(game.kpower[k])/(phasefac*pow(0.9,game.kdist[k])))*\r
+ int irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*\r
(1.01+0.05*Rand()) + 1.0;\r
kz = k;\r
- proutn("(");\r
- crami(irec, 1);\r
- proutn(") ");\r
+ proutn("(%d)", irec);\r
}\r
proutn("units to fire at ");\r
crmena(0, ienm, 2, ii, jj);\r
hit = wham*pow(dustfac,game.kdist[kk]);\r
kpini = game.kpower[kk];\r
kp = fabs(kpini);\r
- if (phasefac*hit < kp) kp = phasefac*hit;\r
+ if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;\r
game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);\r
kpow = game.kpower[kk];\r
ii = game.kx[kk];\r