C files and associated autotools stuff moved to the c-version subdirectory.
[super-star-trek.git] / c-version / src / battle.c
diff --git a/c-version/src/battle.c b/c-version/src/battle.c
new file mode 100644 (file)
index 0000000..223a981
--- /dev/null
@@ -0,0 +1,1389 @@
+#include "sst.h"
+
+void doshield(bool raise) 
+/* change shield status */
+{
+    int key;
+    enum {NONE, SHUP, SHDN, NRG} action = NONE;
+
+    game.ididit = false;
+
+    if (raise) 
+       action = SHUP;
+    else {
+       key = scan();
+       if (key == IHALPHA) {
+           if (isit("transfer"))
+               action = NRG;
+           else {
+               chew();
+               if (damaged(DSHIELD)) {
+                   prout(_("Shields damaged and down."));
+                   return;
+               }
+               if (isit("up"))
+                   action = SHUP;
+               else if (isit("down"))
+                   action = SHDN;
+           }
+       }
+       if (action==NONE) {
+           proutn(_("Do you wish to change shield energy? "));
+           if (ja() == true) {
+               proutn(_("Energy to transfer to shields- "));
+               action = NRG;
+           }
+           else if (damaged(DSHIELD)) {
+               prout(_("Shields damaged and down."));
+               return;
+           }
+           else if (game.shldup) {
+               proutn(_("Shields are up. Do you want them down? "));
+               if (ja() == true)
+                   action = SHDN;
+               else {
+                   chew();
+                   return;
+               }
+           }
+           else {
+               proutn(_("Shields are down. Do you want them up? "));
+               if (ja() == true)
+                   action = SHUP;
+               else {
+                   chew();
+                   return;
+               }
+           }
+       }
+    }
+    switch (action) {
+    case SHUP: /* raise shields */
+       if (game.shldup) {
+           prout(_("Shields already up."));
+           return;
+       }
+       game.shldup = true;
+       game.shldchg = true;
+       if (game.condition != docked)
+           game.energy -= 50.0;
+       prout(_("Shields raised."));
+       if (game.energy <= 0) {
+           skip(1);
+           prout(_("Shields raising uses up last of energy."));
+           finish(FNRG);
+           return;
+       }
+       game.ididit=true;
+       return;
+    case SHDN:
+       if (!game.shldup) {
+           prout(_("Shields already down."));
+           return;
+       }
+       game.shldup=false;
+       game.shldchg=true;
+       prout(_("Shields lowered."));
+       game.ididit = true;
+       return;
+    case NRG:
+       while (scan() != IHREAL) {
+           chew();
+           proutn(_("Energy to transfer to shields- "));
+       }
+       chew();
+       if (aaitem==0)
+           return;
+       if (aaitem > game.energy) {
+           prout(_("Insufficient ship energy."));
+           return;
+       }
+       game.ididit = true;
+       if (game.shield+aaitem >= game.inshld) {
+           prout(_("Shield energy maximized."));
+           if (game.shield+aaitem > game.inshld) {
+               prout(_("Excess energy requested returned to ship energy"));
+           }
+           game.energy -= game.inshld-game.shield;
+           game.shield = game.inshld;
+           return;
+       }
+       if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) {
+           /* Prevent shield drain loophole */
+           skip(1);
+           prout(_("Engineering to bridge--"));
+           prout(_("  Scott here. Power circuit problem, Captain."));
+           prout(_("  I can't drain the shields."));
+           game.ididit = false;
+           return;
+       }
+       if (game.shield+aaitem < 0) {
+           prout(_("All shield energy transferred to ship."));
+           game.energy += game.shield;
+           game.shield = 0.0;
+           return;
+       }
+       proutn(_("Scotty- \""));
+       if (aaitem > 0)
+           prout(_("Transferring energy to shields.\""));
+       else
+           prout(_("Draining energy from shields.\""));
+       game.shield += aaitem;
+       game.energy -= aaitem;
+       return;
+    case NONE:;        /* avoid gcc warning */
+    }
+}
+
+static int randdevice(void)
+/* choose a device to damage, at random. */
+{
+    /*
+     * Quoth Eric Allman in the code of BSD-Trek:
+     * "Under certain conditions you can get a critical hit.  This
+     * sort of hit damages devices.  The probability that a given
+     * device is damaged depends on the device.  Well protected
+     * devices (such as the computer, which is in the core of the
+     * ship and has considerable redundancy) almost never get
+     * damaged, whereas devices which are exposed (such as the
+     * warp engines) or which are particularly delicate (such as
+     * the transporter) have a much higher probability of being
+     * damaged."
+     *
+     * This is one place where OPTION_PLAIN does not restore the
+     * original behavior, which was equiprobable damage across
+     * all devices.  If we wanted that, we'd return NDEVICES*Rand()
+     * and have done with it.  Also, in the original game, DNAVYS
+     * and DCOMPTR were the same device. 
+     *
+     * Instead, we use a table of weights similar to the one from BSD Trek.
+     * BSD doesn't have the shuttle, shield controller, death ray, or probes. 
