X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;fp=src%2Fbattle.c;h=0000000000000000000000000000000000000000;hp=223a981b094037ef038a5584f44999b1b7f12f73;hb=1dc3e2e56bd836aa1c9d45417222b4fed6d34c0e;hpb=16a5bbd86d12644c1a613e61e990f76b16a567f0 diff --git a/src/battle.c b/src/battle.c deleted file mode 100644 index 223a981..0000000 --- a/src/battle.c +++ /dev/null @@ -1,1389 +0,0 @@ -#include "sst.h" - -void doshield(bool raise) -/* change shield status */ -{ - int key; - enum {NONE, SHUP, SHDN, NRG} action = NONE; - - game.ididit = false; - - if (raise) - action = SHUP; - else { - key = scan(); - if (key == IHALPHA) { - if (isit("transfer")) - action = NRG; - else { - chew(); - if (damaged(DSHIELD)) { - prout(_("Shields damaged and down.")); - return; - } - if (isit("up")) - action = SHUP; - else if (isit("down")) - action = SHDN; - } - } - if (action==NONE) { - proutn(_("Do you wish to change shield energy? ")); - if (ja() == true) { - proutn(_("Energy to transfer to shields- ")); - action = NRG; - } - else if (damaged(DSHIELD)) { - prout(_("Shields damaged and down.")); - return; - } - else if (game.shldup) { - proutn(_("Shields are up. Do you want them down? ")); - if (ja() == true) - action = SHDN; - else { - chew(); - return; - } - } - else { - proutn(_("Shields are down. Do you want them up? ")); - if (ja() == true) - action = SHUP; - else { - chew(); - return; - } - } - } - } - switch (action) { - case SHUP: /* raise shields */ - if (game.shldup) { - prout(_("Shields already up.")); - return; - } - game.shldup = true; - game.shldchg = true; - if (game.condition != docked) - game.energy -= 50.0; - prout(_("Shields raised.")); - if (game.energy <= 0) { - skip(1); - prout(_("Shields raising uses up last of energy.")); - finish(FNRG); - return; - } - game.ididit=true; - return; - case SHDN: - if (!game.shldup) { - prout(_("Shields already down.")); - return; - } - game.shldup=false; - game.shldchg=true; - prout(_("Shields lowered.")); - game.ididit = true; - return; - case NRG: - while (scan() != IHREAL) { - chew(); - proutn(_("Energy to transfer to shields- ")); - } - chew(); - if (aaitem==0) - return; - if (aaitem > game.energy) { - prout(_("Insufficient ship energy.")); - return; - } - game.ididit = true; - if (game.shield+aaitem >= game.inshld) { - prout(_("Shield energy maximized.")); - if (game.shield+aaitem > game.inshld) { - prout(_("Excess energy requested returned to ship energy")); - } - game.energy -= game.inshld-game.shield; - game.shield = game.inshld; - return; - } - if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) { - /* Prevent shield drain loophole */ - skip(1); - prout(_("Engineering to bridge--")); - prout(_(" Scott here. Power circuit problem, Captain.")); - prout(_(" I can't drain the shields.")); - game.ididit = false; - return; - } - if (game.shield+aaitem < 0) { - prout(_("All shield energy transferred to ship.")); - game.energy += game.shield; - game.shield = 0.0; - return; - } - proutn(_("Scotty- \"")); - if (aaitem > 0) - prout(_("Transferring energy to shields.\"")); - else - prout(_("Draining energy from shields.\"")); - game.shield += aaitem; - game.energy -= aaitem; - return; - case NONE:; /* avoid gcc warning */ - } -} - -static int randdevice(void) -/* choose a device to damage, at random. */ -{ - /* - * Quoth Eric Allman in the code of BSD-Trek: - * "Under certain conditions you can get a critical hit. This - * sort of hit damages devices. The probability that a given - * device is damaged depends on the device. Well protected - * devices (such as the computer, which is in the core of the - * ship and has considerable redundancy) almost never get - * damaged, whereas devices which are exposed (such as the - * warp engines) or which are particularly delicate (such as - * the transporter) have a much higher probability of being - * damaged." - * - * This is one place where OPTION_PLAIN does not restore the - * original behavior, which was equiprobable damage across - * all devices. If we wanted that, we'd return NDEVICES*Rand() - * and have done with it. Also, in the original game, DNAVYS - * and DCOMPTR were the same device. - * - * Instead, we use a table of weights similar to the one from BSD Trek. - * BSD doesn't have the shuttle, shield controller, death ray, or