Abstract away the operations involving a sentinel value for coordinates.
[super-star-trek.git] / src / battle.c
index 58ed4c2b997edf0541c16b281d40b3db4212144d..f4c6e9070bb6069f67debf3d418621ece7ee7c15 100644 (file)
@@ -1,13 +1,15 @@
 #include "sst.h"
 
-void doshield(int i) 
+void doshield(bool raise) 
+/* change shield status */
 {
     int key;
     enum {NONE, SHUP, SHDN, NRG} action = NONE;
 
-    game.ididit = 0;
+    game.ididit = false;
 
-    if (i == 2) action = SHUP;
+    if (raise) 
+       action = SHUP;
     else {
        key = scan();
        if (key == IHALPHA) {
@@ -15,8 +17,8 @@ void doshield(int i)
                action = NRG;
            else {
                chew();
-               if (game.damage[DSHIELD]) {
-                   prout("Shields damaged and down.");
+               if (damaged(DSHIELD)) {
+                   prout(_("Shields damaged and down."));
                    return;
                }
                if (isit("up"))
@@ -26,26 +28,26 @@ void doshield(int i)
            }
        }
        if (action==NONE) {
-           proutn("Do you wish to change shield energy? ");
-           if (ja()) {
-               proutn("Energy to transfer to shields- ");
+           proutn(_("Do you wish to change shield energy? "));
+           if (ja() == true) {
+               proutn(_("Energy to transfer to shields- "));
                action = NRG;
            }
-           else if (game.damage[DSHIELD]) {
-               prout("Shields damaged and down.");
+           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()) action = SHDN;
+               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()) action = SHUP;
+               proutn(_("Shields are down. Do you want them up? "));
+               if (ja() == true) action = SHUP;
                else {
                    chew();
                    return;
@@ -56,47 +58,47 @@ void doshield(int i)
     switch (action) {
     case SHUP: /* raise shields */
        if (game.shldup) {
-           prout("Shields already up.");
+           prout(_("Shields already up."));
            return;
        }
-       game.shldup = 1;
-       game.shldchg = 1;
-       if (game.condit != IHDOCKED) game.energy -= 50.0;
-       prout("Shields raised.");
+       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.");
+           prout(_("Shields raising uses up last of energy."));
            finish(FNRG);
            return;
        }
-       game.ididit=1;
+       game.ididit=true;
        return;
     case SHDN:
-       if (game.shldup==0) {
-           prout("Shields already down.");
+       if (!game.shldup) {
+           prout(_("Shields already down."));
            return;
        }
-       game.shldup=0;
-       game.shldchg=1;
-       prout("Shields lowered.");
-       game.ididit=1;
+       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- ");
+           proutn(_("Energy to transfer to shields- "));
        }
        chew();
        if (aaitem==0) return;
        if (aaitem > game.energy) {
-           prout("Insufficient ship energy.");
+           prout(_("Insufficient ship energy."));
            return;
        }
-       game.ididit = 1;
+       game.ididit = true;
        if (game.shield+aaitem >= game.inshld) {
-           prout("Shield energy maximized.");
+           prout(_("Shield energy maximized."));
            if (game.shield+aaitem > game.inshld) {
-               prout("Excess energy requested returned to ship energy");
+               prout(_("Excess energy requested returned to ship energy"));
            }
            game.energy -= game.inshld-game.shield;
            game.shield = game.inshld;
@@ -105,23 +107,23 @@ void doshield(int i)
        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 = 0;
+           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.");
+           prout(_("All shield energy transferred to ship."));
            game.energy += game.shield;
            game.shield = 0.0;
            return;
        }
-       proutn("Scotty- \"");
+       proutn(_("Scotty- \""));
        if (aaitem > 0)
-           prout("Transferring energy to shields.\"");
+           prout(_("Transferring energy to shields.\""));
        else
-           prout("Draining energy from shields.\"");
+           prout(_("Draining energy from shields.\""));
        game.shield += aaitem;
        game.energy -= aaitem;
        return;
@@ -129,79 +131,148 @@ void doshield(int i)
     }
 }
 