+     * We don't have a cloaking device.  The shuttle got the allocation
+     * for the cloaking device, then we shaved a half-percent off
+     * everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+     */
+    static int weights[NDEVICES] = {
+       105,    /* DSRSENS: short range scanners        10.5% */
+       105,    /* DLRSENS: long range scanners         10.5% */
+       120,    /* DPHASER: phasers                     12.0% */
+       120,    /* DPHOTON: photon torpedoes            12.0% */
+       25,     /* DLIFSUP: life support                 2.5% */
+       65,     /* DWARPEN: warp drive                   6.5% */
+       70,     /* DIMPULS: impulse engines              6.5% */
+       145,    /* DSHIELD: deflector shields           14.5% */
+       30,     /* DRADIO:  subspace radio               3.0% */
+       45,     /* DSHUTTL: shuttle                      4.5% */
+       15,     /* DCOMPTR: computer                     1.5% */
+       20,     /* NAVCOMP: navigation system            2.0% */
+       75,     /* DTRANSP: transporter                  7.5% */
+       20,     /* DSHCTRL: high-speed shield controller 2.0% */
+       10,     /* DDRAY: death ray                      1.0% */
+       30,     /* DDSP: deep-space probes               3.0% */
+    };
+    int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */
+
+    for (i = sum = 0; i < NDEVICES; i++) {
+       sum += weights[i];
+       if (idx < sum)
+           return i;
+    }
+    return -1; /* we should never get here, but this quiets GCC */
+}
+
+void ram(bool ibumpd, feature ienm, coord w)
+/* make our ship ram something */
+{
+    double hardness, extradm;
+    int icas, m, ncrits;
+       
+    prouts(_("***RED ALERT!  RED ALERT!"));
+    skip(1);
+    prout(_("***COLLISION IMMINENT."));
+    skip(2);
+    proutn("***");
+    crmshp();
+    switch (ienm) {
+    case IHR: hardness = 1.5; break;
+    case IHC: hardness = 2.0; break;
+    case IHS: hardness = 2.5; break;
+    case IHT: hardness = 0.5; break;
+    case IHQUEST: hardness = 4.0; break;
+    default: hardness = 1.0; break;
+    }
+    proutn(ibumpd ? _(" rammed by ") : _(" rams "));
+    crmena(false, ienm, sector, w);
+    if (ibumpd)
+       proutn(_(" (original position)"));
+    skip(1);
+    deadkl(w, ienm, game.sector);
+    proutn("***");
+    crmshp();
+    prout(_(" heavily damaged."));
+    icas = 10.0+20.0*Rand();
+    prout(_("***Sickbay reports %d casualties"), icas);
+    game.casual += icas;
+    game.state.crew -= icas;
+    /*
+     * In the pre-SST2K version, all devices got equiprobably damaged,
+     * which was silly.  Instead, pick up to half the devices at
+     * random according to our weighting table,
+     */
+    ncrits = Rand() * (NDEVICES/2);
+    for (m=0; m < ncrits; m++) {
+       int dev = randdevice();
+       if (game.damage[dev] < 0) 
+           continue;
+       extradm = (10.0*hardness*Rand()+1.0)*game.damfac;
+       /* Damage for at least time of travel! */
+       game.damage[dev] += game.optime + extradm;
+    }
+    game.shldup = false;
+    prout(_("***Shields are down."));
+    if (game.state.remkl + game.state.remcom + game.state.nscrem) {
+       announce();
+       damagereport();
+    }
+    else
+       finish(FWON);
+    return;
+}
+
+void torpedo(double course, double r, coord in, double *hit, int i, int n)
+/* let a photon torpedo fly */
+{
+    int l, iquad=0, ll;
+    bool shoved = false;
+    double ac=course + 0.25*r;
+    double angle = (15.0-ac)*0.5235988;
+    double bullseye = (15.0 - course)*0.5235988;
+    double deltax=-sin(angle), deltay=cos(angle), x=in.x, y=in.y, bigger;
+    double ang, temp, xx, yy, kp, h1;
+    struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+    coord w, jw;
+
+    w.x = w.y = jw.x = jw.y = 0;
+    bigger = fabs(deltax);
+    if (fabs(deltay) > bigger)
+       bigger = fabs(deltay);
+    deltax /= bigger;
+    deltay /= bigger;
+    if (!damaged(DSRSENS) || game.condition==docked) 
+       setwnd(srscan_window);
+    else 
+       setwnd(message_window);
+    /* Loop to move a single torpedo */
+    for (l=1; l <= 15; l++) {
+       x += deltax;
+       w.x = x + 0.5;
+       y += deltay;
+       w.y = y + 0.5;
+       if (!VALID_SECTOR(w.x, w.y))
+           break;
+       iquad=game.quad[w.x][w.y];
+       tracktorpedo(w, l, i, n, iquad);
+       if (iquad==IHDOT)
+           continue;
+       /* hit something */
+       setwnd(message_window);
+       if (damaged(DSRSENS) && !game.condition==docked)
+           skip(1);    /* start new line after text track */
+       switch(iquad) {
+       case IHE: /* Hit our ship */
+       case IHF:
+           skip(1);
+           proutn(_("Torpedo hits "));
+           crmshp();
+           prout(".");
+           *hit = 700.0 + 100.0*Rand() -
+               1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
+           *hit = fabs(*hit);
+           newcnd(); /* we're blown out of dock */
+           /* We may be displaced. */
+           if (game.landed || game.condition==docked) 
+               return; /* Cheat if on a planet */
+           ang = angle + 2.5*(Rand()-0.5);
+           temp = fabs(sin(ang));
+           if (fabs(cos(ang)) > temp)
+               temp = fabs(cos(ang));