probes. - * We don't have a cloaking device. The shuttle got the allocation - * for the cloaking device, then we shaved a half-percent off - * everything to have some weight to give DSHCTRL/DDRAY/DDSP. - */ - static int weights[NDEVICES] = { - 105, /* DSRSENS: short range scanners 10.5% */ - 105, /* DLRSENS: long range scanners 10.5% */ - 120, /* DPHASER: phasers 12.0% */ - 120, /* DPHOTON: photon torpedoes 12.0% */ - 25, /* DLIFSUP: life support 2.5% */ - 65, /* DWARPEN: warp drive 6.5% */ - 70, /* DIMPULS: impulse engines 6.5% */ - 145, /* DSHIELD: deflector shields 14.5% */ - 30, /* DRADIO: subspace radio 3.0% */ - 45, /* DSHUTTL: shuttle 4.5% */ - 15, /* DCOMPTR: computer 1.5% */ - 20, /* NAVCOMP: navigation system 2.0% */ - 75, /* DTRANSP: transporter 7.5% */ - 20, /* DSHCTRL: high-speed shield controller 2.0% */ - 10, /* DDRAY: death ray 1.0% */ - 30, /* DDSP: deep-space probes 3.0% */ - }; - int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */ - - for (i = sum = 0; i < NDEVICES; i++) { - sum += weights[i]; - if (idx < sum) - return i; - } - return -1; /* we should never get here, but this quiets GCC */ -} - -void ram(bool ibumpd, feature ienm, coord w) -/* make our ship ram something */ -{ - double hardness, extradm; - int icas, m, ncrits; - - prouts(_("***RED ALERT! RED ALERT!")); - skip(1); - prout(_("***COLLISION IMMINENT.")); - skip(2); - proutn("***"); - crmshp(); - switch (ienm) { - case IHR: hardness = 1.5; break; - case IHC: hardness = 2.0; break; - case IHS: hardness = 2.5; break; - case IHT: hardness = 0.5; break; - case IHQUEST: hardness = 4.0; break; - default: hardness = 1.0; break; - } - proutn(ibumpd ? _(" rammed by ") : _(" rams ")); - crmena(false, ienm, sector, w); - if (ibumpd) - proutn(_(" (original position)")); - skip(1); - deadkl(w, ienm, game.sector); - proutn("***"); - crmshp(); - prout(_(" heavily damaged.")); - icas = 10.0+20.0*Rand(); - prout(_("***Sickbay reports %d casualties"), icas); - game.casual += icas; - game.state.crew -= icas; - /* - * In the pre-SST2K version, all devices got equiprobably damaged, - * which was silly. Instead, pick up to half the devices at - * random according to our weighting table, - */ - ncrits = Rand() * (NDEVICES/2); - for (m=0; m < ncrits; m++) { - int dev = randdevice(); - if (game.damage[dev] < 0) - continue; - extradm = (10.0*hardness*Rand()+1.0)*game.damfac; - /* Damage for at least time of travel! */ - game.damage[dev] += game.optime + extradm; - } - game.shldup = false; - prout(_("***Shields are down.")); - if (game.state.remkl + game.state.remcom + game.state.nscrem) { - announce(); - damagereport(); - } - else - finish(FWON); - return; -} - -void torpedo(double course, double r, coord in, double *hit, int i, int n) -/* let a photon torpedo fly */ -{ - int l, iquad=0, ll; - bool shoved = false; - double ac=course + 0.25*r; - double angle = (15.0-ac)*0.5235988; - double bullseye = (15.0 - course)*0.5235988; - double deltax=-sin(angle), deltay=cos(angle), x=in.x, y=in.y, bigger; - double ang, temp, xx, yy, kp, h1; - struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; - coord w, jw; - - w.x = w.y = jw.x = jw.y = 0; - bigger = fabs(deltax); - if (fabs(deltay) > bigger) - bigger = fabs(deltay); - deltax /= bigger; - deltay /= bigger; - if (!damaged(DSRSENS) || game.condition==docked) - setwnd(srscan_window); - else - setwnd(message_window); - /* Loop to move a single torpedo */ - for (l=1; l <= 15; l++) { - x += deltax; - w.x = x + 0.5; - y += deltay; - w.y = y + 0.5; - if (!VALID_SECTOR(w.x, w.y)) - break; - iquad=game.quad[w.x][w.y]; - tracktorpedo(w, l, i, n, iquad); - if (iquad==IHDOT) - continue; - /* hit something */ - setwnd(message_window); - if (damaged(DSRSENS) && !game.condition==docked) - skip(1); /* start new line after text track */ - switch(iquad) { - case IHE: /* Hit our ship */ - case IHF: - skip(1); - proutn(_("Torpedo hits ")); - crmshp(); - prout("."); - *hit = 700.0 + 100.0*Rand() - - 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); - *hit = fabs(*hit); - newcnd(); /* we're blown out of dock */ - /* We may be displaced. */ - if (game.landed || game.condition==docked) - return; /* Cheat if on a planet */ - ang = angle + 2.5*(Rand()-0.5); - temp = fabs(sin(ang)); - if (fabs(cos(ang)) > temp) - temp = fabs(cos(ang)); - xx = -sin(ang)/temp; - yy = cos(ang)/temp; - jw.x=w.x+xx+0.5; - jw.y=w.y+yy+0.5; - if (!VALID_SECTOR(jw.x, jw.y)) - return; - if (game.quad[jw.x][jw.y]==IHBLANK) { - finish(FHOLE); - return; - } - if (game.quad[jw.x][jw.y]!