--- /dev/null
+#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;
+}
+