+           xx = -sin(ang)/temp;
+           yy = cos(ang)/temp;
+           jw.x=w.x+xx+0.5;
+           jw.y=w.y+yy+0.5;
+           if (!VALID_SECTOR(jw.x, jw.y))
+               return;
+           if (game.quad[jw.x][jw.y]==IHBLANK) {
+               finish(FHOLE);
+               return;
+           }
+           if (game.quad[jw.x][jw.y]!=IHDOT) {
+               /* can't move into object */
+               return;
+           }
+           game.sector = jw;
+           crmshp();
+           shoved = true;
+           break;
+                                         
+       case IHC: /* Hit a commander */
+       case IHS:
+           if (Rand() <= 0.05) {
+               crmena(true, iquad, sector, w);
+               prout(_(" uses anti-photon device;"));
+               prout(_("   torpedo neutralized."));
+               return;
+           }
+       case IHR: /* Hit a regular enemy */
+       case IHK:
+           /* find the enemy */
+           for (ll = 1; ll <= game.nenhere; ll++)
+               if (same(w, game.ks[ll]))
+                   break;
+           kp = fabs(game.kpower[ll]);
+           h1 = 700.0 + 100.0*Rand() -
+               1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
+           h1 = fabs(h1);
+           if (kp < h1)
+               h1 = kp;
+           game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
+           if (game.kpower[ll] == 0) {
+               deadkl(w, iquad, w);
+               return;
+           }
+           crmena(true, iquad, sector, w);
+           /* If enemy damaged but not destroyed, try to displace */
+           ang = angle + 2.5*(Rand()-0.5);
+           temp = fabs(sin(ang));
+           if (fabs(cos(ang)) > temp)
+               temp = fabs(cos(ang));
+           xx = -sin(ang)/temp;
+           yy = cos(ang)/temp;
+           jw.x=w.x+xx+0.5;
+           jw.y=w.y+yy+0.5;
+           if (!VALID_SECTOR(jw.x, jw.y)) {
+               prout(_(" damaged but not destroyed."));
+               return;
+           }
+           if (game.quad[jw.x][jw.y]==IHBLANK) {
+               prout(_(" buffeted into black hole."));
+               deadkl(w, iquad, jw);
+               return;
+           }
+           if (game.quad[jw.x][jw.y]!=IHDOT) {
+               /* can't move into object */
+               prout(_(" damaged but not destroyed."));
+               return;
+           }
+           proutn(_(" damaged--"));
+           game.ks[ll] = jw;
+           shoved = true;
+           break;
+       case IHB: /* Hit a base */
+           skip(1);
+           prout(_("***STARBASE DESTROYED.."));
+           for (ll = 1; ll <= game.state.rembase; ll++) {
+               if (same(game.state.baseq[ll], game.quadrant)) {
+                   game.state.baseq[ll]=game.state.baseq[game.state.rembase];
+                   break;
+               }
+           }
+           game.quad[w.x][w.y]=IHDOT;
+           game.state.rembase--;
+           game.base.x=game.base.y=0;
+           q->starbase--;
+           game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
+           game.state.basekl++;
+           newcnd();
+           return;
+       case IHP: /* Hit a planet */
+           crmena(true, iquad, sector, w);
+           prout(_(" destroyed."));
+           game.state.nplankl++;
+           q->planet = NOPLANET;
+           game.state.planets[game.iplnet].pclass = destroyed;
+           game.iplnet = 0;
+           invalidate(game.plnet);
+           game.quad[w.x][w.y] = IHDOT;
+           if (game.landed) {
+               /* captain perishes on planet */
+               finish(FDPLANET);
+           }
+           return;
+       case IHW: /* Hit an inhabited world -- very bad! */
+           crmena(true, iquad, sector, w);
+           prout(_(" destroyed."));
+           game.state.nworldkl++;
+           q->planet = NOPLANET;
+           game.state.planets[game.iplnet].pclass = destroyed;
+           game.iplnet = 0;
+           invalidate(game.plnet);
+           game.quad[w.x][w.y] = IHDOT;
+           if (game.landed) {
+               /* captain perishes on planet */
+               finish(FDPLANET);
+           }
+           prout(_("You have just destroyed an inhabited planet."));
+           prout(_("Celebratory rallies are being held on the Klingon homeworld."));
+           return;
+       case IHSTAR: /* Hit a star */
+           if (Rand() > 0.10) {
+               nova(w);
+               return;
+           }
+           crmena(true, IHSTAR, sector, w);
+           prout(_(" unaffected by photon blast."));
+           return;
+       case IHQUEST: /* Hit a thingy */
+           if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
+               skip(1);
+               prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"));
+               skip(1);
+               prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "));
+               skip(1);
+               proutn(_("Mr. Spock-"));
+               prouts(_("  \"Fascinating!\""));
+               skip(1);
+               deadkl(w, iquad, w);
+           } else {
+               /*
+                * Stas Sergeev added the possibility that
+                * you can shove the Thingy and piss it off.
+                * It then becomes an enemy and may fire at you.