-void ram(int ibumpd, int ienm, int ix, int iy)
+static int randdevice(void)
+/* choose a device to damage, at random. */
 {
-    double type = 1.0, extradm;
-    int icas, l;
+    /*
+     * 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!");
+    prouts(_("***RED ALERT!  RED ALERT!"));
     skip(1);
-    prout("***COLLISION IMMINENT.");
+    prout(_("***COLLISION IMMINENT."));
     skip(2);
     proutn("***");
     crmshp();
     switch (ienm) {
-    case IHR: type = 1.5; break;
-    case IHC: type = 2.0; break;
-    case IHS: type = 2.5; break;
-    case IHT: type = 0.5; break;
-    case IHQUEST: type = 4.0; break;
+    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(0, ienm, 2, ix, iy);
-    if (ibumpd) proutn(" (original position)");
+    proutn(ibumpd ? _(" rammed by ") : _(" rams "));
+    crmena(false, ienm, sector, w);
+    if (ibumpd) proutn(_(" (original position)"));
     skip(1);
-    deadkl(ix, iy, ienm, game.sectx, game.secty);
+    deadkl(w, ienm, game.sector);
     proutn("***");
     crmshp();
-    prout(" heavily damaged.");
+    prout(_(" heavily damaged."));
     icas = 10.0+20.0*Rand();
-    prout("***Sickbay reports %d casualties", icas);
+    prout(_("***Sickbay reports %d casualties"), icas);
     game.casual += icas;
-    for (l=0; l < NDEVICES; l++) {
-       if (l == DDRAY) 
-           continue; // Don't damage deathray 
-       if (game.damage[l] < 0) 
+    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*type*Rand()+1.0)*game.damfac;
-       game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
+       extradm = (10.0*hardness*Rand()+1.0)*game.damfac;
+       /* Damage for at least time of travel! */
+       game.damage[dev] += game.optime + extradm;
     }
-    game.shldup = 0;
+    game.shldup = false;
+    prout(_("***Shields are down."));
     if (KLINGREM) {
-       pause_game(2);
+       pause_game(true);
        dreprt();
     }
     else finish(FWON);
     return;
 }
 
-void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
+void torpedo(double course, double r, coord in, double *hit, int i, int n)
+/* let a photon torpedo fly */
 {
-    int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
-       
+    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=inx, y=iny, bigger;
+    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 (game.damage[DSRSENS]==0 || game.condit==IHDOCKED
+    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;
-       ix = x + 0.5;
+       w.x = x + 0.5;
        y += deltay;
-       iy = y + 0.5;
-       if (!VALID_SECTOR(ix, iy)) break;
-       iquad=game.quad[ix][iy];
-       tracktorpedo(ix, iy, l, i, n, iquad);
+       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);
@@ -210,192 +281,200 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
        case IHE: /* Hit our ship */
        case IHF:
            skip(1);
-           proutn("Torpedo hits ");
+           proutn(_("Torpedo hits "));
            crmshp();
            prout(".");
            *hit = 700.0 + 100.0*Rand() -
-               1000.0*sqrt(square(ix-inx)+square(iy-iny))*
-               fabs(sin(bullseye-angle));
+               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==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */
+           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;
-           jx=ix+xx+0.5;
-           jy=iy+yy+0.5;
-           if (!VALID_SECTOR(jx, jy)) return;
-           if (game.quad[jx][jy]==IHBLANK) {
+           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[jx][jy]!=IHDOT) {
+           if (game.quad[jw.x][jw.y]!=IHDOT) {
                /* can't move into object */
                return;
            }
-           game.sectx = jx;
-           game.secty = jy;
+           game.sector = jw;
            crmshp();
-           shoved = 1;
+           shoved = true;
            break;
                                          
