-#include "sst.h"\r
-\r
-static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) {\r
- int iqx, iqy, l;\r
-\r
- iqx = quadx+(lookx+9)/10 - 1;\r
- iqy = quady+(looky+9)/10 - 1;\r
- if (iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 ||\r
- game.state.galaxy[iqx][iqy] > 899)\r
- return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */\r
- if (ienm == IHR) return 0; /* Romulans cannot escape! */\r
- if (irun == 0) {\r
- /* avoid intruding on another commander's territory */\r
- if (ienm == IHC) {\r
- for (l = 1; l <= game.state.remcom; l++)\r
- if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0;\r
- /* refuse to leave if currently attacking starbase */\r
- if (batx==quadx && baty==quady) return 0;\r
- }\r
- /* don't leave if over 1000 units of energy */\r
- if (game.kpower[loccom] > 1000.) return 0;\r
- }\r
- /* print escape message and move out of quadrant.\r
- We know this if either short or long range sensors are working */\r
- if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||\r
- condit == IHDOCKED) {\r
- crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]);\r
- proutn(" escapes to %s (and regains strength).",\r
- cramlc(quadrant, iqx, iqy));\r
- }\r
- /* handle local matters related to escape */\r
- game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT;\r
- game.kx[loccom] = game.kx[nenhere];\r
- game.ky[loccom] = game.ky[nenhere];\r
- game.kavgd[loccom] = game.kavgd[nenhere];\r
- game.kpower[loccom] = game.kpower[nenhere];\r
- game.kdist[loccom] = game.kdist[nenhere];\r
- klhere--;\r
- nenhere--;\r
- if (condit != IHDOCKED) newcnd();\r
- /* Handle global matters related to escape */\r
- game.state.galaxy[quadx][quady] -= 100;\r
- game.state.galaxy[iqx][iqy] += 100;\r
- if (ienm==IHS) {\r
- ishere=0;\r
- iscate=0;\r
- ientesc=0;\r
- isatb=0;\r
- game.future[FSCMOVE]=0.2777+game.state.date;\r
- game.future[FSCDBAS]=1e30;\r
- game.state.isx=iqx;\r
- game.state.isy=iqy;\r
- }\r
- else {\r
- for (l=1; l<=game.state.remcom; l++) {\r
- if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {\r
- game.state.cx[l]=iqx;\r
- game.state.cy[l]=iqy;\r
- break;\r
- }\r
- }\r
- comhere = 0;\r
- }\r
- return 1; /* success */\r
-}\r
-\r
-\r
-static void movebaddy(int comx, int comy, int loccom, int ienm) {\r
- int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll;\r
- int irun = 0;\r
- int krawlx, krawly;\r
- int success;\r
- int attempts;\r
- /* This should probably be just comhere + ishere */\r
- int nbaddys = skill > 3 ?\r
- (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0):\r
- (comhere + ishere);\r
- double dist1, forces;\r
-\r
- dist1 = game.kdist[loccom];\r
- mdist = dist1 + 0.5; /* Nearest integer distance */\r
-\r
- /* If SC, check with spy to see if should hi-tail it */\r
- if (ienm==IHS &&\r
- (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) {\r
- irun = 1;\r
- motion = -10;\r
- }\r
- else {\r
- /* decide whether to advance, retreat, or hold position */\r
-/* Algorithm:\r
- * Enterprise has "force" based on condition of phaser and photon torpedoes.\r
- If both are operating full strength, force is 1000. If both are damaged,\r
- force is -1000. Having shields down subtracts an additional 1000.\r
-\r
- * Enemy has forces equal to the energy of the attacker plus\r
- 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR\r
- 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.\r
-\r
- Attacker Initial energy levels (nominal):\r