+                */
+               iqengry = true;
+               shoved = true;
+           }
+           return;
+       case IHBLANK: /* Black hole */
+           skip(1);
+           crmena(true, IHBLANK, sector, w);
+           prout(_(" swallows torpedo."));
+           return;
+       case IHWEB: /* hit the web */
+           skip(1);
+           prout(_("***Torpedo absorbed by Tholian web."));
+           return;
+       case IHT:  /* Hit a Tholian */
+           h1 = 700.0 + 100.0*Rand() -
+               1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
+           h1 = fabs(h1);
+           if (h1 >= 600) {
+               game.quad[w.x][w.y] = IHDOT;
+               game.ithere = false;
+               deadkl(w, iquad, w);
+               return;
+           }
+           skip(1);
+           crmena(true, IHT, sector, w);
+           if (Rand() > 0.05) {
+               prout(_(" survives photon blast."));
+               return;
+           }
+           prout(_(" disappears."));
+           game.quad[w.x][w.y] = IHWEB;
+           game.ithere = false;
+           game.nenhere--;
+           dropin(IHBLANK);
+           return;
+                                       
+       default: /* Problem! */
+           skip(1);
+           proutn("Don't know how to handle collision with ");
+           crmena(true, iquad, sector, w);
+           skip(1);
+           return;
+       }
+       break;
+    }
+    if(curwnd!=message_window) {
+       setwnd(message_window);
+    }
+    if (shoved) {
+       game.quad[w.x][w.y]=IHDOT;
+       game.quad[jw.x][jw.y]=iquad;
+       prout(_(" displaced by blast to %s "), cramlc(sector, jw));
+       for (ll = 1; ll <= game.nenhere; ll++)
+           game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
+       sortklings();
+       return;
+    }
+    skip(1);
+    prout(_("Torpedo missed."));
+    return;
+}
+
+static void fry(double hit)
+/* critical-hit resolution */
+{
+    double ncrit, extradm;
+    int ktr=1, loop1, loop2, j, cdam[NDEVICES];
+
+    /* a critical hit occured */
+    if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()))
+       return;
+
+    ncrit = 1.0 + hit/(500.0+100.0*Rand());
+    proutn(_("***CRITICAL HIT--"));
+    /* Select devices and cause damage */
+    for (loop1 = 0; loop1 < ncrit; loop1++) {
+       do {
+           j = randdevice();
+           /* Cheat to prevent shuttle damage unless on ship */
+       } while 
+             (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship));
+       cdam[loop1] = j;
+       extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
+       game.damage[j] += extradm;
+       if (loop1 > 0) {
+           for (loop2 = 0; loop2 < loop1 && j != cdam[loop2]; loop2++) ;
+           if (loop2 < loop1)
+               continue;
+           ktr += 1;
+           if (ktr==3)
+               skip(1);
+           proutn(_(" and "));
+       }
+       proutn(device[j]);
+    }
+    prout(_(" damaged."));
+    if (damaged(DSHIELD) && game.shldup) {
+       prout(_("***Shields knocked down."));
+       game.shldup=false;
+    }
+}
+
+void attack(bool torps_ok) 
+/* bad guy attacks us */
+{
+    /* torps_ok == false forces use of phasers in an attack */
+    int percent, loop, iquad;
+    bool usephasers, atackd = false, attempt = false, ihurt = false;
+    double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
+    coord jay;
+    enum loctype where = neither;
+
+    /* game could be over at this point, check */
+    if (game.alldone) 
+       return;
+
+    if (idebug) 
+       prout("=== ATTACK!");
+
+    /* Tholian gewts to move before attacking */
+    if (game.ithere) 
+       movetholian();
+
+    /* if you have just entered the RNZ, you'll get a warning */
+    if (game.neutz) { /* The one chance not to be attacked */
+       game.neutz = false;
+       return;
+    }
+
+    /* commanders get a chance to tac-move towards you */
+    if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) 
+       moveklings();
+
+    /* if no enemies remain after movement, we're done */
+    if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) 
+       return;
+
+    /* set up partial hits if attack happens during shield status change */
+    pfac = 1.0/game.inshld;
+    if (game.shldchg)
+       chgfac = 0.25+0.5*Rand();
+
+    skip(1);
+
+    /* message verbosity control */
+    if (game.skill <= SKILL_FAIR) 
+       where = sector;
+
+    for (loop = 1; loop <= game.nenhere; loop++) {
+       if (game.kpower[loop] < 0)
+           continue;   /* too weak to attack */
+       /* compute hit strength and diminish shield power */
+       r = Rand();
+       /* Increase chance of photon torpedos if docked or enemy energy low */
+       if (game.condition == docked)
+           r *= 0.25;
+       if (game.kpower[loop] < 500)
+           r *= 0.25; 
+       jay = game.ks[loop];
+       iquad = game.quad[jay.x][jay.y];
+       if (iquad==IHT || (iquad==IHQUEST && !iqengry))
+           continue;
+       /* different enemies have different probabilities of throwing a torp */
+       usephasers = !torps_ok || \
+           (iquad == IHK && r > 0.0005) || 
+           (iquad==IHC && r > 0.015) ||
+           (iquad==IHR && r > 0.3) ||
+           (iquad==IHS && r > 0.07) ||
+           (iquad==IHQUEST && r > 0.05);
+       if (usephasers) {           /* Enemy uses phasers */
+           if (game.condition == docked)
+               continue; /* Don't waste the effort! */
+           attempt = true; /* Attempt to attack */
+           dustfac = 0.8+0.05*Rand();
+           hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
+           game.kpower[loop] *= 0.75;
+       }
+       else { /* Enemy uses photon torpedo */
+           double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
+           hit = 0;
+           proutn(_("***TORPEDO INCOMING"));