=IHDOT) { - /* can't move into object */ - return; - } - game.sector = jw; - crmshp(); - shoved = true; - break; - - case IHC: /* Hit a commander */ - case IHS: - if (Rand() <= 0.05) { - crmena(true, iquad, sector, w); - prout(_(" uses anti-photon device;")); - prout(_(" torpedo neutralized.")); - return; - } - case IHR: /* Hit a regular enemy */ - case IHK: - /* find the enemy */ - for (ll = 1; ll <= game.nenhere; ll++) - if (same(w, game.ks[ll])) - break; - kp = fabs(game.kpower[ll]); - h1 = 700.0 + 100.0*Rand() - - 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); - h1 = fabs(h1); - if (kp < h1) - h1 = kp; - game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1); - if (game.kpower[ll] == 0) { - deadkl(w, iquad, w); - return; - } - crmena(true, iquad, sector, w); - /* If enemy damaged but not destroyed, try to displace */ - ang = angle + 2.5*(Rand()-0.5); - temp = fabs(sin(ang)); - if (fabs(cos(ang)) > temp) - temp = fabs(cos(ang)); - xx = -sin(ang)/temp; - yy = cos(ang)/temp; - jw.x=w.x+xx+0.5; - jw.y=w.y+yy+0.5; - if (!VALID_SECTOR(jw.x, jw.y)) { - prout(_(" damaged but not destroyed.")); - return; - } - if (game.quad[jw.x][jw.y]==IHBLANK) { - prout(_(" buffeted into black hole.")); - deadkl(w, iquad, jw); - return; - } - if (game.quad[jw.x][jw.y]!=IHDOT) { - /* can't move into object */ - prout(_(" damaged but not destroyed.")); - return; - } - proutn(_(" damaged--")); - game.ks[ll] = jw; - shoved = true; - break; - case IHB: /* Hit a base */ - skip(1); - prout(_("***STARBASE DESTROYED..")); - for (ll = 1; ll <= game.state.rembase; ll++) { - if (same(game.state.baseq[ll], game.quadrant)) { - game.state.baseq[ll]=game.state.baseq[game.state.rembase]; - break; - } - } - game.quad[w.x][w.y]=IHDOT; - game.state.rembase--; - game.base.x=game.base.y=0; - q->starbase--; - game.state.chart[game.quadrant.x][game.quadrant.y].starbase--; - game.state.basekl++; - newcnd(); - return; - case IHP: /* Hit a planet */ - crmena(true, iquad, sector, w); - prout(_(" destroyed.")); - game.state.nplankl++; - q->planet = NOPLANET; - game.state.planets[game.iplnet].pclass = destroyed; - game.iplnet = 0; - invalidate(game.plnet); - game.quad[w.x][w.y] = IHDOT; - if (game.landed) { - /* captain perishes on planet */ - finish(FDPLANET); - } - return; - case IHW: /* Hit an inhabited world -- very bad! */ - crmena(true, iquad, sector, w); - prout(_(" destroyed.")); - game.state.nworldkl++; - q->planet = NOPLANET; - game.state.planets[game.iplnet].pclass = destroyed; - game.iplnet = 0; - invalidate(game.plnet); - game.quad[w.x][w.y] = IHDOT; - if (game.landed) { - /* captain perishes on planet */ - finish(FDPLANET); - } - prout(_("You have just destroyed an inhabited planet.")); - prout(_("Celebratory rallies are being held on the Klingon homeworld.")); - return; - case IHSTAR: /* Hit a star */ - if (Rand() > 0.10) { - nova(w); - return; - } - crmena(true, IHSTAR, sector, w); - prout(_(" unaffected by photon blast.")); - return; - case IHQUEST: /* Hit a thingy */ - if (!(game.options & OPTION_THINGY) || Rand()>0.7) { - skip(1); - prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")); - skip(1); - prouts(_(" HACK! HACK! HACK! *CHOKE!* ")); - skip(1); - proutn(_("Mr. Spock-")); - prouts(_(" \"Fascinating!\"")); - skip(1); - deadkl(w, iquad, w); - } else { - /* - * Stas Sergeev added the possibility that - * you can shove the Thingy and piss it off. - * It then becomes an enemy and may fire at you. - */ - iqengry = true; - shoved = true; - } - return; - case IHBLANK: /* Black hole */ - skip(1); - crmena(true, IHBLANK, sector, w); - prout(_(" swallows torpedo.")); - return; - case IHWEB: /* hit the web */ - skip(1); - prout(_("***Torpedo absorbed by Tholian web.")); - return; - case IHT: /* Hit a Tholian */ - h1 = 700.0 + 100.0*Rand() - - 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); - h1 = fabs(h1); - if (h1 >= 600) { - game.quad[w.x][w.y] = IHDOT; - game.ithere = false; - deadkl(w, iquad, w); - return; - } - skip(1); - crmena(true, IHT, sector, w); - if (Rand() > 0.05) { - prout(_(" survives photon blast.")); - return; - } - prout(_(" disappears.")); - game.quad[w.x][w.y] = IHWEB; - game.ithere = false; - game.nenhere--; - dropin(IHBLANK); - return; - - default: /* Problem! */ - skip(1); - proutn("Don't know how to handle collision with "); - crmena(true, iquad, sector, w); - skip(1); - return; - } - break; - } - if(curwnd!