C files and associated autotools stuff moved to the c-version subdirectory.
[super-star-trek.git] / src / battle.c
diff --git a/src/battle.c b/src/battle.c
deleted file mode 100644 (file)
index 223a981..0000000
+++ /dev/null
@@ -1,1389 +0,0 @@
-#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;
-}
-