+           if (!damaged(DSRSENS)) {
+               proutn(_(" From "));
+               crmena(false, iquad, where, jay);
+           }
+           attempt = true;
+           prout("  ");
+           r = (Rand()+Rand())*0.5 -0.5;
+           r += 0.002*game.kpower[loop]*r;
+           torpedo(course, r, jay, &hit, 1, 1);
+           if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) 
+               finish(FWON); /* Klingons did themselves in! */
+           if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone) 
+               return; /* Supernova or finished */
+           if (hit == 0)
+               continue;
+       }
+       /* incoming phaser or torpedo, shields may dissipate it */
+       if (game.shldup || game.shldchg || game.condition==docked) {
+           /* shields will take hits */
+           double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0);
+           if (propor < 0.1)
+               propor = 0.1;
+           hitsh = propor*chgfac*hit+1.0;
+           absorb = 0.8*hitsh;
+           if (absorb > game.shield)
+               absorb = game.shield;
+           game.shield -= absorb;
+           hit -= hitsh;
+           /* taking a hit blasts us out of a starbase dock */
+           if (game.condition == docked)
+               dock(false);
+           /* but the shields may take care of it */
+           if (propor > 0.1 && hit < 0.005*game.energy) 
+               continue;
+       }
+       /* hit from this opponent got through shields, so take damage */
+       ihurt = true;
+       proutn(_("%d unit hit"), (int)hit);
+       if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) {
+           proutn(_(" on the "));
+           crmshp();
+       }
+       if (!damaged(DSRSENS) && usephasers) {
+           proutn(_(" from "));
+           crmena(false, iquad, where, jay);
+       }
+       skip(1);
+       /* Decide if hit is critical */
+       if (hit > hitmax)
+           hitmax = hit;
+       hittot += hit;
+       fry(hit);
+       game.energy -= hit;
+    }
+    if (game.energy <= 0) {
+       /* Returning home upon your shield, not with it... */
+       finish(FBATTLE);
+       return;
+    }
+    if (!attempt && game.condition == docked)
+       prout(_("***Enemies decide against attacking your ship."));
+    if (!atackd)
+       return;
+    percent = 100.0*pfac*game.shield+0.5;
+    if (!ihurt) {
+       /* Shields fully protect ship */
+       proutn(_("Enemy attack reduces shield strength to "));
+    }
+    else {
+       /* Print message if starship suffered hit(s) */
+       skip(1);
+       proutn(_("Energy left %2d    shields "), (int)game.energy);
+       if (game.shldup)
+           proutn(_("up "));
+       else if (!damaged(DSHIELD))
+           proutn(_("down "));
+       else
+           proutn(_("damaged, "));
+    }
+    prout(_("%d%%,   torpedoes left %d"), percent, game.torps);
+    /* Check if anyone was hurt */
+    if (hitmax >= 200 || hittot >= 500) {
+       int icas= hittot*Rand()*0.015;
+       if (icas >= 2) {
+           skip(1);
+           prout(_("Mc Coy-  \"Sickbay to bridge.  We suffered %d casualties"), icas);
+           prout(_("   in that last attack.\""));
+           game.casual += icas;
+           game.state.crew -= icas;
+       }
+    }
+    /* After attack, reset average distance to enemies */
+    for (loop = 1; loop <= game.nenhere; loop++)
+       game.kavgd[loop] = game.kdist[loop];
+    sortklings();
+    return;
+}
+               
+void deadkl(coord w, feature type, coord mv)
+/* kill a Klingon, Tholian, Romulan, or Thingy */
+{
+    /* Added mv to allow enemy to "move" before dying */
+    int i,j;
+
+    crmena(true, type, sector, mv);
+    /* Decide what kind of enemy it is and update appropriately */
+    if (type == IHR) {
+       /* chalk up a Romulan */
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
+       game.irhere--;
+       game.state.nromrem--;
+    }
+    else if (type == IHT) {
+       /* Killed a Tholian */
+       game.ithere = false;
+    }
+    else if (type == IHQUEST) {
+       /* Killed a Thingy */
+       iqhere = iqengry = false;
+       invalidate(thing);
+    }
+    else {
+       /* Some type of a Klingon */
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
+       game.klhere--;
+       switch (type) {
+       case IHC:
+           game.comhere = false;
+           for (i = 1; i <= game.state.remcom; i++)
+               if (same(game.state.kcmdr[i], game.quadrant)) 
+                   break;
+           game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
+           game.state.kcmdr[game.state.remcom].x = 0;
+           game.state.kcmdr[game.state.remcom].y = 0;
+           game.state.remcom--;
+           unschedule(FTBEAM);
+           if (game.state.remcom != 0)
+               schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
+           break;
+       case IHK:
+           game.state.remkl--;
+           break;
+       case IHS:
+           game.state.nscrem--;
+           game.ishere = false;
+           game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
+           game.iscate = false;
+           unschedule(FSCMOVE);
+           unschedule(FSCDBAS);
+           break;
+       default:        /* avoids a gcc warning */
+           prout("*** Internal error, deadkl() called on %c\n", type);
+           break;
+       }
+    }
+
+    /* For each kind of enemy, finish message to player */
+    prout(_(" destroyed."));
+    game.quad[w.x][w.y] = IHDOT;
+    if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0)
+       return;
+
+    game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
+           game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
+
+    /* Remove enemy ship from arrays describing local conditions */
+    if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC)
+       unschedule(FCDBAS);