        case IHC: /* Hit a commander */
        case IHS:
            if (Rand() <= 0.05) {
-               crmena(1, iquad, 2, ix, iy);
-               prout(" uses anti-photon device;");
-               prout("   torpedo neutralized.");
+               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_local_enemies(ll)
-               if (ix==game.kx[ll] && iy==game.ky[ll]) break;
+               if (same(w, game.ks[ll]))
+                   break;
            kp = fabs(game.kpower[ll]);
            h1 = 700.0 + 100.0*Rand() -
-               1000.0*sqrt(square(ix-inx)+square(iy-iny))*
-               fabs(sin(bullseye-angle));
+               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(ix, iy, iquad, ix, iy);
+               deadkl(w, iquad, w);
                return;
            }
-           crmena(1, iquad, 2, ix, iy);
+           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;
-           jx=ix+xx+0.5;
-           jy=iy+yy+0.5;
-           if (!VALID_SECTOR(jx, jy)) {
-               prout(" damaged but not destroyed.");
+           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[jx][jy]==IHBLANK) {
-               prout(" buffeted into black hole.");
-               deadkl(ix, iy, iquad, jx, jy);
+           if (game.quad[jw.x][jw.y]==IHBLANK) {
+               prout(_(" buffeted into black hole."));
+               deadkl(w, iquad, jw);
                return;
            }
-           if (game.quad[jx][jy]!=IHDOT) {
+           if (game.quad[jw.x][jw.y]!=IHDOT) {
                /* can't move into object */
-               prout(" damaged but not destroyed.");
+               prout(_(" damaged but not destroyed."));
                return;
            }
-           proutn(" damaged--");
-           game.kx[ll] = jx;
-           game.ky[ll] = jy;
-           shoved = 1;
+           proutn(_(" damaged--"));
+           game.ks[ll] = jw;
+           shoved = true;
            break;
        case IHB: /* Hit a base */
            skip(1);
-           prout("***STARBASE DESTROYED..");
+           prout(_("***STARBASE DESTROYED.."));
            for_starbases(ll) {
-               if (game.state.baseqx[ll]==game.quadx && game.state.baseqy[ll]==game.quady) {
-                   game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
-                   game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
+               if (same(game.state.baseq[ll], game.quadrant)) {
+                   game.state.baseq[ll]=game.state.baseq[game.state.rembase];
                    break;
                }
            }
-           game.quad[ix][iy]=IHDOT;
+           game.quad[w.x][w.y]=IHDOT;
            game.state.rembase--;
-           game.basex=game.basey=0;
-           game.state.galaxy[game.quadx][game.quady].starbase--;
-           game.state.chart[game.quadx][game.quady].starbase--;
+           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(1, iquad, 2, ix, iy);
-           prout(" destroyed.");
+           crmena(true, iquad, sector, w);
+           prout(_(" destroyed."));
            game.state.nplankl++;
-           game.state.galaxy[game.quadx][game.quady].planet = NULL;
+           q->planet = NOPLANET;
            DESTROY(&game.state.plnets[game.iplnet]);
            game.iplnet = 0;
-           game.plnetx = game.plnety = 0;
-           game.quad[ix][iy] = IHDOT;
-           if (game.landed==1) {
+           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;
+           DESTROY(&game.state.plnets[game.iplnet]);
+           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(ix, iy);
+               nova(w);
                return;
            }
-           crmena(1, IHSTAR, 2, ix, iy);
-           prout(" unaffected by photon blast.");
+           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!!!");
+               prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"));
                skip(1);
-               prouts("    HACK!     HACK!    HACK!        *CHOKE!*  ");
+               prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "));
                skip(1);
-               proutn("Mr. Spock-");
-               prouts("  \"Fascinating!\"");
+               proutn(_("Mr. Spock-"));
+               prouts(_("  \"Fascinating!\""));
                skip(1);
-               deadkl(ix, iy, iquad, ix, iy);
+               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=1;
-               shoved=1;
+               iqengry = true;
+               shoved = true;
            }
            return;
        case IHBLANK: /* Black hole */
            skip(1);
-           crmena(1, IHBLANK, 2, ix, iy);
-           prout(" swallows torpedo.");
+           crmena(true, IHBLANK, sector, w);
+           prout(_(" swallows torpedo."));
            return;
        case IHWEB: /* hit the web */
            skip(1);
-           prout("***Torpedo absorbed by Tholian web.");
+           prout(_("***Torpedo absorbed by Tholian web."));
            return;
        case IHT:  /* Hit a Tholian */
            h1 = 700.0 + 100.0*Rand() -
-               1000.0*sqrt(square(ix-inx)+square(iy-iny))*
-               fabs(sin(bullseye-angle));
+               1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
            h1 = fabs(h1);
            if (h1 >= 600) {
-               game.quad[ix][iy] = IHDOT;
-               game.ithere = 0;
-               game.ithx = game.ithy = 0;
-               deadkl(ix, iy, iquad, ix, iy);
+               game.quad[w.x][w.y] = IHDOT;
+               game.ithere = false;
+               deadkl(w, iquad, w);
                return;
            }
            skip(1);
-           crmena(1, IHT, 2, ix, iy);
+           crmena(true, IHT, sector, w);
            if (Rand() > 0.05) {
-               prout(" survives photon blast.");
+               prout(_(" survives photon blast."));
                return;
            }
-           prout(" disappears.");
-           game.quad[ix][iy] = IHWEB;
-           game.ithere = game.ithx = game.ithy = 0;
+           prout(_(" disappears."));
+           game.quad[w.x][w.y] = IHWEB;
+           game.ithere = false;
            game.nenhere--;
-           {
-               int dum, my;
-               dropin(IHBLANK, &dum, &my);
-           }
+           dropin(IHBLANK);
            return;
                                        
        default: /* Problem! */
            skip(1);
            proutn("Don't know how to handle collision with ");
-           crmena(1, iquad, 2, ix, iy);
+           crmena(true, iquad, sector, w);
            skip(1);
            return;
        }
@@ -405,318 +484,345 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
        setwnd(message_window);
     }
     if (shoved) {
-       game.quad[jx][jy]=iquad;
-       game.quad[ix][iy]=IHDOT;
-       prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
+       game.quad[w.x][w.y]=IHDOT;
+       game.quad[jw.x][jw.y]=iquad;
+       prout(_(" displaced by blast to %s "), cramlc(sector, jw));
        for_local_enemies(ll)
-           game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sectx-game.kx[ll])+square(game.secty-game.ky[ll]));
+           game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
        sortkl();
        return;
     }
     skip(1);
-    prout("Torpedo missed.");
+    prout(_("Torpedo missed."));
     return;
 }
 
