X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=battle.c;h=f539c3fd375eee8ed583aa4b0395a7ee2f8b5d93;hp=36a6cfa7a126273f4de9cd872c3dc5a56a94418c;hb=8b0a1880ee115e281afe83e1cd0c90e3306dfed8;hpb=15434538cbe79bdd712a89087d5b6193c3e68ce3 diff --git a/battle.c b/battle.c index 36a6cfa..f539c3f 100644 --- a/battle.c +++ b/battle.c @@ -1,1211 +1,1227 @@ #include #include "sst.h" -void doshield(int i) { - int key; - enum {NONE, SHUP, SHDN, NRG} action = NONE; +void doshield(int i) +{ + int key; + enum {NONE, SHUP, SHDN, NRG} action = NONE; - ididit = 0; + ididit = 0; - if (i == 2) action = SHUP; - else { - key = scan(); - if (key == IHALPHA) { - if (isit("transfer")) - action = NRG; - else { - chew(); - if (game.damage[DSHIELD]) { - prout("Shields damaged and down."); - return; - } - if (isit("up")) - action = SHUP; - else if (isit("down")) - action = SHDN; - } + if (i == 2) action = SHUP; + else { + key = scan(); + if (key == IHALPHA) { + if (isit("transfer")) + action = NRG; + else { + chew(); + if (game.damage[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()) { + proutn("Energy to transfer to shields- "); + action = NRG; + } + else if (game.damage[DSHIELD]) { + prout("Shields damaged and down."); + return; + } + else if (shldup) { + proutn("Shields are up. Do you want them down? "); + if (ja()) action = SHDN; + else { + chew(); + return; } - if (action==NONE) { - proutn("Do you wish to change shield energy? "); - if (ja()) { - proutn("Energy to transfer to shields- "); - action = NRG; - } - else if (game.damage[DSHIELD]) { - prout("Shields damaged and down."); - return; - } - else if (shldup) { - proutn("Shields are up. Do you want them down? "); - if (ja()) action = SHDN; - else { - chew(); - return; - } - } - else { - proutn("Shields are down. Do you want them up? "); - if (ja()) action = SHUP; - else { - chew(); - return; - } - } + } + else { + proutn("Shields are down. Do you want them up? "); + if (ja()) action = SHUP; + else { + chew(); + return; } + } } - switch (action) { - case SHUP: /* raise shields */ - if (shldup) { - prout("Shields already up."); - return; - } - shldup = 1; - shldchg = 1; - if (condit != IHDOCKED) energy -= 50.0; - prout("Shields raised."); - if (energy <= 0) { - skip(1); - prout("Shields raising uses up last of energy."); - finish(FNRG); - return; - } - ididit=1; - return; - case SHDN: - if (shldup==0) { - prout("Shields already down."); - return; - } - shldup=0; - shldchg=1; - prout("Shields lowered."); - ididit=1; - return; - case NRG: - while (scan() != IHREAL) { - chew(); - proutn("Energy to transfer to shields- "); - } - chew(); - if (aaitem==0) return; - if (aaitem > energy) { - prout("Insufficient ship energy."); - return; - } - ididit = 1; - if (shield+aaitem >= inshld) { - prout("Shield energy maximized."); - if (shield+aaitem > inshld) { - prout("Excess energy requested returned to ship energy"); - } - energy -= inshld-shield; - shield = inshld; - return; - } - if (aaitem < 0.0 && energy-aaitem > 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."); - ididit = 0; - return; - } - if (shield+aaitem < 0) { - prout("All shield energy transferred to ship."); - energy += shield; - shield = 0.0; - return; - } - proutn("Scotty- \""); - if (aaitem > 0) - prout("Transferring energy to shields.\""); - else - prout("Draining energy from shields.\""); - shield += aaitem; - energy -= aaitem; - return; - case NONE:; /* avoid gcc warning */ + } + switch (action) { + case SHUP: /* raise shields */ + if (shldup) { + prout("Shields already up."); + return; } -} - -void ram(int ibumpd, int ienm, int ix, int iy) { - double type = 1.0, extradm; - int icas, l; - - prouts("***RED ALERT! RED ALERT!"); - skip(1); - 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; + shldup = 1; + shldchg = 1; + if (condit != IHDOCKED) energy -= 50.0; + prout("Shields raised."); + if (energy <= 0) { + skip(1); + prout("Shields raising uses up last of energy."); + finish(FNRG); + return; } - proutn(ibumpd ? " rammed by " : " rams "); - crmena(0, ienm, 2, ix, iy); - if (ibumpd) proutn(" (original position)"); - skip(1); - deadkl(ix, iy, ienm, sectx, secty); - proutn("***"); - crmshp(); - prout(" heavily damaged."); - icas = 10.0+20.0*Rand(); - prout("***Sickbay reports %d casualties", icas); - casual += icas; - for (l=1; l <= NDEVICES; l++) { - if (l == DDRAY) continue; // Don't damage deathray - if (game.damage[l] < 0) continue; - extradm = (10.0*type*Rand()+1.0)*damfac; - game.damage[l] += Time + extradm; /* Damage for at least time of travel! */ + ididit=1; + return; + case SHDN: + if (shldup==0) { + prout("Shields already down."); + return; + } + shldup=0; + shldchg=1; + prout("Shields lowered."); + ididit=1; + return; + case NRG: + while (scan() != IHREAL) { + chew(); + proutn("Energy to transfer to shields- "); + } + chew(); + if (aaitem==0) return; + if (aaitem > energy) { + prout("Insufficient ship energy."); + return; + } + ididit = 1; + if (shield+aaitem >= inshld) { + prout("Shield energy maximized."); + if (shield+aaitem > inshld) { + prout("Excess energy requested returned to ship energy"); + } + energy -= inshld-shield; + shield = inshld; + return; + } + if (aaitem < 0.0 && energy-aaitem > 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."); + ididit = 0; + return; } - shldup = 0; - if (game.state.remkl) { - pause_game(2); - dreprt(); + if (shield+aaitem < 0) { + prout("All shield energy transferred to ship."); + energy += shield; + shield = 0.0; + return; } - else finish(FWON); + proutn("Scotty- \""); + if (aaitem > 0) + prout("Transferring energy to shields.