+    for (i = 1; i <= game.nenhere; i++)
+       if (same(game.ks[i], w))
+           break;
+    game.nenhere--;
+    if (i <= game.nenhere)  {
+       for (j=i; j<=game.nenhere; j++) {
+           game.ks[j] = game.ks[j+1];
+           game.kpower[j] = game.kpower[j+1];
+           game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
+       }
+    }
+    game.ks[game.nenhere+1].x = 0;
+    game.ks[game.nenhere+1].x = 0;
+    game.kdist[game.nenhere+1] = 0;
+    game.kavgd[game.nenhere+1] = 0;
+    game.kpower[game.nenhere+1] = 0;
+    return;
+}
+
+static bool targetcheck(double x, double y, double *course) 
+{
+    double deltx, delty;
+    /* Return true if target is invalid */
+    if (!VALID_SECTOR(x, y)) {
+       huh();
+       return true;
+    }
+    deltx = 0.1*(y - game.sector.y);
+    delty = 0.1*(game.sector.x - x);
+    if (deltx==0 && delty== 0) {
+       skip(1);
+       prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"));
+       prout(_("  I recommend an immediate review of"));
+       prout(_("  the Captain's psychological profile.\""));
+       chew();
+       return true;
+    }
+    *course = 1.90985932*atan2(deltx, delty);
+    return false;
+}
+
+void torps(void) 
+/* launch photon torpedo salvo */
+{
+    double targ[4][3], course[4];
+    double r, dummy;
+    int key, n, i;
+
+    game.ididit = false;
+
+    if (damaged(DPHOTON)) {
+       prout(_("Photon tubes damaged."));
+       chew();
+       return;
+    }
+    if (game.torps == 0) {
+       prout(_("No torpedoes left."));
+       chew();
+       return;
+    }
+    key = scan();
+    for (;;) {
+       if (key == IHALPHA) {
+           huh();
+           return;
+       }
+       else if (key == IHEOL) {
+           prout(_("%d torpedoes left."), game.torps);
+           proutn(_("Number of torpedoes to fire- "));
+           key = scan();
+       }
+       else /* key == IHREAL */ {
+           n = aaitem + 0.5;
+           if (n <= 0) { /* abort command */
+               chew();
+               return;
+           }
+           if (n > 3) {
+               chew();
+               prout(_("Maximum of 3 torpedoes per burst."));
+               key = IHEOL;
+               return;
+           }
+           if (n <= game.torps)
+               break;
+           chew();
+           key = IHEOL;
+       }
+    }
+    for (i = 1; i <= n; i++) {
+       key = scan();
+       if (i==1 && key == IHEOL) {
+           break;      /* we will try prompting */
+       }
+       if (i==2 && key == IHEOL) {
+           /* direct all torpedoes at one target */
+           while (i <= n) {
+               targ[i][1] = targ[1][1];
+               targ[i][2] = targ[1][2];
+               course[i] = course[1];
+               i++;
+           }
+           break;
+       }
+       if (key != IHREAL) {
+           huh();
+           return;
+       }
+       targ[i][1] = aaitem;
+       key = scan();
+       if (key != IHREAL) {
+           huh();
+           return;
+       }
+       targ[i][2] = aaitem;
+       if (targetcheck(targ[i][1], targ[i][2], &course[i]))
+           return;
+    }
+    chew();
+    if (i == 1 && key == IHEOL) {
+       /* prompt for each one */
+       for (i = 1; i <= n; i++) {
+           proutn(_("Target sector for torpedo number %d- "), i);
+           key = scan();
+           if (key != IHREAL) {
+               huh();
+               return;
+           }
+           targ[i][1] = aaitem;
+           key = scan();
+           if (key != IHREAL) {
+               huh();
+               return;
+           }
+           targ[i][2] = aaitem;
+           chew();
+           if (targetcheck(targ[i][1], targ[i][2], &course[i]))
+               return;
+       }
+    }
+    game.ididit = true;
+    /* Loop for moving <n> torpedoes */
+    for (i = 1; i <= n; i++) {
+       if (game.condition != docked)
+           game.torps--;
+       r = (Rand()+Rand())*0.5 -0.5;
+       if (fabs(r) >= 0.47) {
+           /* misfire! */
+           r = (Rand()+1.2) * r;
+           if (n>1) {
+               prouts(_("***TORPEDO NUMBER %d MISFIRES"), i);
+           }
+           else
+               prouts(_("***TORPEDO MISFIRES."));
+           skip(1);
+           if (i < n)
+               prout(_("  Remainder of burst aborted."));
+           if (Rand() <= 0.2) {
+               prout(_("***Photon tubes damaged by misfire."));
+               game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
+           }
+           break;
+       }
+       if (game.shldup || game.condition == docked) 
+           r *= 1.0 + 0.0001*game.shield;
+       torpedo(course[i], r, game.sector, &dummy, i, n);
+       if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
+           return;
+    }
+    if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0)
+       finish(FWON);
+}
+
+       
+
+static void overheat(double rpow)
+/* check for phasers overheating */
+{
+    if (rpow > 1500) {
+       double chekbrn = (rpow-1500.)*0.00038;
+       if (Rand() <= chekbrn) {
+           prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""));
+           game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
+       }
+    }
+}
+
+static bool checkshctrl(double rpow) 
+/* check shield control */
+{
+    double hit;
+    int icas;
+       
+    skip(1);
+    if (Rand() < 0.998) {
+       prout(_("Shields lowered."));
+       return false;
+    }
+    /* Something bad has happened */
+    prouts(_("***RED ALERT!  RED ALERT!"));
+    skip(2);
+    hit = rpow*game.shield/game.inshld;
+    game.energy -= rpow+hit*0.8;
+    game.shield -= hit*0.2;
+    if (game.energy <= 0.0) {
+       prouts(_("Sulu-  \"Captain! Shield malf***********************\""));
+       skip(1);
+       stars();
+       finish(FPHASER);
+       return true;
+    }
+    prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""));