- Klingon Romulan Commander Super-Commander\r
- Novice 400 700 1200 \r
- Fair 425 750 1250\r
- Good 450 800 1300 1750\r
- Expert 475 850 1350 1875\r
- Emeritus 500 900 1400 2000\r
- VARIANCE 75 200 200 200\r
-\r
- Enemy vessels only move prior to their attack. In Novice - Good games\r
- only commanders move. In Expert games, all enemy vessels move if there\r
- is a commander present. In Emeritus games all enemy vessels move.\r
-\r
- * If Enterprise is not docked, an agressive action is taken if enemy\r
- forces are 1000 greater than Enterprise.\r
-\r
- Agressive action on average cuts the distance between the ship and\r
- the enemy to 1/4 the original.\r
-\r
- * At lower energy advantage, movement units are proportional to the\r
- advantage with a 650 advantage being to hold ground, 800 to move forward\r
- 1, 950 for two, 150 for back 4, etc. Variance of 100.\r
-\r
- If docked, is reduced by roughly 1.75*skill, generally forcing a\r
- retreat, especially at high skill levels.\r
-\r
- * Motion is limited to skill level, except for SC hi-tailing it out.\r
- */\r
-\r
- forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1);\r
- if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */\r
- if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) {\r
- if (game.damage[DPHASER] != 0) /* phasers damaged */\r
- forces += 300.0;\r
- else\r
- forces -= 0.2*(energy - 2500.0);\r
- if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */\r
- forces += 300.0;\r
- else\r
- forces -= 50.0*torps;\r
- }\r
- else {\r
- /* phasers and photon tubes both out! */\r
- forces += 1000.0;\r
- }\r
- motion = 0;\r
- if (forces <= 1000.0 && condit != IHDOCKED) /* Typical situation */\r
- motion = ((forces+200.0*Rand())/150.0) - 5.0;\r
- else {\r
- if (forces > 1000.0) /* Very strong -- move in for kill */\r
- motion = (1.0-square(Rand()))*dist1 + 1.0;\r
- if (condit==IHDOCKED) /* protected by base -- back off ! */\r
- motion -= skill*(2.0-square(Rand()));\r
- }\r
-#ifdef DEBUG\r
- if (idebug) {\r
- proutn("MOTION = %1.2f", motion);\r
- proutn(" FORCES = %1,2f", forces);\r
- }\r
-#endif\r
- /* don't move if no motion */\r
- if (motion==0) return;\r
- /* Limit motion according to skill */\r
- if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill;\r
- }\r
- /* calcuate preferred number of steps */\r
- nsteps = motion < 0 ? -motion : motion;\r
- if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */\r
- if (nsteps > 10) nsteps = 10; /* This shouldn't be necessary */\r
- if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */\r
-#ifdef DEBUG\r
- if (idebug) {\r
- prout("NSTEPS = %d", nsteps);\r
- }\r
-#endif\r
- /* Compute preferred values of delta X and Y */\r
- mx = sectx - comx;\r
- my = secty - comy;\r
- if (2.0 * abs(mx) < abs(my)) mx = 0;\r
- if (2.0 * abs(my) < abs(sectx-comx)) my = 0;\r
- if (mx != 0) mx = mx*motion < 0 ? -1 : 1;\r
- if (my != 0) my = my*motion < 0 ? -1 : 1;\r
- nextx = comx;\r
- nexty = comy;\r
- /* main move loop */\r
- for (ll = 1; ll <= nsteps; ll++) {\r
-#ifdef DEBUG\r
- if (idebug) {\r
- prout("%d", ll);\r
- }\r
-#endif\r
- /* Check if preferred position available */\r
- lookx = nextx + mx;\r
- looky = nexty + my;\r
- krawlx = mx < 0 ? 1 : -1;\r
- krawly = my < 0 ? 1 : -1;\r
- success = 0;\r
- attempts = 0; /* Settle mysterious hang problem */\r
- while (attempts++ < 20 && !success) {\r
- if (lookx < 1 || lookx > 10) {\r