\""); + else + prout("Draining energy from shields.\""); + shield += aaitem; + energy -= aaitem; return; + case NONE:; /* avoid gcc warning */ + } } -void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n) { - int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll; +void ram(int ibumpd, int ienm, int ix, int iy) +{ + double type = 1.0, extradm; + int icas, l; - 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 ang, temp, xx, yy, kp, h1; + prouts("***RED ALERT! RED ALERT!"); + skip(1); + 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; + } + proutn(ibumpd ? " rammed by " : " rams "); + crmena(0, ienm, 2, ix, iy); + if (ibumpd) proutn(" (original position)"); + skip(1); + deadkl(ix, iy, ienm, sectx, secty); + proutn("***"); + crmshp(); + prout(" heavily damaged."); + icas = 10.0+20.0*Rand(); + prout("***Sickbay reports %d casualties", icas); + casual += icas; + for (l=1; l <= NDEVICES; l++) { + if (l == DDRAY) continue; // Don't damage deathray + if (game.damage[l] < 0) continue; + extradm = (10.0*type*Rand()+1.0)*damfac; + game.damage[l] += Time + extradm; /* Damage for at least time of travel! */ + } + shldup = 0; + if (game.state.remkl) { + pause_game(2); + dreprt(); + } + else finish(FWON); + return; +} + +void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n) +{ + int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll; + + 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 ang, temp, xx, yy, kp, h1; - bigger = fabs(deltax); - if (fabs(deltay) > bigger) bigger = fabs(deltay); - deltax /= bigger; - deltay /= bigger; - if (game.damage[DSRSENS]==0 || condit==IHDOCKED) - 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; - if (ix < 1 || ix > QUADSIZE) break; - y += deltay; - iy = y + 0.5; - if (iy < 1 || iy > QUADSIZE) break; - iquad=game.quad[ix][iy]; - tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad); - wait = 1; - if (iquad==IHDOT) continue; - /* hit something */ - setwnd(message_window); - 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*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); - *hit = fabs(*hit); - newcnd(); /* we're blown out of dock */ - /* We may be displaced. */ - if (landed==1 || condit==IHDOCKED) 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 (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) return; - if (game.quad[jx][jy]==IHBLANK) { - finish(FHOLE); - return; - } - if (game.quad[jx][jy]!=IHDOT) { - /* can't move into object */ - return; - } - sectx = jx; - secty = jy; - crmshp(); - shoved = 1; - break; + bigger = fabs(deltax); + if (fabs(deltay) > bigger) bigger = fabs(deltay); + deltax /= bigger; + deltay /= bigger; + if (game.damage[DSRSENS]==0 || condit==IHDOCKED) + 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; + if (ix < 1 || ix > QUADSIZE) break; + y += deltay; + iy = y + 0.5; + if (iy < 1 || iy > QUADSIZE) break; + iquad=game.quad[ix][iy]; + tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad); + wait = 1; + if (iquad==IHDOT) continue; + /* hit something */ + setwnd(message_window); + 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*sqrt(square(ix-inx)+square(iy-iny))* + fabs(sin(bullseye-angle)); + *hit = fabs(*hit); + newcnd(); /* we're blown out of dock */ + /* We may be displaced. */ + if (landed==1 || condit==IHDOCKED) 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 (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) return; + if (game.quad[jx][jy]==IHBLANK) { + finish(FHOLE); + return; + } + if (game.quad[jx][jy]!=IHDOT) { + /* can't move into object */ + return; + } + sectx = jx; + secty = jy; + crmshp(); + shoved = 1; + 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."); - return; - } - case IHR: /* Hit a regular enemy */ - case IHK: - /* find the enemy */ - for (ll=1; ll <= nenhere; ll++) - if (ix==game.kx[ll] && iy==game.ky[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)); - 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); - return; - } - crmena(1, iquad, 2, ix, iy); - /* 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 (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) { - prout(" damaged but not destroyed."); - return; - } - if (game.quad[jx][jy]==IHBLANK) { - prout(" buffeted into black hole."); - deadkl(ix, iy, iquad, jx, jy); - return; - } - if (game.quad[jx][jy]!=IHDOT) { - /* can't move into object */ - prout(" damaged but not destroyed."); - return; - } - proutn(" damaged--"); - game.kx[ll] = jx; - game.ky[ll] = jy; - shoved = 1; - break; - case IHB: /* Hit a base */ - skip(1); - prout("***STARBASE DESTROYED.."); - if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0; - for (ll=1; ll<=game.state.rembase; ll++) { - if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) { - game.state.baseqx[ll]=game.state.baseqx[game.state.rembase]; - game.state.baseqy[ll]=game.state.baseqy[game.state.rembase]; - break; - } - } - game.quad[ix][iy]=IHDOT; - game.state.rembase--; - basex=basey=0; - game.state.galaxy[quadx][quady] -= BASE_PLACE; - game.state.basekl++; - newcnd(); - return; - case IHP: /* Hit a planet */ - crmena(1, iquad, 2, ix, iy); - prout(" destroyed."); - game.state.nplankl++; - game.state.newstuf[quadx][quady] -= 1; - DESTROY(&game.state.plnets[iplnet]); - iplnet = 0; - plnetx = plnety = 0; - game.quad[ix][iy] = IHDOT; - if (landed==1) { - /* captain perishes on planet */ - finish(FDPLANET); - } - return; - case IHSTAR: /* Hit a star */ - if (Rand() > 0.10) { - nova(ix, iy); - return; - } - crmena(1, IHSTAR, 2, ix, iy); - prout(" unaffected by photon blast."); - return; - case IHQUEST: /* Hit a thingy */ - if (Rand()>0.7) { // Used to be certain death - skip(1); - prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"); - skip(1); - prouts(" HACK! HACK! HACK! *CHOKE!