+    skip(2);
+    prout(_("Lt. Uhura-  \"Sir, all decks reporting damage.\""));
+    icas = hit*Rand()*0.012;
+    skip(1);
+    fry(0.8*hit);
+    if (icas) {
+       skip(1);
+       prout(_("McCoy to bridge- \"Severe radiation burns, Jim."));
+       prout(_("  %d casualties so far.\""), icas);
+       game.casual += icas;
+       game.state.crew -= icas;
+    }
+    skip(1);
+    prout(_("Phaser energy dispersed by shields."));
+    prout(_("Enemy unaffected."));
+    overheat(rpow);
+    return true;
+}
+       
+
+void phasers(void) 
+/* fire phasers */
+{
+    double hits[21], rpow=0, extra, powrem, over, temp;
+    int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
+    bool ifast = false, no = false, itarg = true, msgflag = true;
+    enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
+    int key=0;
+
+    skip(1);
+    /* SR sensors and Computer are needed fopr automode */
+    if (damaged(DSRSENS) || damaged(DCOMPTR)) 
+       itarg = false;
+    if (game.condition == docked) {
+       prout(_("Phasers can't be fired through base shields."));
+       chew();
+       return;
+    }
+    if (damaged(DPHASER)) {
+       prout(_("Phaser control damaged."));
+       chew();
+       return;
+    }
+    if (game.shldup) {
+       if (damaged(DSHCTRL)) {
+           prout(_("High speed shield control damaged."));
+           chew();
+           return;
+       }
+       if (game.energy <= 200.0) {
+           prout(_("Insufficient energy to activate high-speed shield control."));
+           chew();
+           return;
+       }
+       prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""));
+       ifast = true;
+               
+    }
+    /* Original code so convoluted, I re-did it all */
+    while (automode==NOTSET) {
+       key=scan();
+       if (key == IHALPHA) {
+           if (isit("manual")) {
+               if (game.nenhere==0) {
+                   prout(_("There is no enemy present to select."));
+                   chew();
+                   key = IHEOL;
+                   automode=AUTOMATIC;
+               }
+               else {
+                   automode = MANUAL;
+                   key = scan();
+               }
+           }
+           else if (isit("automatic")) {
+               if ((!itarg) && game.nenhere != 0) {
+                   automode = FORCEMAN;
+               }
+               else {
+                   if (game.nenhere==0)
+                       prout(_("Energy will be expended into space."));
+                   automode = AUTOMATIC;
+                   key = scan();
+               }
+           }
+           else if (isit("no")) {
+               no = true;
+           }
+           else {
+               huh();
+               return;
+           }
+       }
+       else if (key == IHREAL) {
+           if (game.nenhere==0) {
+               prout(_("Energy will be expended into space."));
+               automode = AUTOMATIC;
+           }
+           else if (!itarg)
+               automode = FORCEMAN;
+           else
+               automode = AUTOMATIC;
+       }
+       else {
+           /* IHEOL */
+           if (game.nenhere==0) {
+               prout(_("Energy will be expended into space."));
+               automode = AUTOMATIC;
+           }
+           else if (!itarg)
+               automode = FORCEMAN;
+           else 
+               proutn(_("Manual or automatic? "));
+       }
+    }
+                               
+    switch (automode) {
+    case AUTOMATIC:
+       if (key == IHALPHA && isit("no")) {
+           no = true;
+           key = scan();
+       }
+       if (key != IHREAL && game.nenhere != 0) {
+           prout(_("Phasers locked on target. Energy available: %.2f"),
+                 ifast?game.energy-200.0:game.energy);
+       }
+       irec=0;
+       do {
+           chew();
+           if (!kz)
+               for (i = 1; i <= game.nenhere; i++)
+                   irec += fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
+                       (1.01+0.05*Rand()) + 1.0;
+           kz=1;
+           proutn(_("%d units required. "), irec);
+           chew();
+           proutn(_("Units to fire= "));
+           key = scan();
+           if (key!=IHREAL)
+               return;
+           rpow = aaitem;
+           if (rpow > (ifast?game.energy-200:game.energy)) {
+               proutn(_("Energy available= %.2f"),
+                      ifast?game.energy-200:game.energy);
+               skip(1);
+               key = IHEOL;
+           }
+       } while (rpow > (ifast?game.energy-200:game.energy));
+       if (rpow<=0) {
+           /* chicken out */
+           chew();
+           return;
+       }
+       if ((key=scan()) == IHALPHA && isit("no")) {
+           no = true;
+       }
+       if (ifast) {
+           game.energy -= 200; /* Go and do it! */
+           if (checkshctrl(rpow))
+               return;
+       }
+       chew();
+       game.energy -= rpow;
+       extra = rpow;
+       if (game.nenhere) {
+           extra = 0.0;
+           powrem = rpow;
+           for (i = 1; i <= game.nenhere; i++) {
+               hits[i] = 0.0;
+               if (powrem <= 0)
+                   continue;
+               hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));
+               over = (0.01 + 0.05*Rand())*hits[i];
+               temp = powrem;
+               powrem -= hits[i] + over;
+               if (powrem <= 0 && temp < hits[i])
+                   hits[i] = temp;
+               if (powrem <= 0)
+                   over = 0.0;
+               extra += over;
+           }
+           if (powrem > 0.0)
+               extra += powrem;
+           hittem(hits);
+           game.ididit = true;
+       }
+       if (extra > 0 && !game.alldone) {
+           if (game.ithere) {
+               proutn(_("*** Tholian web absorbs "));