=message_window) { - setwnd(message_window); - } - if (shoved) { - game.quad[w.x][w.y]=IHDOT; - game.quad[jw.x][jw.y]=iquad; - prout(_(" displaced by blast to %s "), cramlc(sector, jw)); - for (ll = 1; ll <= game.nenhere; ll++) - game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]); - sortklings(); - return; - } - skip(1); - prout(_("Torpedo missed.")); - return; -} - -static void fry(double hit) -/* critical-hit resolution */ -{ - double ncrit, extradm; - int ktr=1, loop1, loop2, j, cdam[NDEVICES]; - - /* a critical hit occured */ - if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) - return; - - ncrit = 1.0 + hit/(500.0+100.0*Rand()); - proutn(_("***CRITICAL HIT--")); - /* Select devices and cause damage */ - for (loop1 = 0; loop1 < ncrit; loop1++) { - do { - j = randdevice(); - /* Cheat to prevent shuttle damage unless on ship */ - } while - (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship)); - cdam[loop1] = j; - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())); - game.damage[j] += extradm; - if (loop1 > 0) { - for (loop2 = 0; loop2 < loop1 && j != cdam[loop2]; loop2++) ; - if (loop2 < loop1) - continue; - ktr += 1; - if (ktr==3) - skip(1); - proutn(_(" and ")); - } - proutn(device[j]); - } - prout(_(" damaged.")); - if (damaged(DSHIELD) && game.shldup) { - prout(_("***Shields knocked down.")); - game.shldup=false; - } -} - -void attack(bool torps_ok) -/* bad guy attacks us */ -{ - /* torps_ok == false forces use of phasers in an attack */ - int percent, loop, iquad; - bool usephasers, atackd = false, attempt = false, ihurt = false; - double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r; - coord jay; - enum loctype where = neither; - - /* game could be over at this point, check */ - if (game.alldone) - return; - - if (idebug) - prout("=== ATTACK!"); - - /* Tholian gewts to move before attacking */ - if (game.ithere) - movetholian(); - - /* if you have just entered the RNZ, you'll get a warning */ - if (game.neutz) { /* The one chance not to be attacked */ - game.neutz = false; - return; - } - - /* commanders get a chance to tac-move towards you */ - if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) - moveklings(); - - /* if no enemies remain after movement, we're done */ - if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) - return; - - /* set up partial hits if attack happens during shield status change */ - pfac = 1.0/game.inshld; - if (game.shldchg) - chgfac = 0.25+0.5*Rand(); - - skip(1); - - /* message verbosity control */ - if (game.skill <= SKILL_FAIR) - where = sector; - - for (loop = 1; loop <= game.nenhere; loop++) { - if (game.kpower[loop] < 0) - continue; /* too weak to attack */ - /* compute hit strength and diminish shield power */ - r = Rand(); - /* Increase chance of photon torpedos if docked or enemy energy low */ - if (game.condition == docked) - r *= 0.25; - if (game.kpower[loop] < 500) - r *= 0.25; - jay = game.ks[loop]; - iquad = game.quad[jay.x][jay.y]; - if (iquad==IHT || (iquad==IHQUEST && !iqengry)) - continue; - /* different enemies have different probabilities of throwing a torp */ - usephasers = !torps_ok || \ - (iquad == IHK && r > 0.0005) || - (iquad==IHC && r > 0.015) || - (iquad==IHR && r > 0.3) || - (iquad==IHS && r > 0.07) || - (iquad==IHQUEST && r > 0.05); - if (usephasers) { /* Enemy uses phasers */ - if (game.condition == docked) - continue; /* Don't waste the effort! */ - attempt = true; /* Attempt to attack */ - dustfac = 0.8+0.05*Rand(); - hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]); - game.kpower[loop] *= 0.75; - } - else { /* Enemy uses photon torpedo */ - double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x); - hit = 0; - proutn(_("***TORPEDO INCOMING")); - if (!damaged(DSRSENS)) { - proutn(_(" From ")); - crmena(false, iquad, where, jay); - } - attempt = true; - prout(" "); - r = (Rand()+Rand())*0.5 -0.5; - r += 0.002*game.kpower[loop]*r; - torpedo(course, r, jay, &hit, 