-static void fry(double hit) 
+static void fry(double hit)
+/* critical-hit resolution */
 {
     double ncrit, extradm;
-    int ktr=1, l, ll, j, cdam[NDEVICES];
+    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--");
+    proutn(_("***CRITICAL HIT--"));
     /* Select devices and cause damage */
-    for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
+    for (loop1 = 0; loop1 < ncrit; loop1++) {
        do {
-           j = NDEVICES*Rand();
+           j = randdevice();
            /* Cheat to prevent shuttle damage unless on ship */
        } while 
-             (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
-       cdam[l] = j;
+             (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 (l > 0) {
-           for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
-           if (ll<=l) continue;
+       if (loop1 > 0) {
+           for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ;
+           if (loop2<=loop1) continue;
            ktr += 1;
            if (ktr==3) skip(1);
-           proutn(" and ");
+           proutn(_(" and "));
        }
        proutn(device[j]);
     }
-    prout(" damaged.");
-    if (game.damage[DSHIELD] && game.shldup) {
-       prout("***Shields knocked down.");
-       game.shldup=0;
+    prout(_(" damaged."));
+    if (damaged(DSHIELD) && game.shldup) {
+       prout(_("***Shields knocked down."));
+       game.shldup=false;
     }
 }
 
-void attack(int torps_ok) 
+void attack(bool torps_ok) 
+/* bad guy attacks us */
 {
-    /* torps_ok == 0 forces use of phasers in an attack */
-    int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;
-    int atackd = 0, attempt = 0;
-    double hit;
-    double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
+    /* 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.iattak = 1;
-    if (game.alldone) return;
-#ifdef DEBUG
-    if (game.idebug) prout("ATTACK!");
-#endif
+    /* game could be over at this point, check */
+    if (game.alldone) 
+       return;
 
-    if (game.ithere) movetho();
+    if (idebug) 
+       prout("=== ATTACK!");
 
+    /* Tholian gewts to move before attacking */
+    if (game.ithere) 
+       movetho();
+
+    /* if you have just entered the RNZ, you'll get a warning */
     if (game.neutz) { /* The one chance not to be attacked */
-       game.neutz = 0;
+       game.neutz = false;
        return;
     }
-    if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
-    if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) return;
+
+    /* commanders get a chance to tac-move towards you */
+    if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) 
+       movcom();
+
+    /* 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 == 1) chgfac = 0.25+0.5*Rand();
+    if (game.shldchg) chgfac = 0.25+0.5*Rand();
+
     skip(1);
-    if (game.skill <= SKILL_FAIR) i = 2;
-    for_local_enemies(l) {
-       if (game.kpower[l] < 0) continue;       /* too weak to attack */
-       /* compute hit strength and diminsh shield power */
+
+    /* message verbosity control */
+    if (game.skill <= SKILL_FAIR) 
+       where = sector;
+
+    for_local_enemies(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.condit == IHDOCKED) r *= 0.25;
-       if (game.kpower[l] < 500) r *= 0.25; 
-       jx = game.kx[l];
-       jy = game.ky[l];
-       iquad = game.quad[jx][jy];
+       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;
-       itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
+       /* 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 (itflag) {
-           /* Enemy uses phasers */
-           if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
-           attempt = 1; /* Attempt to attack */
+       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[l]*pow(dustfac,game.kavgd[l]);
-           game.kpower[l] *= 0.75;
+           hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
+           game.kpower[loop] *= 0.75;
        }
-       else { /* Enemy used photon torpedo */
-           double course = 1.90985*atan2((double)game.secty-jy, (double)jx-game.sectx);
+       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 (game.damage[DSRSENS] <= 0.0) {
-               proutn(" From ");
-               crmena(0, iquad, i, jx, jy);
+           proutn(_("***TORPEDO INCOMING"));
+           if (!damaged(DSRSENS)) {
+               proutn(_(" From "));
+               crmena(false, iquad, where, jay);
            }
-           attempt = 1;
+           attempt = true;
            prout("  ");
            r = (Rand()+Rand())*0.5 -0.5;
-           r += 0.002*game.kpower[l]*r;
-           torpedo(course, r, jx, jy, &hit, 1, 1);
+           r += 0.002*game.kpower[loop]*r;
+           torpedo(course, r, jay, &hit, 1, 1);
            if (KLINGREM==0) 
                finish(FWON); /* Klingons did themselves in! */
-           if (game.state.galaxy[game.quadx][game.quady].supernova || game.alldone) 
+           if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone) 
                return; /* Supernova or finished */
            if (hit == 0) continue;
        }
-       if (game.shldup != 0 || game.shldchg != 0 || game.condit==IHDOCKED) {
+       /* 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.condit==IHDOCKED ? 2.1 : 1.0);
-           if(propor < 0.1) propor = 0.1;
+           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;
-           atackd=1;
            absorb = 0.8*hitsh;
            if (absorb > game.shield) absorb = game.shield;
            game.shield -= absorb;
            hit -= hitsh;
-           if (game.condit==IHDOCKED) dock(0);
-           if (propor > 0.1 && hit < 0.005*game.energy) continue;
+           /* 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;
        }
-       /* It's a hit -- print out hit size */
-       atackd = 1; /* We weren't going to check casualties, etc. if
-                      shields were down for some strange reason. This
-                      doesn't make any sense, so I've fixed it */
-       ihurt = 1;
-       proutn("%d unit hit", (int)hit);
-       if ((game.damage[DSRSENS] > 0 && itflag) || game.skill<=SKILL_FAIR) {
-           proutn(" on the ");
+       /* 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 (game.damage[DSRSENS] <= 0.0 && itflag) {
-           proutn(" from ");
-           crmena(0, iquad, i, jx, jy);
+       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);
-       prout("Hit %g energy %g", hit, game.energy);
        game.energy -= hit;
-       if (game.condit==IHDOCKED) 
-           dock(0);
     }
     if (game.energy <= 0) {
        /* Returning home upon your shield, not with it... */
        finish(FBATTLE);
        return;
     }
-    if (attempt == 0 && game.condit == IHDOCKED)
-       prout("***Enemies decide against attacking your ship.");
-    if (atackd == 0) 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==0) {
+    if (!ihurt) {
        /* Shields fully protect ship */
-       proutn("Enemy attack reduces shield strength to ");
+       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 (game.damage[DSHIELD] == 0) proutn("down ");
-       else proutn("damaged, ");
+       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);
+    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.\"");
+           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_local_enemies(l)
-       game.kavgd[l] = game.kdist[l];
+    for_local_enemies(loop)
+       game.kavgd[loop] = game.kdist[loop];
     sortkl();
     return;
 }
                