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))\r
- return;\r
- if (krawlx == mx || my == 0) break;\r
- lookx = nextx + krawlx;\r
- krawlx = -krawlx;\r
- }\r
- else if (looky < 1 || looky > 10) {\r
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))\r
- return;\r
- if (krawly == my || mx == 0) break;\r
- looky = nexty + krawly;\r
- krawly = -krawly;\r
- }\r
- else if (game.quad[lookx][looky] != IHDOT) {\r
- /* See if we should ram ship */\r
- if (game.quad[lookx][looky] == ship &&\r
- (ienm == IHC || ienm == IHS)) {\r
- ram(1, ienm, comx, comy);\r
- return;\r
- }\r
- if (krawlx != mx && my != 0) {\r
- lookx = nextx + krawlx;\r
- krawlx = -krawlx;\r
- }\r
- else if (krawly != my && mx != 0) {\r
- looky = nexty + krawly;\r
- krawly = -krawly;\r
- }\r
- else break; /* we have failed */\r
- }\r
- else success = 1;\r
- }\r
- if (success) {\r
- nextx = lookx;\r
- nexty = looky;\r
-#ifdef DEBUG\r
- if (idebug) {\r
- prout(cramlc(neither, nextx, nexty));\r
- }\r
-#endif\r
- }\r
- else break; /* done early */\r
- }\r
- /* Put commander in place within same quadrant */\r
- game.quad[comx][comy] = IHDOT;\r
- game.quad[nextx][nexty] = ienm;\r
- if (nextx != comx || nexty != comy) {\r
- /* it moved */\r
- game.kx[loccom] = nextx;\r
- game.ky[loccom] = nexty;\r
- game.kdist[loccom] = game.kavgd[loccom] =\r
- sqrt(square(sectx-nextx)+square(secty-nexty));\r
- if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) {\r
- proutn("***");\r
- cramen(ienm);\r
- proutn(" from");\r
- cramlc(2, comx, comy);\r
- if (game.kdist[loccom] < dist1) proutn(" advances to");\r
- else proutn(" retreats to ");\r
- prout(cramlc(sector, nextx, nexty));\r
- }\r
- }\r
-}\r
-\r
-void movcom(void) {\r
- int ix, iy, i;\r
-\r
-#ifdef DEBUG\r
- if (idebug) prout("MOVCOM");\r
-#endif\r
-\r
- /* Figure out which Klingon is the commander (or Supercommander)\r
- and do move */\r
- if (comhere) for (i = 1; i <= nenhere; i++) {\r
- ix = game.kx[i];\r
- iy = game.ky[i];\r
- if (game.quad[ix][iy] == IHC) {\r
- movebaddy(ix, iy, i, IHC);\r
- break;\r
- }\r
- }\r
- if (ishere) for (i = 1; i <= nenhere; i++) {\r
- ix = game.kx[i];\r
- iy = game.ky[i];\r
- if (game.quad[ix][iy] == IHS) {\r
- movebaddy(ix, iy, i, IHS);\r
- break;\r
- }\r
- }\r
- /* if skill level is high, move other Klingons and Romulans too!\r
- Move these last so they can base their actions on what the\r
- commander(s) do. */\r
- if (skill > 3) for (i = 1; i <= nenhere; i++) {\r
- ix = game.kx[i];\r
- iy = game.ky[i];\r
- if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)\r
- movebaddy(ix, iy, i, game.quad[ix][iy]);\r
- }\r
-\r
- sortkl();\r
-}\r
-\r
-static int movescom(int iqx, int iqy, int flag, int *ipage) {\r
- int i;\r
-\r
- if ((iqx==quadx && iqy==quady) ||\r
- iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 ||\r
- game.state.galaxy[iqx][iqy] > 899) return 1;\r
- if (flag) {\r
- /* Avoid quadrants with bases if we want to avoid Enterprise */\r
- for (i = 1; i <= game.state.rembase; i++)\r
- if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1;\r
- }\r
- if (justin && !iscate) return 1;\r
- /* do the move */\r
- game.state.galaxy[game.state.isx][game.state.isy] -= 100;\r
- game.state.isx = iqx;\r
- game.state.isy = iqy;\r
- game.state.galaxy[game.state.isx][game.state.isy] += 100;\r
- if (ishere) {\r
- /* SC has scooted, Remove him from current quadrant */\r
- iscate=0;\r
- isatb=0;\r
- ishere=0;\r
- ientesc=0;\r
- game.future[FSCDBAS]=1e30;\r
