X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=f4c6e9070bb6069f67debf3d418621ece7ee7c15;hp=20b35ef3b296894d12a919be851b7c8e1e0192bf;hb=4207ce95e80fe7e2d5114079fa4255e0ad506618;hpb=6332f1c7917206e23f408ebb505c483416b84e5b diff --git a/src/battle.c b/src/battle.c index 20b35ef..f4c6e90 100644 --- a/src/battle.c +++ b/src/battle.c @@ -1,6 +1,6 @@ #include "sst.h" -void doshield(int i) +void doshield(bool raise) /* change shield status */ { int key; @@ -8,7 +8,8 @@ void doshield(int i) game.ididit = false; - if (i == 2) action = SHUP; + if (raise) + action = SHUP; else { key = scan(); if (key == IHALPHA) { @@ -61,8 +62,8 @@ void doshield(int i) return; } game.shldup = true; - game.shldchg = 1; - if (game.condit != IHDOCKED) game.energy -= 50.0; + game.shldchg = true; + if (game.condition != docked) game.energy -= 50.0; prout(_("Shields raised.")); if (game.energy <= 0) { skip(1); @@ -78,7 +79,7 @@ void doshield(int i) return; } game.shldup=false; - game.shldchg=1; + game.shldchg=true; prout(_("Shields lowered.")); game.ididit = true; return; @@ -130,11 +131,66 @@ void doshield(int i) } } -void ram(bool ibumpd, int ienm, coord w) +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 type = 1.0, extradm; - int icas, m; + double hardness, extradm; + int icas, m, ncrits; prouts(_("***RED ALERT! RED ALERT!")); skip(1); @@ -143,17 +199,18 @@ void ram(bool ibumpd, int ienm, coord w) proutn("***"); crmshp(); switch (ienm) { - case IHR: type = 1.5; break; - case IHC: type = 2.0; break; - case IHS: type = 2.5; break; - case IHT: type = 0.5; break; - case IHQUEST: type = 4.0; break; + case IHR: hardness = 1.5; break; + case IHC: hardness = 2.0; break; + case IHS: hardness = 2.5; break; + case IHT: hardness = 0.5; break; + case IHQUEST: hardness = 4.0; break; + default: hardness = 1.0; break; } proutn(ibumpd ? _(" rammed by ") : _(" rams ")); crmena(false, ienm, sector, w); if (ibumpd) proutn(_(" (original position)")); skip(1); - deadkl(w, ienm, game.sector.x, game.sector.y); + deadkl(w, ienm, game.sector); proutn("***"); crmshp(); prout(_(" heavily damaged.")); @@ -161,24 +218,31 @@ void ram(bool ibumpd, int ienm, coord w) prout(_("***Sickbay reports %d casualties"), icas); game.casual += icas; game.state.crew -= icas; - for (m=0; m < NDEVICES; m++) { - if (m == DDRAY) - continue; // Don't damage deathray - if (game.damage[m] < 0) + /* + * In the pre-SST2K version, all devices got equiprobably damaged, + * which was silly. Instead, pick up to half the devices at + * random according to our weighting table, + */ + ncrits = Rand() * (NDEVICES/2); + for (m=0; m < ncrits; m++) { + int dev = randdevice(); + if (game.damage[dev] < 0) continue; - extradm = (10.0*type*Rand()+1.0)*game.damfac; - game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */ + extradm = (10.0*hardness*Rand()+1.0)*game.damfac; + /* Damage for at least time of travel! */ + game.damage[dev] += game.optime + extradm; } game.shldup = false; + prout(_("***Shields are down.")); if (KLINGREM) { - pause_game(2); + pause_game(true); dreprt(); } else finish(FWON); return; } -void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n) +void torpedo(double course, double r, coord in, double *hit, int i, int n) /* let a photon torpedo fly */ { int l, iquad=0, ll; @@ -186,7 +250,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int double ac=course + 0.25*r; double angle = (15.0-ac)*0.5235988; double bullseye = (15.0 - course)*0.5235988; - double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger; + double deltax=-sin(angle), deltay=cos(angle), x=in.x, y=in.y, bigger; double ang, temp, xx, yy, kp, h1; struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; coord w, jw; @@ -196,7 +260,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int if (fabs(deltay) > bigger) bigger = fabs(deltay); deltax /= bigger; deltay /= bigger; - if (!damaged(DSRSENS) || game.condit==IHDOCKED) + if (!damaged(DSRSENS) || game.condition==docked) setwnd(srscan_window); else setwnd(message_window); @@ -221,12 +285,12 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int crmshp(); prout("."); *hit = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))* - fabs(sin(bullseye-angle)); + 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); *hit = fabs(*hit); newcnd(); /* we're blown out of dock */ /* We may be