1, 1); - if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) - finish(FWON); /* Klingons did themselves in! */ - if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone) - return; /* Supernova or finished */ - if (hit == 0) - continue; - } - /* incoming phaser or torpedo, shields may dissipate it */ - if (game.shldup || game.shldchg || game.condition==docked) { - /* shields will take hits */ - double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0); - if (propor < 0.1) - propor = 0.1; - hitsh = propor*chgfac*hit+1.0; - absorb = 0.8*hitsh; - if (absorb > game.shield) - absorb = game.shield; - game.shield -= absorb; - hit -= hitsh; - /* taking a hit blasts us out of a starbase dock */ - if (game.condition == docked) - dock(false); - /* but the shields may take care of it */ - if (propor > 0.1 && hit < 0.005*game.energy) - continue; - } - /* hit from this opponent got through shields, so take damage */ - ihurt = true; - proutn(_("%d unit hit"), (int)hit); - if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) { - proutn(_(" on the ")); - crmshp(); - } - if (!damaged(DSRSENS) && usephasers) { - proutn(_(" from ")); - crmena(false, iquad, where, jay); - } - skip(1); - /* Decide if hit is critical */ - if (hit > hitmax) - hitmax = hit; - hittot += hit; - fry(hit); - game.energy -= hit; - } - if (game.energy <= 0) { - /* Returning home upon your shield, not with it... */ - finish(FBATTLE); - return; - } - if (!attempt && game.condition == docked) - prout(_("***Enemies decide against attacking your ship.")); - if (!atackd) - return; - percent = 100.0*pfac*game.shield+0.5; - if (!ihurt) { - /* Shields fully protect ship */ - proutn(_("Enemy attack reduces shield strength to ")); - } - else { - /* Print message if starship suffered hit(s) */ - skip(1); - proutn(_("Energy left %2d shields "), (int)game.energy); - if (game.shldup) - proutn(_("up ")); - else if (!damaged(DSHIELD)) - proutn(_("down ")); - else - proutn(_("damaged, ")); - } - prout(_("%d%%, torpedoes left %d"), percent, game.torps); - /* Check if anyone was hurt */ - if (hitmax >= 200 || hittot >= 500) { - int icas= hittot*Rand()*0.015; - if (icas >= 2) { - skip(1); - prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties"), icas); - prout(_(" in that last attack.\"")); - game.casual += icas; - game.state.crew -= icas; - } - } - /* After attack, reset average distance to enemies */ - for (loop = 1; loop <= game.nenhere; loop++) - game.kavgd[loop] = game.kdist[loop]; - sortklings(); - return; -} - -void deadkl(coord w, feature type, coord mv) -/* kill a Klingon, Tholian, Romulan, or Thingy */ -{ - /* Added mv to allow enemy to "move" before dying */ - int i,j; - - crmena(true, type, sector, mv); - /* Decide what kind of enemy it is and update appropriately */ - if (type == IHR) { - /* chalk up a Romulan */ - game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--; - game.irhere--; - game.state.nromrem--; - } - else if (type == IHT) { - /* Killed a Tholian */ - game.ithere = false; - } - else if (type == IHQUEST) { - /* Killed a Thingy */ - iqhere = iqengry = false; - invalidate(thing); - } - else { - /* Some type of a Klingon */ - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--; - game.klhere--; - switch (type) { - case IHC: - game.comhere = false; - for (i = 1; i <= game.state.remcom; i++) - if (same(game.state.kcmdr[i], game.quadrant)) - break; - game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]; - game.state.kcmdr[game.state.remcom].x = 0; - game.state.kcmdr[game.state.remcom].y = 0; - game.state.remcom--; - unschedule(FTBEAM); - if (game.state.remcom != 0) - schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)); - break; - case IHK: - game.state.remkl--; - break; - case IHS: - game.state.nscrem--; - game.ishere = false; - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0; - game.iscate = false; - unschedule(FSCMOVE); - unschedule(FSCDBAS); - break; - default: /* avoids a gcc warning */ - prout("*** Internal error, deadkl() called on %c\n", type); - break; - } - } - - /* For each kind of enemy, finish message to player */ - prout(_(" destroyed.")); - game.quad[w.x][w.y] = IHDOT; - if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) - return; - - game.state.remtime = game.state.remkl + game.state.remcom > 0 ? - game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99; - - /* Remove enemy ship from arrays describing local conditions */ - if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC) - unschedule(FCDBAS); - for (i = 1; i <= game.nenhere; i++) - if (same(game.ks[i], w)) - break; - game.nenhere--; - if (i <= game.nenhere) { - for (j=i; j<=game.nenhere; j++) { - game.ks[j] = game.ks[j+1]; - game.kpower[j] = game.kpower[j+1]; - game.kavgd[j] = game.kdist[j] = game.kdist[j+1]; - } - } - game.ks[game.nenhere+1].x = 0; - game.ks[game.nenhere+1].x = 0; - game.kdist[game.nenhere+1] = 0; - game.kavgd[game.nenhere+1] = 0; - game.kpower[game.nenhere+1] = 0; - return; -} - -static bool targetcheck(double x, double y, double *course) -{ - double deltx, delty; - /* Return true if target is invalid */ - if (!VALID_SECTOR(x, y)) { - huh(); - return true; - } - deltx = 0.1*(y - game.sector.y); - delty = 0.1*(game.sector.x - x); - if (deltx==0 && delty== 0) { - skip(1); - prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")); - prout(_(" I recommend an immediate review of")); - prout(_(" the Captain's psychological profile.\"")); - chew(); - return true; - } - *course = 1.90985932*atan2(deltx, delty); - return false; -} - -void torps(void) -/* launch photon torpedo salvo */ -{ - double targ[4][3], course[4]; - double r, dummy; - int key, n, i; - - game.ididit = false; - - if (damaged(DPHOTON)) { - prout(_("Photon tubes damaged.")); - chew(); - return; - } - if (game.torps == 0) { - prout(_("No torpedoes left.")); - chew(); - return; - } - key = scan(); - for (;;) { - if (key == IHALPHA) { - huh(); - return; - } - else if (key == IHEOL) { - prout(_("%d torpedoes left."), game.torps); - proutn(_("Number of torpedoes to fire- ")); - key = scan(); - } - else /* key == IHREAL */ { - n = aaitem + 0.5; - if (n <= 0) { /* abort command */ - chew(); - return; - } - if (n > 3) { - chew(); - prout(_("Maximum of 3 torpedoes per burst.")); - key = IHEOL; - return; - } - if (n <= game.torps) - break; - chew(); - key = IHEOL; - } - } - for (i = 1; i <= n; i++) { - key = scan(); - if (i==1 && key == IHEOL) { - break; /* we will try prompting */ - } - if (i==2 && key == IHEOL) { - /* direct all torpedoes at one target */ - while (i <= n) { - targ[i][1] = targ[1][1]; - targ[i][2] = targ[1][2]; - course[i] = course[1]; - i++; - } - break; - } - if (key != IHREAL) { - huh(); - return; - } - targ[i][1] = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - targ[i][2] = aaitem; - if (targetcheck(targ[i][1], targ[i][2], &course[i])) - return; - } - chew(); - if (i == 1 && key == IHEOL) { - /* prompt for each one */ - for (i = 1; i <= n; i++) { - proutn(_("Target sector for torpedo number %d- "), i); - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - targ[i][1] = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - targ[i][2] = aaitem; - chew(); - if (targetcheck(targ[i][1], targ[i][2], &course[i])) - return; - } - } - game.ididit = true; - /* Loop for moving torpedoes */ - for (i = 1; i <= n; i++) { - if (game.condition != docked) - game.torps--; - r = (Rand()+Rand())*0.5 -0.5; - if (fabs(r) >= 0.47) { - /* misfire! */ - r = (Rand()+1.2) * r; - if (n>1) { - prouts(_("***TORPEDO NUMBER %d MISFIRES"), i); - } - else - prouts(_("***TORPEDO MISFIRES.")); - skip(1); - if (i < n) - prout(_(" Remainder of burst aborted.")); - if (Rand() <= 0.2) { - prout(_("***Photon tubes damaged by misfire.")); - game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()); - } - break; - } - if (game.shldup || game.condition == docked) - r *= 1.0 + 0.0001*game.shield; - torpedo(course[i], r, game.sector, &dummy, i, n); - if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) - return; - } - if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) - finish(FWON); -} - - - -static void overheat(double rpow) -/* check for phasers overheating */ -{ - if (rpow > 1500) { - double chekbrn = (rpow-1500.)