- for (i = 1; i <= nenhere; i++) \r
- if (game.quad[game.kx[i]][game.ky[i]] == IHS) break;\r
- game.quad[game.kx[i]][game.ky[i]] = IHDOT;\r
- game.kx[i] = game.kx[nenhere];\r
- game.ky[i] = game.ky[nenhere];\r
- game.kdist[i] = game.kdist[nenhere];\r
- game.kavgd[i] = game.kavgd[nenhere];\r
- game.kpower[i] = game.kpower[nenhere];\r
- klhere--;\r
- nenhere--;\r
- if (condit!=IHDOCKED) newcnd();\r
- sortkl();\r
- }\r
- /* check for a helpful planet */\r
- for (i = 0; i < inplan; i++) {\r
- if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy &&\r
- game.state.plnets[i].crystals == 1) {\r
- /* destroy the planet */\r
- DESTROY(&game.state.plnets[i]);\r
- game.state.newstuf[game.state.isx][game.state.isy] -= 1;\r
- if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {\r
- if (*ipage==0) pause_game(1);\r
- *ipage = 1;\r
- prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");\r
- proutn(" a planet in ");\r
- proutn(cramlc(quadrant, game.state.isx, game.state.isy));\r
- prout(" has been destroyed");\r
- prout(" by the Super-commander.\"");\r
- }\r
- break;\r
- }\r
- }\r
- return 0; /* looks good! */\r
-}\r
- \r
- \r
- \r
-\r
-\r
-void scom(int *ipage) {\r
- int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;\r
- int iqx, iqy;\r
- int basetbl[6];\r
- double bdist[6];\r
- int flag;\r
-#ifdef DEBUG\r
- if (idebug) prout("SCOM");\r
-#endif\r
-\r
- /* Decide on being active or passive */\r
- flag = ((game.state.killc+game.state.killk)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) ||\r
- (game.state.date-indate) < 3.0);\r
- if (iscate==0 && flag) {\r
- /* compute move away from Enterprise */\r
- ideltax = game.state.isx-quadx;\r
- ideltay = game.state.isy-quady;\r
- if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {\r
- /* circulate in space */\r
- ideltax = game.state.isy-quady;\r
- ideltay = quadx-game.state.isx;\r
- }\r
- }\r
- else {\r
- /* compute distances to starbases */\r
- if (game.state.rembase <= 0) {\r
- /* nothing left to do */\r
- game.future[FSCMOVE] = 1e30;\r
- return;\r
- }\r
- sx = game.state.isx;\r
- sy = game.state.isy;\r
- for (i = 1; i <= game.state.rembase; i++) {\r
- basetbl[i] = i;\r
- ibqx = game.state.baseqx[i];\r
- ibqy = game.state.baseqy[i];\r
- bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy));\r
- }\r
- if (game.state.rembase > 1) {\r
- /* sort into nearest first order */\r
- int iswitch;\r
- do {\r
- iswitch = 0;\r
- for (i=1; i < game.state.rembase-1; i++) {\r
- if (bdist[i] > bdist[i+1]) {\r
- int ti = basetbl[i];\r
- double t = bdist[i];\r
- bdist[i] = bdist[i+1];\r
- bdist[i+1] = t;\r
- basetbl[i] = basetbl[i+1];\r
- basetbl[i+1] =ti;\r
- iswitch = 1;\r
- }\r
- }\r
- } while (iswitch);\r
- }\r
- /* look for nearest base without a commander, no Enterprise, and\r
- without too many Klingons, and not already under attack. */\r
- ifindit = iwhichb = 0;\r
-\r
- for (i2 = 1; i2 <= game.state.rembase; i2++) {\r
- i = basetbl[i2]; /* bug in original had it not finding nearest*/\r
- ibqx = game.state.baseqx[i];\r
- ibqy = game.state.baseqy[i];\r
- if ((ibqx == quadx && ibqy == quady) ||\r
- (ibqx == batx && ibqy == baty) ||\r
- game.state.galaxy[ibqx][ibqy] > 899) continue;\r
- /* if there is a commander, an no other base is appropriate,\r
- we will take the one with the commander */\r
- for (j = 1; j <= game.state.remcom; j++) {\r
- if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {\r
- ifindit = 2;\r
- iwhichb = i;\r