-void deadkl(int ix, int iy, int type, int ixx, int iyy) 
+void deadkl(coord w, feature type, coord mv)
+/* kill a Klingon, Tholian, Romulan, or Thingy */
 {
-    /* Added ixx and iyy allow enemy to "move" before dying */
-
+    /* Added mv to allow enemy to "move" before dying */
     int i,j;
 
     skip(1);
-    crmena(1, type, 2, ixx, iyy);
-    /* Decide what kind of enemy it is and update approriately */
+    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.quadx][game.quady].romulans--;
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
        game.irhere--;
        game.state.nromrem--;
     }
     else if (type == IHT) {
        /* Killed a Tholian */
-       game.ithere = 0;
+       game.ithere = false;
     }
     else if (type == IHQUEST) {
        /* Killed a Thingy */
-       iqhere=iqengry=thingx=thingy=0;
+       iqhere = iqengry = false;
+       invalidate(thing);
     }
     else {
        /* Some type of a Klingon */
-       game.state.galaxy[game.quadx][game.quady].klingons--;
+       game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
        game.klhere--;
        switch (type) {
        case IHC:
-           game.comhere = 0;
+           game.comhere = false;
            for_commanders (i)
-               if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) break;
-           game.state.cx[i] = game.state.cx[game.state.remcom];
-           game.state.cy[i] = game.state.cy[game.state.remcom];
-           game.state.cx[game.state.remcom] = 0;
-           game.state.cy[game.state.remcom] = 0;
+               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--;
-           game.future[FTBEAM] = FOREVER;
+           unschedule(FTBEAM);
            if (game.state.remcom != 0)
-               game.future[FTBEAM] = game.state.date + expran(1.0*game.incom/game.state.remcom);
+               schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom));
            break;
        case IHK:
            game.state.remkl--;
            break;
        case IHS:
            game.state.nscrem--;
-           game.ishere = game.state.isx = game.state.isy = game.isatb = game.iscate = 0;
-           game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
+           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[ix][iy] = IHDOT;
+    prout(_(" destroyed."));
+    game.quad[w.x][w.y] = IHDOT;
     if (KLINGREM==0) return;
 
     game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
 
-    /* Remove enemy ship from arrays describing local game.conditions */
-    if (game.future[FCDBAS] < FOREVER && game.batx==game.quadx && game.baty==game.quady && type==IHC)
-       game.future[FCDBAS] = FOREVER;
+    /* Remove enemy ship from arrays describing local conditions */
+    if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC)
+       unschedule(FCDBAS);
     for_local_enemies(i)
-       if (game.kx[i]==ix && game.ky[i]==iy) break;
+       if (same(game.ks[i], w)) break;
     game.nenhere--;
     if (i <= game.nenhere)  {
        for (j=i; j<=game.nenhere; j++) {
-           game.kx[j] = game.kx[j+1];
-           game.ky[j] = game.ky[j+1];
+           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.kx[game.nenhere+1] = 0;
-    game.ky[game.nenhere+1] = 0;
+    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 int targetcheck(double x, double y, double *course) 
+static bool targetcheck(double x, double y, double *course) 
 {
     double deltx, delty;
-    /* Return TRUE if target is invalid */
+    /* Return true if target is invalid */
     if (!VALID_SECTOR(x, y)) {
        huh();
-       return 1;
+       return true;
     }
-    deltx = 0.1*(y - game.secty);
-    delty = 0.1*(game.sectx - x);
+    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.\"");
+       prout(_("Spock-  \"Bridge to sickbay.  Dr. McCoy,"));
+       prout(_("  I recommend an immediate review of"));
+       prout(_("  the Captain's psychological profile.\""));
        chew();
-       return 1;
+       return true;
     }
     *course = 1.90985932*atan2(deltx, delty);
-    return 0;
+    return false;
 }
 