* "); - skip(1); - proutn("Mr. Spock-"); - prouts(" \"Fascinating!\""); - skip(1); - deadkl(ix, iy, iquad, ix, iy); - } else { - /* - * Stas Sergeev added the possibility that - * you can shove the Thingy. - */ - iqengry=1; - shoved=1; - } - return; - case IHBLANK: /* Black hole */ - skip(1); - crmena(1, IHBLANK, 2, ix, iy); - 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*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); - h1 = fabs(h1); - if (h1 >= 600) { - game.quad[ix][iy] = IHDOT; - ithere = 0; - ithx = ithy = 0; - deadkl(ix, iy, iquad, ix, iy); - return; - } - skip(1); - crmena(1, IHT, 2, ix, iy); - if (Rand() > 0.05) { - prout(" survives photon blast."); - return; - } - prout(" disappears."); - game.quad[ix][iy] = IHWEB; - ithere = ithx = ithy = 0; - nenhere--; - { - int dum, my; - dropin(IHBLANK, &dum, &my); - } - return; - - default: /* Problem! */ - skip(1); - proutn("Don't know how to handle collision with "); - crmena(1, iquad, 2, ix, iy); - skip(1); - return; + 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."); + return; + } + case IHR: /* Hit a regular enemy */ + case IHK: + /* find the enemy */ + for (ll=1; ll <= nenhere; ll++) + if (ix==game.kx[ll] && iy==game.ky[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)); + 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); + return; + } + crmena(1, iquad, 2, ix, iy); + /* 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 (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) { + prout(" damaged but not destroyed."); + return; + } + if (game.quad[jx][jy]==IHBLANK) { + prout(" buffeted into black hole."); + deadkl(ix, iy, iquad, jx, jy); + return; + } + if (game.quad[jx][jy]!=IHDOT) { + /* can't move into object */ + prout(" damaged but not destroyed."); + return; + } + proutn(" damaged--"); + game.kx[ll] = jx; + game.ky[ll] = jy; + shoved = 1; + break; + case IHB: /* Hit a base */ + skip(1); + prout("***STARBASE DESTROYED.."); + if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0; + for (ll=1; ll<=game.state.rembase; ll++) { + if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) { + game.state.baseqx[ll]=game.state.baseqx[game.state.rembase]; + game.state.baseqy[ll]=game.state.baseqy[game.state.rembase]; + break; } - break; - } - if(curwnd!=message_window) { - 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)); - for (ll=1; ll<=nenhere; ll++) - game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll])); - sortkl(); + } + game.quad[ix][iy]=IHDOT; + game.state.rembase--; + basex=basey=0; + game.state.galaxy[quadx][quady] -= BASE_PLACE; + game.state.basekl++; + newcnd(); + return; + case IHP: /* Hit a planet */ + crmena(1, iquad, 2, ix, iy); + prout(" destroyed."); + game.state.nplankl++; + game.state.newstuf[quadx][quady] -= 1; + DESTROY(&game.state.plnets[iplnet]); + iplnet = 0; + plnetx = plnety = 0; + game.quad[ix][iy] = IHDOT; + if (landed==1) { + /* captain perishes on planet */ + finish(FDPLANET); + } + return; + case IHSTAR: /* Hit a star */ + if (Rand() > 0.10) { + nova(ix, iy); return; + } + crmena(1, IHSTAR, 2, ix, iy); + prout(" unaffected by photon blast."); + return; + case IHQUEST: /* Hit a thingy */ + if (Rand()>0.7) { // Used to be certain death + skip(1); + prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"); + skip(1); + prouts(" HACK! HACK! HACK! *CHOKE!* "); + skip(1); + proutn("Mr. Spock-"); + prouts(" \"Fascinating!\""); + skip(1); + deadkl(ix, iy, iquad, ix, iy); + } else { + /* + * Stas Sergeev added the possibility that + * you can shove the Thingy. + */ + iqengry=1; + shoved=1; + } + return; + case IHBLANK: /* Black hole */ + skip(1); + crmena(1, IHBLANK, 2, ix, iy); + 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*sqrt(square(ix-inx)+square(iy-iny))* + fabs(sin(bullseye-angle)); + h1 = fabs(h1); + if (h1 >= 600) { + game.quad[ix][iy] = IHDOT; + ithere = 0; + ithx = ithy = 0; + deadkl(ix, iy, iquad, ix, iy); + return; + } + skip(1); + crmena(1, IHT, 2, ix, iy); + if (Rand() > 0.05) { + prout(" survives photon blast."); + return; + } + prout(" disappears."); + game.quad[ix][iy] = IHWEB; + ithere = ithx = ithy = 0; + nenhere--; + { + int dum, my; + dropin(IHBLANK, &dum, &my); + } + return; + + default: /* Problem! */ + skip(1); + proutn("Don't know how to handle collision with "); + crmena(1, iquad, 2, ix, iy); + skip(1); + return; } - skip(1); - prout("Torpedo missed."); + break; + } + if(curwnd!