displaced. */ - if (game.landed==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */ + if (game.landed || game.condition==docked) + return; /* Cheat if on a planet */ ang = angle + 2.5*(Rand()-0.5); temp = fabs(sin(ang)); if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); @@ -243,8 +307,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int /* can't move into object */ return; } - game.sector.x = jw.x; - game.sector.y = jw.y; + game.sector = jw; crmshp(); shoved = true; break; @@ -261,16 +324,16 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int case IHK: /* find the enemy */ for_local_enemies(ll) - if (w.x==game.ks[ll].x && w.y==game.ks[ll].y) break; + if (same(w, game.ks[ll])) + break; kp = fabs(game.kpower[ll]); h1 = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))* - fabs(sin(bullseye-angle)); + 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); h1 = fabs(h1); if (kp < h1) h1 = kp; game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1); if (game.kpower[ll] == 0) { - deadkl(w, iquad, w.x, w.y); + deadkl(w, iquad, w); return; } crmena(true, iquad, sector, w); @@ -288,7 +351,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int } if (game.quad[jw.x][jw.y]==IHBLANK) { prout(_(" buffeted into black hole.")); - deadkl(w, iquad, jw.x, jw.y); + deadkl(w, iquad, jw); return; } if (game.quad[jw.x][jw.y]!=IHDOT) { @@ -297,8 +360,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int return; } proutn(_(" damaged--")); - game.ks[ll].x = jw.x; - game.ks[ll].y = jw.y; + game.ks[ll] = jw; shoved = true; break; case IHB: /* Hit a base */ @@ -325,9 +387,9 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); game.iplnet = 0; - game.plnet.x = game.plnet.y = 0; + invalidate(game.plnet); game.quad[w.x][w.y] = IHDOT; - if (game.landed==1) { + if (game.landed) { /* captain perishes on planet */ finish(FDPLANET); } @@ -339,14 +401,14 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); game.iplnet = 0; - game.plnet.x = game.plnet.y = 0; + invalidate(game.plnet); game.quad[w.x][w.y] = IHDOT; - if (game.landed==1) { + 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."); + 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) { @@ -366,7 +428,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int proutn(_("Mr. Spock-")); prouts(_(" \"Fascinating!\"")); skip(1); - deadkl(w, iquad, w.x, w.y); + deadkl(w, iquad, w); } else { /* * Stas Sergeev added the possibility that @@ -388,14 +450,12 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int return; case IHT: /* Hit a Tholian */ h1 = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))* - fabs(sin(bullseye-angle)); + 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; - game.tholian.x = game.tholian.y = 0; - deadkl(w, iquad, w.x, w.y); + deadkl(w, iquad, w); return; } skip(1); @@ -407,7 +467,6 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int prout(_(" disappears.")); game.quad[w.x][w.y] = IHWEB; game.ithere = false; - game.tholian.x = game.tholian.y = 0; game.nenhere--; dropin(IHBLANK); return; @@ -450,12 +509,12 @@ static void fry(double hit) ncrit = 1.0 + hit/(500.0+100.0*Rand()); proutn(_("***CRITICAL HIT--")); /* Select devices and cause damage */ - for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) { + for (loop1 = 0; loop1 < ncrit; loop1++) { do { - j = NDEVICES*Rand(); + j = randdevice(); /* Cheat to prevent shuttle damage unless on ship */ } while - (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY); + (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; @@ -480,51 +539,71 @@ void attack(bool torps_ok) { /* torps_ok == false forces use of phasers in an attack */ int percent, loop, iquad; - bool itflag, atackd = false, attempt = false, ihurt = false; + bool usephasers, atackd = false, attempt = false, ihurt = false; double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r; coord jay; enum loctype where = neither; - game.iattak = 1; - if (game.alldone) return; - if (idebug) prout("=== ATTACK!"); + /* game could be over at this point, check */ + if (game.alldone) + return; - if (game.ithere) movetho(); + if (idebug) + prout("=== ATTACK!"); + /* Tholian gewts to move before attacking */ + if (game.ithere) + movetho(); + + /* if you have just entered the RNZ, you'll get a warning */ if (game.neutz) { /* The one chance not to be attacked */ - game.neutz = 0; + game.neutz = false; return; } - if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom(); - if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return; + + /* commanders get a chance to tac-move towards you */ + if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) + movcom(); + + /* if no enemies remain after movement, we're done */ + if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) + return; + + /* set up partial hits if attack happens during shield status change */ pfac = 1.0/game.inshld; - if (game.shldchg == 1) chgfac = 0.25+0.5*Rand(); + if (game.shldchg) chgfac = 0.25+0.5*Rand(); + skip(1); - if (game.skill <= SKILL_FAIR) where = sector; + + /* message verbosity control */ + if (game.skill <= SKILL_FAIR) + where = sector; + for_local_enemies(loop) { if (game.kpower[loop] < 0) continue; /* too weak to attack */ - /* compute hit strength and diminsh shield power */ + /* compute hit strength and diminish shield power */ r = Rand(); /* Increase chance of photon torpedos if docked or enemy energy low */ - if (game.condit == IHDOCKED) r *= 0.25; + if (game.condition == docked) r *= 0.25; if (game.kpower[loop] < 500) r *= 0.25; jay = game.ks[loop]; iquad = game.quad[jay.x][jay.y]; if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue; - itflag = (iquad == IHK && r > 0.0005) || !torps_ok || + /* different enemies have different probabilities of throwing a torp */ + usephasers = !torps_ok || \ + (iquad == IHK && r > 0.0005) || (iquad==IHC && r > 0.015) || (iquad==IHR && r > 0.3) || (iquad==IHS && r > 0.07) || (iquad==IHQUEST && r > 0.05); - if (itflag) { - /* Enemy uses phasers */ - if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */ + 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 used photon torpedo */ + 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")); @@ -536,37 +615,38 @@ void attack(bool torps_ok) prout(" "); r = (Rand()+Rand())*0.5 -0.5; r += 0.002*game.kpower[loop]*r; - torpedo(course, r, jay.x, jay.y, &hit, 1, 1); + torpedo(course, r, jay, &hit, 1, 1); if (KLINGREM==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; } - if (game.shldup || game.shldchg != 0 || game.condit==IHDOCKED) { + /* incoming phaser or torpedo, shields may dissipate it */ + if (game.shldup || game.shldchg || game.condition==docked) { /* shields will take hits */ - double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0); - if(propor < 0.1) propor = 0.1; + double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0); + if (propor < 0.1) propor = 0.1; hitsh = propor*chgfac*hit+1.0; - atackd = true; absorb = 0.8*hitsh; if (absorb > game.shield) absorb = game.shield; game.shield -= absorb; hit -= hitsh; - if (game.condit==IHDOCKED) dock(false); - if (propor > 0.1 && hit < 0.005*game.energy) continue; + /* taking a hit blasts us out of a starbase dock */ + if (game.condition == docked) + dock(false); + /* but the shields may take care of it */ + if (propor > 0.1 && hit < 0.005*game.energy) + continue; } - /* It's a hit -- print out hit size */ - atackd = true; /* 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 */ + /* hit from this opponent got through shields, so take damage */ ihurt = true; proutn(_("%d unit hit"), (int)hit); - if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) { + if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) { proutn(_(" on the ")); crmshp(); } - if (!damaged(DSRSENS) && itflag) { + if (!damaged(DSRSENS) && usephasers) { proutn(_(" from ")); crmena(false, iquad, where, jay); } @@ -576,15 +656,13 @@ void attack(bool torps_ok) hittot += hit; fry(hit); game.energy -= hit; - if (game.condit==IHDOCKED) - dock(false); } if (game.energy <= 0) { /* Returning home upon your shield, not with it... */ finish(FBATTLE); return; } - if (!attempt && game.condit == IHDOCKED) + if (!attempt && game.condition == docked) prout(_("***Enemies decide against attacking your ship.")); if (!atackd) return; percent = 100.0*pfac*game.shield+0.5; @@ -619,17 +697,15 @@ void attack(bool torps_ok) return; } -void deadkl(coord w, int type, int ixx, int iyy) +void deadkl(coord w, feature type, coord mv) /* kill a Klingon, Tholian, Romulan, or Thingy */ { - /* Added ixx and iyy allow enemy to "move" before dying */ - coord mv; + /* Added mv to allow enemy to "move" before dying */ int