 void photon(void) 
+/* launch photon torpedo */
 {
     double targ[4][3], course[4];
     double r, dummy;
-    int key, n, i, osuabor;
+    int key, n, i;
+    bool osuabor;
 
-    game.ididit = 0;
+    game.ididit = false;
 
-    if (game.damage[DPHOTON]) {
-       prout("Photon tubes damaged.");
+    if (damaged(DPHOTON)) {
+       prout(_("Photon tubes damaged."));
        chew();
        return;
     }
     if (game.torps == 0) {
-       prout("No torpedoes left.");
+       prout(_("No torpedoes left."));
        chew();
        return;
     }
@@ -727,8 +833,8 @@ void photon(void)
            return;
        }
        else if (key == IHEOL) {
-           prout("%d torpedoes left.", game.torps);
-           proutn("Number of torpedoes to fire- ");
+           prout(_("%d torpedoes left."), game.torps);
+           proutn(_("Number of torpedoes to fire- "));
            key = scan();
        }
        else /* key == IHREAL */ {
@@ -739,7 +845,7 @@ void photon(void)
            }
            if (n > 3) {
                chew();
-               prout("Maximum of 3 torpedoes per burst.");
+               prout(_("Maximum of 3 torpedoes per burst."));
                key = IHEOL;
                return;
            }
@@ -780,7 +886,7 @@ void photon(void)
     if (i == 1 && key == IHEOL) {
        /* prompt for each one */
        for (i = 1; i <= n; i++) {
-           proutn("Target sector for torpedo number %d- ", i);
+           proutn(_("Target sector for torpedo number %d- "), i);
            key = scan();
            if (key != IHREAL) {
                huh();
@@ -797,33 +903,33 @@ void photon(void)
            if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
        }
     }
-    game.ididit = 1;
+    game.ididit = true;
     /* Loop for moving <n> torpedoes */
-    osuabor = 0;
+    osuabor = false;
     for (i = 1; i <= n && !osuabor; i++) {
-       if (game.condit != IHDOCKED) game.torps--;
+       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);
+               prouts(_("***TORPEDO NUMBER %d MISFIRES"), i);
            }
-           else prouts("***TORPEDO MISFIRES.");
+           else prouts(_("***TORPEDO MISFIRES."));
            skip(1);
            if (i < n)
-               prout("  Remainder of burst aborted.");
-           osuabor=1;
+               prout(_("  Remainder of burst aborted."));
+           osuabor = true;
            if (Rand() <= 0.2) {
-               prout("***Photon tubes damaged by misfire.");
+               prout(_("***Photon tubes damaged by misfire."));
                game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
                break;
            }
        }
-       if (game.shldup || game.condit == IHDOCKED
+       if (game.shldup || game.condition == docked
            r *= 1.0 + 0.0001*game.shield;
-       torpedo(course[i], r, game.sectx, game.secty, &dummy, i, n);
-       if (game.alldone || game.state.galaxy[game.quadx][game.quady].supernova)
+       torpedo(course[i], r, game.sector, &dummy, i, n);
+       if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
            return;
     }
     if (KLINGREM==0) finish(FWON);
@@ -831,94 +937,99 @@ void photon(void)
 
        
 
-static void overheat(double rpow) 
+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.\"");
+           prout(_("Weapons officer Sulu-  \"Phasers overheated, sir.\""));
            game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
        }
     }
 }
 
-static int checkshctrl(double rpow) 
+static bool checkshctrl(double rpow) 
+/* check shield control */
 {
     double hit;
     int icas;
        