=message_window) { + 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)); + for (ll=1; ll<=nenhere; ll++) + game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll])); + sortkl(); return; + } + skip(1); + prout("Torpedo missed."); + return; } -static void fry(double hit) { - double ncrit, extradm; - int ktr=1, l, ll, j, cdam[NDEVICES+1]; +static void fry(double hit) +{ + double ncrit, extradm; + int ktr=1, l, ll, j, cdam[NDEVICES+1]; - /* a critical hit occured */ - if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return; + /* a critical hit occured */ + if (hit < (275.0-25.0*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 (l = 1; l <= ncrit && l <= NDEVICES; l++) { - do { - j = NDEVICES*Rand()+1.0; - /* Cheat to prevent shuttle damage unless on ship */ - } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) || - j == DDRAY); - cdam[l] = j; - extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand())); - game.damage[j] += extradm; - if (l > 1) { - for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ; - if (ll<=l) continue; - ktr += 1; - if (ktr==3) skip(1); - proutn(" and "); - } - proutn(device[j]); - } - prout(" damaged."); - if (game.damage[DSHIELD] && shldup) { - prout("***Shields knocked down."); - shldup=0; + ncrit = 1.0 + hit/(500.0+100.0*Rand()); + proutn("***CRITICAL HIT--"); + /* Select devices and cause damage */ + for (l = 1; l <= ncrit && l <= NDEVICES; l++) { + do { + j = NDEVICES*Rand()+1.0; + /* Cheat to prevent shuttle damage unless on ship */ + } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) || + j == DDRAY); + cdam[l] = j; + extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand())); + game.damage[j] += extradm; + if (l > 1) { + for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ; + if (ll<=l) continue; + ktr += 1; + if (ktr==3) skip(1); + proutn(" and "); } + proutn(device[j]); + } + prout(" damaged."); + if (game.damage[DSHIELD] && shldup) { + prout("***Shields knocked down."); + shldup=0; + } } -void attack(int k) { - /* k == 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; +void attack(int torps_ok) +{ + /* 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; - iattak = 1; - if (alldone) return; + iattak = 1; + if (alldone) return; #ifdef DEBUG - if (idebug) prout("ATTACK!"); + if (idebug) prout("ATTACK!"); #endif - if (ithere) movetho(); + if (ithere) movetho(); - if (neutz) { /* The one chance not to be attacked */ - neutz = 0; - return; - } - if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom(); - if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return; - pfac = 1.0/inshld; - if (shldchg == 1) chgfac = 0.25+0.5*Rand(); - skip(1); - if (skill <= 2) i = 2; - for (l=1; l <= nenhere; l++) { - if (game.kpower[l] < 0) continue; /* too weak to attack */ - /* compute hit strength and diminsh shield power */ - r = Rand(); - /* Increase chance of photon torpedos if docked or enemy energy low */ - if (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 (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue; - itflag = (iquad == IHK && r > 0.0005) || k == 0 || - (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 (condit == IHDOCKED) continue; /* Don't waste the effort! */ - attempt = 1; /* Attempt to attack */ - dustfac = 0.8+0.05*Rand(); - hit = game.kpower[l]*pow(dustfac,game.kavgd[l]); - game.kpower[l] *= 0.75; - } - else { /* Enemy used photon torpedo */ - double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx); - hit = 0; - proutn("***TORPEDO INCOMING"); - if (game.damage[DSRSENS] <= 0.0) { - proutn(" From "); - crmena(0, iquad, i, jx, jy); - } - attempt = 1; - prout(" "); - r = (Rand()+Rand())*0.5 -0.5; - r += 0.002*game.kpower[l]*r; - torpedo(course, r, jx, jy, &hit, 0, 1, 1); - if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */ - if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE || - alldone) return; /* Supernova or finished */ - if (hit == 0) continue; - } - if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) { - /* shields will take hits */ - double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 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 > shield) absorb = shield; - shield -= absorb; - hit -= hitsh; - if (condit==IHDOCKED) dock(0); - if (propor > 0.1 && hit < 0.005*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) || skill <= 2) { - proutn(" on the "); - crmshp(); - } - if (game.damage[DSRSENS] <= 0.0 && itflag) { - proutn(" from "); - crmena(0, iquad, i, jx, jy); - } - skip(1); - /* Decide if hit is critical */ - if (hit > hitmax) hitmax = hit; - hittot += hit; - fry(hit); - prout("Hit %g energy %g", hit, energy); - energy -= hit; - if (condit==IHDOCKED) dock(0); + if (neutz) { /* The one chance not to be attacked */ + neutz = 0; + return; + } + if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom(); + if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return; + pfac = 1.0/inshld; + if (shldchg == 1) chgfac = 0.25+0.5*Rand(); + skip(1); + if (skill <= SKILL_FAIR) i = 2; + for (l=1; l <= nenhere; l++) { + if (game.kpower[l] < 0) continue; /* too weak to attack */ + /* compute hit strength and diminsh shield power */ + r = Rand(); + /* Increase chance of photon torpedos if docked or enemy energy low */ + if (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 (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue; + itflag = (iquad == IHK && r > 0.0005) || !torps_ok || + (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 (condit == IHDOCKED) continue; /* Don't waste the effort! */ + attempt = 1; /* Attempt to attack */ + dustfac = 0.8+0.05*Rand(); + hit = game.kpower[l]*pow(dustfac,game.kavgd[l]); + game.kpower[l] *= 0.75; } - if (energy <= 0) { - /* Returning home upon your shield, not with it... */ - finish(FBATTLE); - return; + else { /* Enemy used photon torpedo */ + double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx); + hit = 0; + proutn("***TORPEDO INCOMING"); + if (game.damage[DSRSENS] <= 0.0) { + proutn(" From "); + crmena(0, iquad, i, jx, jy); + } + attempt = 1; + prout(" "); + r = (Rand()+Rand())*0.5 -0.5; + r += 0.002*game.kpower[l]*r; + torpedo(course, r, jx, jy, &hit, 0, 1, 1); + if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */ + if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE || + alldone) return; /* Supernova or finished */ + if (hit == 0) continue; } - if (attempt == 0 && condit == IHDOCKED) - prout("***Enemies decide against attacking your ship."); - if (atackd == 0) return; - percent = 100.0*pfac*shield+0.5; - if (ihurt==0) { - /* Shields fully protect ship */ - proutn("Enemy attack reduces shield strength to "); + if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) { + /* shields will take hits */ + double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 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 > shield) absorb = shield; + shield -= absorb; + hit -= hitsh; + if (condit==IHDOCKED) dock(0); + if (propor > 0.1 && hit < 0.005*energy) continue; } - else { - /* Print message if starship suffered hit(s) */ - skip(1); - proutn("Energy left %2d shields ", (int)energy); - if (shldup) proutn("up "); - else if (game.damage[DSHIELD] == 0) proutn("down "); - else proutn("damaged, "); + /* 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) || skill<=SKILL_FAIR) { + proutn(" on the "); + crmshp(); } - prout("%d%%, torpedoes left %d", percent, 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.\""); - casual += icas; - } + if (game.damage[DSRSENS] <= 0.0 && itflag) { + proutn(" from "); + crmena(0, iquad, i, jx, jy); } - /* After attack, reset average distance to enemies */ - for (l = 1; l <= nenhere; l++) - game.kavgd[l] = game.kdist[l]; - sortkl(); + skip(1); + /* Decide if hit is critical */ + if (hit > hitmax) hitmax = hit; + hittot += hit; + fry(hit); + prout("Hit %g energy %g", hit, energy); + energy -= hit; + if (condit==IHDOCKED) + dock(0); + } + if (energy <= 0) { + /* Returning home upon your shield, not with it... */ + finish(FBATTLE); return; + } + if (attempt == 0 && condit == IHDOCKED) + prout("***Enemies decide against attacking your ship."); + if (atackd == 0) return; + percent = 100.0*pfac*shield+0.5; + if (ihurt==0) { + /* 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)energy); + if (shldup) proutn("up "); + else if (game.damage[DSHIELD] == 0) proutn("down "); + else proutn("damaged, "); + } + prout("%d%%, torpedoes left %d", percent, 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.\""); + casual += icas; + } + } + /* After attack, reset average distance to enemies */ + for (l = 1; l <= nenhere; l++) + game.kavgd[l] = game.kdist[l]; + sortkl(); + return; } -void deadkl(int ix, int iy, int type, int ixx, int iyy) { - /* Added ixx and iyy allow enemy to "move" before dying */ +void deadkl(int ix, int iy, int type, int ixx, int iyy) +{ + /* Added ixx and iyy allow enemy to "move" before dying */ - int i,j; + int i,j; - skip(1); - crmena(1, type, 2, ixx, iyy); - /* Decide what kind of enemy it is and update approriately */ - if (type == IHR) { - /* chalk up a Romulan */ - game.state.newstuf[quadx][quady] -= ROMULAN_PLACE; - irhere--; - game.state.nromkl++; - game.state.nromrem--; - } - else if (type == IHT) { - /* Killed a Tholian */ - ithere = 0; - } - else if (type == IHQUEST) { - /* Killed a Thingy */ - iqhere=iqengry=thingx=thingy=0; - } - else { - /* Some type of a Klingon */ - game.state.galaxy[quadx][quady] -= 100; - klhere--; - game.state.remkl--; - switch (type) { - case IHC: - comhere = 0; - for (i=1; i<=game.state.remcom; i++) - if (game.state.cx[i]==quadx && game.state.cy[i]==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; - game.state.remcom--; - game.future[FTBEAM] = 1e30; - if (game.state.remcom != 0) - game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom); - game.state.killc++; - break; - case IHK: - game.state.killk++; - break; - case IHS: - game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0; - game.state.nsckill = 1; - game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30; - break; - } + skip(1); + crmena(1, type, 2, ixx, iyy); + /* Decide what kind of enemy it is and update approriately */ + if (type == IHR) { + /* chalk up a Romulan */ + game.state.newstuf[quadx][quady] -= ROMULAN_PLACE; + irhere--; + game.state.nromkl++; + game.state.nromrem--; + } + else if (type == IHT) { + /* Killed a Tholian */ + ithere = 0; + } + else if (type == IHQUEST) { + /* Killed a Thingy */ + iqhere=iqengry=thingx=thingy=0; + } + else { + /* Some type of a Klingon */ + game.state.galaxy[quadx][quady] -= KLINGON_PLACE; + klhere--; + game.state.remkl--; + switch (type) { + case IHC: + comhere = 0; + for (i=1; i<=game.state.remcom; i++) + if (game.state.cx[i]==quadx && game.state.cy[i]==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; + game.state.remcom--; + game.future[FTBEAM] = 1e30; + if (game.state.remcom != 0) + game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom); + game.state.killc++; + break; + case IHK: + game.state.killk++; + break; + case IHS: + game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0; + game.state.nsckill = 1; + game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30; + break; } + } - /* For each kind of enemy, finish message to player */ - prout(" destroyed."); - game.quad[ix][iy] = IHDOT; - if (game.state.remkl==0) return; + /* For each kind of enemy, finish message to player */ + prout(" destroyed."); + game.quad[ix][iy] = IHDOT; + if (game.state.remkl==0) return; - game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); + game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); - /* Remove enemy ship from arrays describing local conditions */ - if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC) - game.future[FCDBAS] = 1e30; - for (i=1; i<=nenhere; i++) - if (game.kx[i]==ix && game.ky[i]==iy) break; - nenhere--; - if (i <= nenhere) { - for (j=i; j<=nenhere; j++) { - game.kx[j] = game.kx[j+1]; - game.ky[j] = game.ky[j+1]; - game.kpower[j] = game.kpower[j+1]; - game.kavgd[j] = game.kdist[j] = game.kdist[j+1]; - } + /* Remove enemy ship from arrays describing local conditions */ + if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC) + game.future[FCDBAS] = 1e30; + for (i=1; i<=nenhere; i++) + if (game.kx[i]==ix && game.ky[i]==iy) break; + nenhere--; + if (i <= nenhere) { + for (j=i; j<=nenhere; j++) { + game.kx[j] = game.kx[j+1]; + game.ky[j] = game.ky[j+1]; + game.kpower[j] = game.kpower[j+1]; + game.kavgd[j] = game.kdist[j] = game.kdist[j+1]; } - game.kx[nenhere+1] = 0; - game.ky[nenhere+1] = 0; - game.kdist[nenhere+1] = 0; - game.kavgd[nenhere+1] = 0; - game.kpower[nenhere+1] = 0; - return; + } + game.kx[nenhere+1] = 0; + game.ky[nenhere+1] = 0; + game.kdist[nenhere+1] = 0; + game.kavgd[nenhere+1] = 0; + game.kpower[nenhere+1] = 0; + return; } -static int targetcheck(double x, double y, double *course) { - double deltx, delty; - /* Return TRUE if target is invalid */ - if (x < 1.0 || x > QUADSIZE || y < 1.0 || y > QUADSIZE) { - huh(); - return 1; - } - deltx = 0.1*(y - secty); - delty = 0.1*(sectx - 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 1; - } - *course = 1.90985932*atan2(deltx, delty); - return 0; +static int targetcheck(double x, double y, double *course) +{ + double deltx, delty; + /* Return TRUE if target is invalid */ + if (x < 1.0 || x > QUADSIZE || y < 1.0 || y > QUADSIZE) { + huh(); + return 1; + } + deltx = 0.1*(y - secty); + delty = 0.1*(sectx - 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 1; + } + *course = 1.90985932*atan2(deltx, delty); + return 0; } -void photon(void) { - double targ[4][3], course[4]; - double r, dummy; - int key, n, i, osuabor; +void photon(void) +{ + double targ[4][3], course[4]; + double r, dummy; + int key, n, i, osuabor; - ididit = 0; + ididit = 0; - if (game.damage[DPHOTON]) { - prout("Photon tubes damaged."); + if (game.damage[DPHOTON]) { + prout("Photon tubes damaged."); + chew(); + return; + } + if (torps == 0) { + prout("No torpedoes left."); + chew(); + return; + } + key = scan(); + for (;;) { + if (key == IHALPHA) { + huh(); + return; + } + else if (key == IHEOL) { + prout("%d torpedoes left.", torps); + proutn("Number of torpedoes to fire- "); + key = scan(); + } + else /* key == IHREAL */ { + n = aaitem + 0.5; + if (n <= 0) { /* abort command */ chew(); return; - } - if (torps == 0) { - prout("No torpedoes left."); + } + if (n > 3) { chew(); + prout("Maximum of 3 torpedoes per burst."); + key = IHEOL; return; + } + if (n <= torps) break; + chew(); + key = IHEOL; } + } + for (i = 1; i <= n; i++) { key = scan(); - for (;;) { - if (key == IHALPHA) { - huh(); - return; - } - else if (key == IHEOL) { - prout("%d torpedoes left.", 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 <= torps) break; - chew(); - key = IHEOL; - } + if (i==1 && key == IHEOL) { + break; /* we will try prompting */ } - 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; + 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; } - 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; - } + if (key != IHREAL) { + huh(); + return; } - ididit = 1; - /* Loop for moving torpedoes */ - osuabor = 0; - for (i = 1; i <= n && !osuabor; i++) { - if (condit != IHDOCKED) 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."); - osuabor=1; - if (Rand() <= 0.2) { - prout("***Photon tubes damaged by misfire."); - game.damage[DPHOTON] = damfac*(1.0+2.0*Rand()); - break; - } - } - if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield; - torpedo(course[i], r, sectx, secty, &dummy, 0, i, n); - if (alldone || game.state.galaxy[quadx][quady]==1000) 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; } - if (game.state.remkl==0) finish(FWON); + } + ididit = 1; + /* Loop for moving torpedoes */ + osuabor = 0; + for (i = 1; i <= n && !osuabor; i++) { + if (condit != IHDOCKED) 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."); + osuabor=1; + if (Rand() <= 0.2) { + prout("***Photon tubes damaged by misfire."); + game.damage[DPHOTON] = damfac*(1.0+2.0*Rand()); + break; + } + } + if (shldup || condit == IHDOCKED) + r *= 1.0 + 0.0001*shield; + torpedo(course[i], r, sectx, secty, &dummy, 0, i, n); + if (alldone||game.state.galaxy[quadx][quady]==SUPERNOVA_PLACE) + return; + } + if (game.state.remkl==0) finish(FWON); } -static void overheat(double rpow) { - if (rpow > 1500) { - double chekbrn = (rpow-1500.)*0.00038; - if (Rand() <= chekbrn) { - prout("Weapons officer Sulu- \"Phasers overheated, sir.\""); - game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn); - } +static void overheat(double rpow) +{ + if (rpow > 1500) { + double chekbrn = (rpow-1500.)*0.00038; + if (Rand() <= chekbrn) { + prout("Weapons officer Sulu- \"Phasers overheated, sir.