+               if (game.nenhere>0)
+                   proutn(_("excess "));
+               prout(_("phaser energy."));
+           }
+           else {
+               prout(_("%d expended on empty space."), (int)extra);
+           }
+       }
+       break;
+
+    case FORCEMAN:
+       chew();
+       key = IHEOL;
+       if (damaged(DCOMPTR))
+           prout(_("Battle computer damaged, manual fire only."));
+       else {
+           skip(1);
+           prouts(_("---WORKING---"));
+           skip(1);
+           prout(_("Short-range-sensors-damaged"));
+           prout(_("Insufficient-data-for-automatic-phaser-fire"));
+           prout(_("Manual-fire-must-be-used"));
+           skip(1);
+       }
+    case MANUAL:
+       rpow = 0.0;
+       for (k = 1; k <= game.nenhere;) {
+           coord aim = game.ks[k];
+           int ienm = game.quad[aim.x][aim.y];
+           if (msgflag) {
+               proutn(_("Energy available= %.2f"),
+                      game.energy-.006-(ifast?200:0));
+               skip(1);
+               msgflag = false;
+               rpow = 0.0;
+           }
+           if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
+               (ienm == IHC || ienm == IHS)) {
+               cramen(ienm);
+               prout(_(" can't be located without short range scan."));
+               chew();
+               key = IHEOL;
+               hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
+               k++;
+               continue;
+           }
+           if (key == IHEOL) {
+               chew();
+               if (itarg && k > kz)
+                   irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
+                       (1.01+0.05*Rand()) + 1.0;
+               kz = k;
+               proutn("(");
+               if (!damaged(DCOMPTR))
+                   proutn("%d", irec);
+               else
+                   proutn("??");
+               proutn(")  ");
+               proutn(_("units to fire at "));
+               crmena(false, ienm, sector, aim);
+               proutn("-  ");
+               key = scan();
+           }
+           if (key == IHALPHA && isit("no")) {
+               no = true;
+               key = scan();
+               continue;
+           }
+           if (key == IHALPHA) {
+               huh();
+               return;
+           }
+           if (key == IHEOL) {
+               if (k==1) { /* Let me say I'm baffled by this */
+                   msgflag = true;
+               }
+               continue;
+           }
+           if (aaitem < 0) {
+               /* abort out */
+               chew();
+               return;
+           }
+           hits[k] = aaitem;
+           rpow += aaitem;
+           /* If total requested is too much, inform and start over */
+                               
+           if (rpow > (ifast?game.energy-200:game.energy)) {
+               prout(_("Available energy exceeded -- try again."));
+               chew();
+               return;
+           }
+           key = scan(); /* scan for next value */
+           k++;
+       }
+       if (rpow == 0.0) {
+           /* zero energy -- abort */
+           chew();
+           return;
+       }
+       if (key == IHALPHA && isit("no")) {
+           no = true;
+       }
+       game.energy -= rpow;
+       chew();
+       if (ifast) {
+           game.energy -= 200.0;
+           if (checkshctrl(rpow))
+               return;
+       }
+       hittem(hits);
+       game.ididit = true;
+    case NOTSET:;      /* avoid gcc warning */
+    }
+    /* Say shield raised or malfunction, if necessary */
+    if (game.alldone) 
+       return;
+    if (ifast) {
+       skip(1);
+       if (no == 0) {
+           if (Rand() >= 0.99) {
+               prout(_("Sulu-  \"Sir, the high-speed shield control has malfunctioned . . ."));
+               prouts(_("         CLICK   CLICK   POP  . . ."));
+               prout(_(" No response, sir!"));
+               game.shldup = false;
+           }
+           else
+               prout(_("Shields raised."));
+       }
+       else
+           game.shldup = false;
+    }
+    overheat(rpow);
+}
+
+void hittem(double *hits) 
+/* register a phaser hit on Klingons and Romulans */
+{
+    double kp, kpow, wham, hit, dustfac, kpini;
+    int nenhr2=game.nenhere, k=1, kk=1, ienm;
+    coord w;
+
+    skip(1);
+
+    for (; k <= nenhr2; k++, kk++) {
+       if ((wham = hits[k])==0)
+           continue;
+       dustfac = 0.9 + 0.01*Rand();
+       hit = wham*pow(dustfac,game.kdist[kk]);
+       kpini = game.kpower[kk];
+       kp = fabs(kpini);
+       if (PHASEFAC*hit < kp)
+           kp = PHASEFAC*hit;
+       game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
+       kpow = game.kpower[kk];
+       w = game.ks[kk];
+       if (hit > 0.005) {
+           if (!damaged(DSRSENS))
+               boom(w);
+           proutn(_("%d unit hit on "), (int)hit);
+       }
+       else
+           proutn(_("Very small hit on "));
+       ienm = game.quad[w.x][w.y];
+       if (ienm==IHQUEST)
+           iqengry = true;
+       crmena(false,ienm,sector,w);
+       skip(1);
+       if (kpow == 0) {
+           deadkl(w, ienm, w);
+           if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0)
+               finish(FWON);           
+           if (game.alldone)
+               return;
+           kk--; /* don't do the increment */
+       }
+       else /* decide whether or not to emasculate klingon */
+           if (kpow > 0 && Rand() >= 0.9 &&
+               kpow <= ((0.4 + 0.4*Rand())*kpini)) {
+               prout(_("***Mr. Spock-  \"Captain, the vessel at %s"),
+                     cramlc(sector, w));
+               prout(_("   has just lost its firepower.\""));
+               game.kpower[kk] = -kpow;
+           }
+    }
+    return;
+}
+