     skip(1);
-    if (Rand() < .998) {
-       prout("Shields lowered.");
-       return 0;
+    if (Rand() < 0.998) {
+       prout(_("Shields lowered."));
+       return false;
     }
     /* Something bad has happened */
-    prouts("***RED ALERT!  RED ALERT!");
+    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***********************\"");
+       prouts(_("Sulu-  \"Captain! Shield malf***********************\""));
        skip(1);
        stars();
        finish(FPHASER);
-       return 1;
+       return true;
     }
-    prouts("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\"");
+    prouts(_("Sulu-  \"Captain! Shield malfunction! Phaser fire contained!\""));
     skip(2);
-    prout("Lt. Uhura-  \"Sir, all decks reporting damage.\"");
+    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;
+       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.");
+    prout(_("Phaser energy dispersed by shields."));
+    prout(_("Enemy unaffected."));
     overheat(rpow);
-    return 1;
+    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 */
-    int ifast=0, no=0, ipoop=1, msgflag = 1;
+    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 */
-    if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
-    if (game.condit == IHDOCKED) {
-       prout("Phasers can't be fired through base shields.");
+    /* 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 (game.damage[DPHASER] != 0) {
-       prout("Phaser control damaged.");
+    if (damaged(DPHASER)) {
+       prout(_("Phaser control damaged."));
        chew();
        return;
     }
     if (game.shldup) {
-       if (game.damage[DSHCTRL]) {
-           prout("High speed shield control damaged.");
+       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.");
+           prout(_("Insufficient energy to activate high-speed shield control."));
            chew();
            return;
        }
-       prout("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\"");
-       ifast = 1;
+       prout(_("Weapons Officer Sulu-  \"High-speed shield control enabled, sir.\""));
+       ifast = true;
                
     }
     /* Original code so convoluted, I re-did it all */
@@ -927,7 +1038,7 @@ void phasers(void)
        if (key == IHALPHA) {
            if (isit("manual")) {
                if (game.nenhere==0) {
-                   prout("There is no enemy present to select.");
+                   prout(_("There is no enemy present to select."));
                    chew();
                    key = IHEOL;
                    automode=AUTOMATIC;
@@ -938,18 +1049,18 @@ void phasers(void)
                }
            }
            else if (isit("automatic")) {
-               if ((!ipoop) && game.nenhere != 0) {
+               if ((!itarg) && game.nenhere != 0) {
                    automode = FORCEMAN;
                }
                else {
                    if (game.nenhere==0)
-                       prout("Energy will be expended into space.");
+                       prout(_("Energy will be expended into space."));
                    automode = AUTOMATIC;
                    key = scan();
                }
            }
            else if (isit("no")) {
-               no = 1;
+               no = true;
            }
            else {
                huh();
@@ -958,10 +1069,10 @@ void phasers(void)
        }
        else if (key == IHREAL) {
            if (game.nenhere==0) {
-               prout("Energy will be expended into space.");
+               prout(_("Energy will be expended into space."));
                automode = AUTOMATIC;
            }
-           else if (!ipoop)
+           else if (!itarg)
                automode = FORCEMAN;
            else
                automode = AUTOMATIC;
@@ -969,24 +1080,24 @@ void phasers(void)
        else {
            /* IHEOL */
            if (game.nenhere==0) {
-               prout("Energy will be expended into space.");
+               prout(_("Energy will be expended into space."));
                automode = AUTOMATIC;
            }
-           else if (!ipoop)
+           else if (!itarg)
                automode = FORCEMAN;
            else 
-               proutn("Manual or automatic? ");
+               proutn(_("Manual or automatic? "));
        }
     }
                                