\""); + game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn); } + } } -static int checkshctrl(double rpow) { - double hit; - int icas; +static int checkshctrl(double rpow) +{ + double hit; + int icas; + skip(1); + if (Rand() < .998) { + prout("Shields lowered."); + return 0; + } + /* Something bad has happened */ + prouts("***RED ALERT! RED ALERT!"); + skip(2); + hit = rpow*shield/inshld; + energy -= rpow+hit*0.8; + shield -= hit*0.2; + if (energy <= 0.0) { + prouts("Sulu- \"Captain! Shield malf***********************\""); skip(1); - if (Rand() < .998) { - prout("Shields lowered."); - return 0; - } - /* Something bad has happened */ - prouts("***RED ALERT! RED ALERT!"); - skip(2); - hit = rpow*shield/inshld; - energy -= rpow+hit*0.8; - shield -= hit*0.2; - if (energy <= 0.0) { - prouts("Sulu- \"Captain! Shield malf***********************\""); - skip(1); - stars(); - finish(FPHASER); - return 1; - } - 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); - casual -= icas; - } - skip(1); - prout("Phaser energy dispersed by shields."); - prout("Enemy unaffected."); - overheat(rpow); + stars(); + finish(FPHASER); return 1; + } + 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); + casual -= icas; + } + skip(1); + prout("Phaser energy dispersed by shields."); + prout("Enemy unaffected."); + overheat(rpow); + return 1; } -void phasers(void) { - 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; - enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; - int key=0; +void phasers(void) +{ + 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; + 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 (condit == IHDOCKED) { - prout("Phasers can't be fired through base shields."); - chew(); - return; + skip(1); + /* SR sensors and Computer */ + if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0; + if (condit == IHDOCKED) { + prout("Phasers can't be fired through base shields."); + chew(); + return; + } + if (game.damage[DPHASER] != 0) { + prout("Phaser control damaged."); + chew(); + return; + } + if (shldup) { + if (game.damage[DSHCTRL]) { + prout("High speed shield control damaged."); + chew(); + return; } - if (game.damage[DPHASER] != 0) { - prout("Phaser control damaged."); - chew(); - return; + if (energy <= 200.0) { + prout("Insufficient energy to activate high-speed shield control."); + chew(); + return; } - if (shldup) { - if (game.damage[DSHCTRL]) { - prout("High speed shield control damaged."); - chew(); - return; - } - if (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 = 1; + prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""); + ifast = 1; - } - /* Original code so convoluted, I re-did it all */ - while (automode==NOTSET) { - key=scan(); - if (key == IHALPHA) { - if (isit("manual")) { - if (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 ((!ipoop) && nenhere != 0) { - automode = FORCEMAN; - } - else { - if (nenhere==0) - prout("Energy will be expended into space."); - automode = AUTOMATIC; - key = scan(); - } - } - else if (isit("no")) { - no = 1; - } - else { - huh(); - return; - } + } + /* Original code so convoluted, I re-did it all */ + while (automode==NOTSET) { + key=scan(); + if (key == IHALPHA) { + if (isit("manual")) { + if (nenhere==0) { + prout("There is no enemy present to select."); + chew(); + key = IHEOL; + automode=AUTOMATIC; } - else if (key == IHREAL) { - if (nenhere==0) { - prout("Energy will be expended into space."); - automode = AUTOMATIC; - } - else if (!ipoop) - automode = FORCEMAN; - else - automode = AUTOMATIC; + else { + automode = MANUAL; + key = scan(); + } + } + else if (isit("automatic")) { + if ((!ipoop) && nenhere != 0) { + automode = FORCEMAN; } else { - /* IHEOL */ - if (nenhere==0) { - prout("Energy will be expended into space."); - automode = AUTOMATIC; - } - else if (!ipoop) - automode = FORCEMAN; - else - proutn("Manual or automatic? "); + if (nenhere==0) + prout("Energy will be expended into space."); + automode = AUTOMATIC; + key = scan(); } + } + else if (isit("no")) { + no = 1; + } + else { + huh(); + return; + } } + else if (key == IHREAL) { + if (nenhere==0) { + prout("Energy will be expended into space."); + automode = AUTOMATIC; + } + else if (!ipoop) + automode = FORCEMAN; + else + automode = AUTOMATIC; + } + else { + /* IHEOL */ + if (nenhere==0) { + prout("Energy will be expended into space."); + automode = AUTOMATIC; + } + else if (!ipoop) + automode = FORCEMAN; + else + proutn("Manual or automatic? "); + } + } - switch (automode) { - case AUTOMATIC: - if (key == IHALPHA && isit("no")) { - no = 1; - key = scan(); - } - if (key != IHREAL && nenhere != 0) { - prout("Phasers locked on target. Energy available: %.2f", - ifast?energy-200.0:energy,1,2); - } - irec=0; - do { - chew(); - if (!kz) for (i = 1; i <= 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?energy-200:energy)) { - proutn("Energy available= %.2f", - ifast?energy-200:energy); - skip(1); - key = IHEOL; - } - } while (rpow > (ifast?energy-200:energy)); - if (rpow<=0) { - /* chicken out */ - chew(); - return; - } - if ((key=scan()) == IHALPHA && isit("no")) { - no = 1; - } - if (ifast) { - energy -= 200; /* Go and do it! */ - if (checkshctrl(rpow)) return; - } - chew(); - energy -= rpow; - extra = rpow; - if (nenhere) { - extra = 0.0; - powrem = rpow; - for (i = 1; i <= 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); - ididit=1; - } - if (extra > 0 && alldone == 0) { - if (ithere) { - proutn("*** Tholian web absorbs "); - if (nenhere>0) proutn("excess "); - prout("phaser energy."); - } - else { - prout("%d expended on empty space.", (int)extra); - } - } - break; - - case FORCEMAN: - chew(); - key = IHEOL; - if (game.damage[DCOMPTR]!