*0.00038; - if (Rand() <= chekbrn) { - prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")); - game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn); - } - } -} - -static bool checkshctrl(double rpow) -/* check shield control */ -{ - double hit; - int icas; - - skip(1); - if (Rand() < 0.998) { - prout(_("Shields lowered.")); - return false; - } - /* Something bad has happened */ - prouts(_("***RED ALERT! RED ALERT!")); - skip(2); - hit = rpow*game.shield/game.inshld; - game.energy -= rpow+hit*0.8; - game.shield -= hit*0.2; - if (game.energy <= 0.0) { - prouts(_("Sulu- \"Captain! Shield malf***********************\"")); - skip(1); - stars(); - finish(FPHASER); - return true; - } - prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")); - skip(2); - prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")); - icas = hit*Rand()*0.012; - skip(1); - fry(0.8*hit); - if (icas) { - skip(1); - prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")); - prout(_(" %d casualties so far.\""), icas); - game.casual += icas; - game.state.crew -= icas; - } - skip(1); - prout(_("Phaser energy dispersed by shields.")); - prout(_("Enemy unaffected.")); - overheat(rpow); - return true; -} - - -void phasers(void) -/* fire phasers */ -{ - double hits[21], rpow=0, extra, powrem, over, temp; - int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ - bool ifast = false, no = false, itarg = true, msgflag = true; - enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; - int key=0; - - skip(1); - /* SR sensors and Computer are needed fopr automode */ - if (damaged(DSRSENS) || damaged(DCOMPTR)) - itarg = false; - if (game.condition == docked) { - prout(_("Phasers can't be fired through base shields.")); - chew(); - return; - } - if (damaged(DPHASER)) { - prout(_("Phaser control damaged.")); - chew(); - return; - } - if (game.shldup) { - if (damaged(DSHCTRL)) { - prout(_("High speed shield control damaged.")); - chew(); - return; - } - if (game.energy <= 200.0) { - prout(_("Insufficient energy to activate high-speed shield control.")); - chew(); - return; - } - prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")); - ifast = true; - - } - /* Original code so convoluted, I re-did it all */ - while (automode==NOTSET) { - key=scan(); - if (key == IHALPHA) { - if (isit("manual")) { - if (game.nenhere==0) { - prout(_("There is no enemy present to select.")); - chew(); - key = IHEOL; - automode=AUTOMATIC; - } - else { - automode = MANUAL; - key = scan(); - } - } - else if (isit("automatic")) { - if ((!itarg) && game.nenhere != 0) { - automode = FORCEMAN; - } - else { - if (game.nenhere==0) - prout(_("Energy will be expended into space.")); - automode = AUTOMATIC; - key = scan(); - } - } - else if (isit("no")) { - no = true; - } - else { - huh(); - return; - } - } - else if (key == IHREAL) { - if (game.nenhere==0) { - prout(_("Energy will be expended into space.")); - automode = AUTOMATIC; - } - else if (!itarg) - automode = FORCEMAN; - else - automode = AUTOMATIC; - } - else { - /* IHEOL */ - if (game.nenhere==0) { - prout(_("Energy will be expended into space.")); - automode = AUTOMATIC; - } - else if (!itarg) - automode = FORCEMAN; - else - proutn(_("Manual or automatic? ")); - } - } - - switch (automode) { - case AUTOMATIC: - if (key == IHALPHA && isit("no")) { - no = true; - key = scan(); - } - if (key != IHREAL && game.nenhere != 0) { - prout(_("Phasers locked on target. Energy available: %.2f"), - ifast?game.energy-200.0:game.energy); - } - irec=0; - do { - chew(); - if (!kz) - for (i = 1; i <= game.nenhere; i++) - irec += fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))* - (1.01+0.05*Rand()) + 1.0; - kz=1; - proutn(_("%d units required. "), irec); - chew(); - proutn(_("Units to fire= ")); - key = scan(); - if (key!=IHREAL) - return; - rpow = aaitem; - if (rpow > (ifast?game.energy-200:game.energy)) { - proutn(_("Energy available= %.2f"), - ifast?game.energy-200:game.energy); - skip(1); - key = IHEOL; - } - } while (rpow > (ifast?game.energy-200:game.energy)); - if (rpow<=0) { - /* chicken out */ - chew(); - return; - } - if ((key=scan()) == IHALPHA && isit("no")) { - no = true; - } - if (ifast) { - game.energy -= 200; /* Go and do it! */ - if (checkshctrl(rpow)) - return; - } - chew(); - game.energy -= rpow; - extra = rpow; - if (game.nenhere) { - extra = 0.0; - powrem = rpow; - for (i = 1; i <= game.nenhere; i++) { - hits[i] = 0.0; - if (powrem <= 0) - continue; - hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i])); - over = (0.01 + 0.05*Rand())*hits[i]; - temp = powrem; - powrem -= hits[i] + over; - if (powrem <= 0 && temp < hits[i]) - hits[i] = temp; - if (powrem <= 0) - over = 0.0; - extra += over; - } - if (powrem > 0.0) - extra += powrem; - hittem(hits); - game.ididit = true; - } - if (extra > 0 && !game.alldone) { - if (game.ithere) { - proutn(_("*** Tholian web absorbs ")); - if (game.nenhere>0) - proutn(_("excess ")); - prout(_("phaser energy.")); - } - else { - prout(_("%d expended on empty space."), (int)extra); - } - } - break; - - case FORCEMAN: - chew(); - key = IHEOL; - if (damaged(DCOMPTR)) - prout(_("Battle computer damaged, manual fire only.")); - else { - skip(1); - prouts(_("---WORKING---")); - skip(1); - prout(_("Short-range-sensors-damaged")); - prout(_("Insufficient-data-for-automatic-phaser-fire")); - prout(_("Manual-fire-must-be-used")); - skip(1); - } - case MANUAL: - rpow = 0.0; - for (k = 1; k <= game.nenhere;) { - coord aim = game.ks[k]; - int ienm = game.quad[aim.x][aim.y]; - if (msgflag) { - proutn(_("Energy available= %.2f"), - game.energy-.006-(ifast?200:0)); - skip(1); - msgflag = false; - rpow = 0.0; - } - if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) && - (ienm == IHC || ienm == IHS)) { - cramen(ienm); - prout(_(" can't be located without short range scan.")); - chew(); - key = IHEOL; - hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */ - k++; - continue; - } - if (key == IHEOL) { - chew(); - if (itarg && k > kz) - irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))* - (1.01+0.05*Rand()) + 1.0; - kz = k; - proutn("("); - if (!damaged(DCOMPTR)) - proutn("%d", irec); - else - proutn("??"); - proutn(") "); - proutn(_("units to fire at ")); - crmena(false, ienm, sector, aim); - proutn("- "); - key = scan(); - } - if (key == IHALPHA && isit("no")) { - no = true; - key = scan(); - continue; - } - if (key == IHALPHA) { - huh(); - return; - } - if (key == IHEOL) { - if (k==1) { /* Let me say I'm baffled by this */ - msgflag = true; - } - continue; - } - if (aaitem < 0) { - /* abort out */ - chew(); - return; - } - hits[k] = aaitem; - rpow += aaitem; - /* If total requested is too much, inform and start over */ - - if (rpow > (ifast?game.energy-200:game.energy)) { - prout(_("Available energy exceeded -- try again.")); - chew(); - return; - } - key = scan(); /* scan for next value */ - k++; - } - if (rpow == 0.0) { - /* zero energy -- abort */ - chew(); - return; - } - if (key == IHALPHA && isit("no")) { - no = true; - } - game.energy -= rpow; - chew(); - if (ifast) { - game.energy -= 200.0; - if (checkshctrl(rpow)) - return; - } - hittem(hits); - game.ididit = true; - case NOTSET:; /* avoid gcc warning */ - } - /* Say shield raised or malfunction, if necessary */ - if (game.alldone) - return; - if (ifast) { - skip(1); - if (no == 0) { - if (Rand() >= 0.99) { - prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")); - prouts(_(" CLICK CLICK POP . . .")); - prout(_(" No response, sir!")); - game.shldup = false; - } - else - prout(_("Shields raised.")); - } - else - game.shldup = false; - } - overheat(rpow); -} - -void hittem(double *hits) -/* register a phaser hit on Klingons and Romulans */ -{ - double kp, kpow, wham, hit, dustfac, kpini; - int nenhr2=game.nenhere, k=1, kk=1, ienm; - coord w; - - skip(1); - - for (; k <= nenhr2; k++, kk++) { - if ((wham = hits[k])==0) - continue; - dustfac = 0.9 + 0.01*Rand(); - hit = wham*pow(dustfac,game.kdist[kk]); - kpini = game.kpower[kk]; - kp = fabs(kpini); - if (PHASEFAC*hit < kp) - kp = PHASEFAC*hit; - game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp); - kpow = game.kpower[kk]; - w = game.ks[kk]; - if (hit > 0.005) { - if (!damaged(DSRSENS)) - boom(w); - proutn(_("%d unit hit on "), (int)hit); - } - else - proutn(_("Very small hit on ")); - ienm = game.quad[w.x][w.y]; - if (ienm==IHQUEST) - iqengry = true; - crmena(false,ienm,sector,w); - skip(1); - if (kpow == 0) { - deadkl(w, ienm, w); - if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) - finish(FWON); - if (game.alldone) - return; - kk--; /* don't do the increment */ - } - else /* decide whether or not to emasculate klingon */ - if (kpow > 0 && Rand() >= 0.9 && - kpow <= ((0.4 + 0.4*Rand())*kpini)) { - prout(_("***Mr. Spock- \"Captain, the vessel at %s"), - cramlc(sector, w)); - prout(_(" has just lost its firepower.\"")); - game.kpower[kk] = -kpow; - } - } - return; -} -