     switch (automode) {
     case AUTOMATIC:
        if (key == IHALPHA && isit("no")) {
-           no = 1;
+           no = true;
            key = scan();
        }
        if (key != IHREAL && game.nenhere != 0) {
-           prout("Phasers locked on target. Energy available: %.2f",
+           prout(_("Phasers locked on target. Energy available: %.2f"),
                  ifast?game.energy-200.0:game.energy,1,2);
        }
        irec=0;
@@ -996,14 +1107,14 @@ void phasers(void)
                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);
+           proutn(_("%d units required. "), irec);
            chew();
-           proutn("Units to fire= ");
+           proutn(_("Units to fire= "));
            key = scan();
            if (key!=IHREAL) return;
            rpow = aaitem;
            if (rpow > (ifast?game.energy-200:game.energy)) {
-               proutn("Energy available= %.2f",
+               proutn(_("Energy available= %.2f"),
                       ifast?game.energy-200:game.energy);
                skip(1);
                key = IHEOL;
@@ -1015,7 +1126,7 @@ void phasers(void)
            return;
        }
        if ((key=scan()) == IHALPHA && isit("no")) {
-           no = 1;
+           no = true;
        }
        if (ifast) {
            game.energy -= 200; /* Go and do it! */
@@ -1040,16 +1151,16 @@ void phasers(void)
            }
            if (powrem > 0.0) extra += powrem;
            hittem(hits);
-           game.ididit=1;
+           game.ididit = true;
        }
-       if (extra > 0 && game.alldone == 0) {
+       if (extra > 0 && !game.alldone) {
            if (game.ithere) {
-               proutn("*** Tholian web absorbs ");
-               if (game.nenhere>0) proutn("excess ");
-               prout("phaser energy.");
+               proutn(_("*** Tholian web absorbs "));
+               if (game.nenhere>0) proutn(_("excess "));
+               prout(_("phaser energy."));
            }
            else {
-               prout("%d expended on empty space.", (int)extra);
+               prout(_("%d expended on empty space."), (int)extra);
            }
        }
        break;
@@ -1057,33 +1168,33 @@ void phasers(void)
     case FORCEMAN:
        chew();
        key = IHEOL;
-       if (game.damage[DCOMPTR]!=0)
-           prout("Battle comuter damaged, manual file only.");
+       if (damaged(DCOMPTR))
+           prout(_("Battle computer damaged, manual file only."));
        else {
            skip(1);
-           prouts("---WORKING---");
+           prouts(_("---WORKING---"));
            skip(1);
-           prout("Short-range-sensors-damaged");
-           prout("Insufficient-data-for-automatic-phaser-fire");
-           prout("Manual-fire-must-be-used");
+           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;) {
-           int ii = game.kx[k], jj = game.ky[k];
-           int ienm = game.quad[ii][jj];
+           coord aim = game.ks[k];
+           int ienm = game.quad[aim.x][aim.y];
            if (msgflag) {
-               proutn("Energy available= %.2f",
+               proutn(_("Energy available= %.2f"),
                       game.energy-.006-(ifast?200:0));
                skip(1);
-               msgflag = 0;
+               msgflag = false;
                rpow = 0.0;
            }
-           if (game.damage[DSRSENS] && !(abs(game.sectx-ii) < 2 && abs(game.secty-jj) < 2) &&
+           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.");
+               prout(_(" can't be located without short range scan."));
                chew();
                key = IHEOL;
                hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
@@ -1092,21 +1203,21 @@ void phasers(void)
            }
            if (key == IHEOL) {
                chew();
-               if (ipoop && k > kz)
+               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 (game.damage[DCOMPTR]==0) proutn("%d", irec);
+               if (!damaged(DCOMPTR)) proutn("%d", irec);
                else proutn("??");
                proutn(")  ");
-               proutn("units to fire at ");
-               crmena(0, ienm, 2, ii, jj);
+               proutn(_("units to fire at "));
+               crmena(false, ienm, sector, aim);
                proutn("-  ");
                key = scan();
            }
            if (key == IHALPHA && isit("no")) {
-               no = 1;
+               no = true;
                key = scan();
                continue;
            }
@@ -1116,7 +1227,7 @@ void phasers(void)
            }
            if (key == IHEOL) {
                if (k==1) { /* Let me say I'm baffled by this */
-                   msgflag = 1;
+                   msgflag = true;
                }
                continue;
            }
@@ -1130,7 +1241,7 @@ void phasers(void)
            /* If total requested is too much, inform and start over */
                                
            if (rpow > (ifast?game.energy-200:game.energy)) {
-               prout("Available energy exceeded -- try again.");
+               prout(_("Available energy exceeded -- try again."));
                chew();
                return;
            }
@@ -1143,7 +1254,7 @@ void phasers(void)
            return;
        }
        if (key == IHALPHA && isit("no")) {
-           no = 1;
+           no = true;
        }
        game.energy -= rpow;
        chew();
@@ -1152,7 +1263,7 @@ void phasers(void)
            if (checkshctrl(rpow)) return;
        }
        hittem(hits);
-       game.ididit=1;
+       game.ididit = true;
     case NOTSET:;      /* avoid gcc warning */
     }
     /* Say shield raised or malfunction, if necessary */
@@ -1162,24 +1273,26 @@ void phasers(void)
        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 = 0;
+               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.");
+               prout(_("Shields raised."));
        }
        else
-           game.shldup = 0;
+           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, ii, jj, ienm;
+    int nenhr2=game.nenhere, k=1, kk=1, ienm;
+    coord w;
 
     skip(1);
 
@@ -1192,21 +1305,20 @@ void hittem(double *hits)
        if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;
        game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);
        kpow = game.kpower[kk];
-       ii = game.kx[kk];
-       jj = game.ky[kk];
+       w = game.ks[kk];
        if (hit > 0.005) {
-           if (game.damage[DSRSENS]==0)
-               boom(ii, jj);
-           proutn("%d unit hit on ", (int)hit);
+           if (!damaged(DSRSENS))
+               boom(w);
+           proutn(_("%d unit hit on "), (int)hit);
        }
        else
-           proutn("Very small hit on ");
-       ienm = game.quad[ii][jj];
-       if (ienm==IHQUEST) iqengry=1;
-       crmena(0,ienm,2,ii,jj);
+           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(ii, jj, ienm, ii, jj);
+           deadkl(w, ienm, w);
            if (KLINGREM==0) finish(FWON);
            if (game.alldone) return;
            kk--; /* don't do the increment */
@@ -1214,9 +1326,9 @@ void hittem(double *hits)
        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 ",
-                     cramlc(sector,ii,jj));
-               prout("   has just lost its firepower.\"");
+               prout(_("***Mr. Spock-  \"Captain, the vessel at "),
+                     cramlc(sector, w));
+               prout(_("   has just lost its firepower.\""));
                game.kpower[kk] = -kpow;
            }
     }