=0) - prout("Battle comuter damaged, manual file 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 <= nenhere;) { - int ii = game.kx[k], jj = game.ky[k]; - int ienm = game.quad[ii][jj]; - if (msgflag) { - proutn("Energy available= %.2f", - energy-.006-(ifast?200:0)); - skip(1); - msgflag = 0; - rpow = 0.0; - } - if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 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 (ipoop && 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); - else proutn("??"); - proutn(") "); - proutn("units to fire at "); - crmena(0, ienm, 2, ii, jj); - proutn("- "); - key = scan(); - } - if (key == IHALPHA && isit("no")) { - no = 1; - key = scan(); - continue; - } - if (key == IHALPHA) { - huh(); - return; - } - if (key == IHEOL) { - if (k==1) { /* Let me say I'm baffled by this */ - msgflag = 1; - } - 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?energy-200: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 = 1; - } - energy -= rpow; - chew(); - if (ifast) { - energy -= 200.0; - if (checkshctrl(rpow)) return; - } - hittem(hits); - ididit=1; - case NOTSET:; /* avoid gcc warning */ + switch (automode) { + case AUTOMATIC: + if (key == IHALPHA && isit("no")) { + no = 1; + key = scan(); + } + if (key != IHREAL && nenhere != 0) { + prout("Phasers locked on target. Energy available: %.2f", + ifast?energy-200.0:energy,1,2); + } + irec=0; + do { + chew(); + if (!kz) for (i = 1; i <= 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?energy-200:energy)) { + proutn("Energy available= %.2f", + ifast?energy-200:energy); + skip(1); + key = IHEOL; + } + } while (rpow > (ifast?energy-200:energy)); + if (rpow<=0) { + /* chicken out */ + chew(); + return; + } + if ((key=scan()) == IHALPHA && isit("no")) { + no = 1; } - /* Say shield raised or malfunction, if necessary */ - if (alldone) return; if (ifast) { + energy -= 200; /* Go and do it! */ + if (checkshctrl(rpow)) return; + } + chew(); + energy -= rpow; + extra = rpow; + if (nenhere) { + extra = 0.0; + powrem = rpow; + for (i = 1; i <= 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); + ididit=1; + } + if (extra > 0 && alldone == 0) { + if (ithere) { + proutn("*** Tholian web absorbs "); + if (nenhere>0) proutn("excess "); + prout("phaser energy."); + } + else { + prout("%d expended on empty space.", (int)extra); + } + } + break; + + case FORCEMAN: + chew(); + key = IHEOL; + if (game.damage[DCOMPTR]!=0) + prout("Battle comuter damaged, manual file 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 <= nenhere;) { + int ii = game.kx[k], jj = game.ky[k]; + int ienm = game.quad[ii][jj]; + if (msgflag) { + proutn("Energy available= %.2f", + energy-.006-(ifast?200:0)); 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!"); - shldup = 0; - } - else - prout("Shields raised."); + msgflag = 0; + rpow = 0.0; + } + if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 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 (ipoop && 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); + else proutn("??"); + proutn(") "); + proutn("units to fire at "); + crmena(0, ienm, 2, ii, jj); + proutn("- "); + key = scan(); + } + if (key == IHALPHA && isit("no")) { + no = 1; + key = scan(); + continue; + } + if (key == IHALPHA) { + huh(); + return; + } + if (key == IHEOL) { + if (k==1) { /* Let me say I'm baffled by this */ + msgflag = 1; } - else - shldup = 0; + 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?energy-200: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; } - overheat(rpow); + if (key == IHALPHA && isit("no")) { + no = 1; + } + energy -= rpow; + chew(); + if (ifast) { + energy -= 200.0; + if (checkshctrl(rpow)) return; + } + hittem(hits); + ididit=1; + case NOTSET:; /* avoid gcc warning */ + } + /* Say shield raised or malfunction, if necessary */ + if (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!"); + shldup = 0; + } + else + prout("Shields raised."); + } + else + shldup = 0; + } + overheat(rpow); } -void hittem(double *hits) { - double kp, kpow, wham, hit, dustfac, kpini; - int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm; +void hittem(double *hits) +{ + double kp, kpow, wham, hit, dustfac, kpini; + int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm; - skip(1); + 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]; - ii = game.kx[kk]; - jj = game.ky[kk]; - if (hit > 0.005) { - if (game.damage[DSRSENS]==0) - boom(ii, jj); - 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); - skip(1); - if (kpow == 0) { - deadkl(ii, jj, ienm, ii, jj); - if (game.state.remkl==0) finish(FWON); - if (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 ", - cramlc(sector,ii,jj)); - prout(" has just lost its firepower.\""); - game.kpower[kk] = -kpow; - } + 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]; + ii = game.kx[kk]; + jj = game.ky[kk]; + if (hit > 0.005) { + if (game.damage[DSRSENS]==0) + boom(ii, jj); + proutn("%d unit hit on ", (int)hit); } - return; + else + proutn("Very small hit on "); + ienm = game.quad[ii][jj]; + if (ienm==IHQUEST) iqengry=1; + crmena(0,ienm,2,ii,jj); + skip(1); + if (kpow == 0) { + deadkl(ii, jj, ienm, ii, jj); + if (game.state.remkl==0) finish(FWON); + if (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 ", + cramlc(sector,ii,jj)); + prout(" has just lost its firepower.\""); + game.kpower[kk] = -kpow; + } + } + return; }