i,j; - mv.x = ixx; mv.y = iyy; skip(1); crmena(true, type, sector, mv); - /* Decide what kind of enemy it is and update approriately */ + /* 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--; @@ -643,7 +719,7 @@ void deadkl(coord w, int type, int ixx, int iyy) else if (type == IHQUEST) { /* Killed a Thingy */ iqhere = iqengry = false; - thing.x =thing.y = 0; + invalidate(thing); } else { /* Some type of a Klingon */ @@ -651,9 +727,10 @@ void deadkl(coord w, int type, int ixx, int iyy) game.klhere--; switch (type) { case IHC: - game.comhere = 0; + game.comhere = false; for_commanders (i) - if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break; + 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; @@ -668,10 +745,14 @@ void deadkl(coord w, int type, int ixx, int iyy) case IHS: game.state.nscrem--; game.ishere = false; - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0; + 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; } } @@ -682,8 +763,8 @@ void deadkl(coord w, int type, int ixx, int iyy) game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); - /* Remove enemy ship from arrays describing local game.conditions */ - if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC) + /* Remove enemy ship from arrays describing local conditions */ + if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC) unschedule(FCDBAS); for_local_enemies(i) if (same(game.ks[i], w)) break; @@ -826,7 +907,7 @@ void photon(void) /* Loop for moving torpedoes */ osuabor = false; for (i = 1; i <= n && !osuabor; i++) { - if (game.condit != IHDOCKED) game.torps--; + if (game.condition != docked) game.torps--; r = (Rand()+Rand())*0.5 -0.5; if (fabs(r) >= 0.47) { /* misfire! */ @@ -845,9 +926,9 @@ void photon(void) break; } } - if (game.shldup || game.condit == IHDOCKED) + if (game.shldup || game.condition == docked) r *= 1.0 + 0.0001*game.shield; - torpedo(course[i], r, game.sector.x, game.sector.y, &dummy, i, n); + torpedo(course[i], r, game.sector, &dummy, i, n); if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) return; } @@ -875,7 +956,7 @@ static bool checkshctrl(double rpow) int icas; skip(1); - if (Rand() < .998) { + if (Rand() < 0.998) { prout(_("Shields lowered.")); return false; } @@ -918,14 +999,15 @@ void phasers(void) { double hits[21], rpow=0, extra, powrem, over, temp; int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ - bool ifast = false, no = false, ipoop = true, msgflag = true; + bool ifast = false, no = false, itarg = true, msgflag = true; enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; int key=0; skip(1); - /* SR sensors and Computer */ - if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false; - if (game.condit == IHDOCKED) { + /* 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; @@ -967,7 +1049,7 @@ void phasers(void) } } else if (isit("automatic")) { - if ((!ipoop) && game.nenhere != 0) { + if ((!itarg) && game.nenhere != 0) { automode = FORCEMAN; } else { @@ -990,7 +1072,7 @@ void phasers(void) prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else automode = AUTOMATIC; @@ -1001,7 +1083,7 @@ void phasers(void) prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else proutn(_("Manual or automatic? ")); @@ -1025,7 +1107,7 @@ void phasers(void) irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))* (1.01+0.05*Rand()) + 1.0; kz=1; - proutn(_("(%d) units required. "), irec); + proutn(_("%d units required. "), irec); chew(); proutn(_("Units to fire= ")); key = scan(); @@ -1087,7 +1169,7 @@ void phasers(void) chew(); key = IHEOL; if (damaged(DCOMPTR)) - prout(_("Battle comuter damaged, manual file only.")); + prout(_("Battle computer damaged, manual file only.")); else { skip(1); prouts(_("---WORKING---")); @@ -1121,7 +1203,7 @@ void phasers(void) } if (key == IHEOL) { chew(); - if (ipoop && k > kz) + if (itarg && k > kz) irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))* (1.01+0.05*Rand()) + 1.0; kz = k; @@ -1135,7 +1217,7 @@ void phasers(void) key = scan(); } if (key == IHALPHA && isit("no")) { - no = 1; + no = true; key = scan(); continue; } @@ -1236,7 +1318,7 @@ void hittem(double *hits) crmena(false,ienm,sector,w); skip(1); if (kpow == 0) { - deadkl(w, ienm, w.x, w.y); + deadkl(w, ienm, w); if (KLINGREM==0) finish(FWON); if (game.alldone) return; kk--; /* don't do the increment */