- break;\r
- }\r
- }\r
- if (j > game.state.remcom) { /* no commander -- use this one */\r
- ifindit = 1;\r
- iwhichb = i;\r
- break;\r
- }\r
- }\r
- if (ifindit==0) return; /* Nothing suitable -- wait until next time*/\r
- ibqx = game.state.baseqx[iwhichb];\r
- ibqy = game.state.baseqy[iwhichb];\r
- /* decide how to move toward base */\r
- ideltax = ibqx - game.state.isx;\r
- ideltay = ibqy - game.state.isy;\r
- }\r
- /* Maximum movement is 1 quadrant in either or both axis */\r
- if (ideltax > 1) ideltax = 1;\r
- if (ideltax < -1) ideltax = -1;\r
- if (ideltay > 1) ideltay = 1;\r
- if (ideltay < -1) ideltay = -1;\r
-\r
- /* try moving in both x and y directions */\r
- iqx = game.state.isx + ideltax;\r
- iqy = game.state.isy + ideltax;\r
- if (movescom(iqx, iqy, flag, ipage)) {\r
- /* failed -- try some other maneuvers */\r
- if (ideltax==0 || ideltay==0) {\r
- /* attempt angle move */\r
- if (ideltax != 0) {\r
- iqy = game.state.isy + 1;\r
- if (movescom(iqx, iqy, flag, ipage)) {\r
- iqy = game.state.isy - 1;\r
- movescom(iqx, iqy, flag, ipage);\r
- }\r
- }\r
- else {\r
- iqx = game.state.isx + 1;\r
- if (movescom(iqx, iqy, flag, ipage)) {\r
- iqx = game.state.isx - 1;\r
- movescom(iqx, iqy, flag, ipage);\r
- }\r
- }\r
- }\r
- else {\r
- /* try moving just in x or y */\r
- iqy = game.state.isy;\r
- if (movescom(iqx, iqy, flag, ipage)) {\r
- iqy = game.state.isy + ideltay;\r
- iqx = game.state.isx;\r
- movescom(iqx, iqy, flag, ipage);\r
- }\r
- }\r
- }\r
- /* check for a base */\r
- if (game.state.rembase == 0) {\r
- game.future[FSCMOVE] = 1e30;\r
- }\r
- else for (i=1; i<=game.state.rembase; i++) {\r
- ibqx = game.state.baseqx[i];\r
- ibqy = game.state.baseqy[i];\r
- if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) {\r
- /* attack the base */\r
- if (flag) return; /* no, don't attack base! */\r
- iseenit = 0;\r
- isatb=1;\r
- game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand();\r
- if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] +=\r
- game.future[FCDBAS]-game.state.date;\r
- if (game.damage[DRADIO] > 0 && condit != IHDOCKED)\r
- return; /* no warning */\r
- iseenit = 1;\r
- if (*ipage == 0) pause_game(1);\r
- *ipage=1;\r
- proutn("Lt. Uhura- \"Captain, the starbase in ");\r
- proutn(cramlc(quadrant, game.state.isx, game.state.isy));\r
- skip(1);\r
- prout(" reports that it is under attack from the Klingon Super-commander.");\r
- proutn(" It can survive until stardate %d.\"",\r
- (int)game.future[FSCDBAS]);\r
- if (resting==0) return;\r
- prout("Mr. Spock- \"Captain, shall we cancel the rest period?\"");\r
- if (ja()==0) return;\r
- resting = 0;\r
- Time = 0.0; /* actually finished */\r
- return;\r
- }\r
- }\r
- /* Check for intelligence report */\r
- if (\r
-#ifdef DEBUG\r
- idebug==0 &&\r
-#endif\r
- (Rand() > 0.2 ||\r
- (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||\r
- game.starch[game.state.isx][game.state.isy] > 0))\r
- return;\r
- if (*ipage==0) pause_game(1);\r
- *ipage = 1;\r
- prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");\r
- proutn(" the Super-commander is in ");\r
- proutn(cramlc(quadrant, game.state.isx, game.state. isy));\r
- prout(".\"");\r
- return;\r
-}\r
-\r
-void movetho(void) {\r
- int idx, idy, im, i, dum, my;\r
- /* Move the Tholian */\r
- if (ithere==0 || justin == 1) return;\r
-\r
- if (ithx == 1 && ithy == 1) {\r
- idx = 1; idy = 10;\r
- }\r
- else if (ithx == 1 && ithy == 10) {\r
- idx = 10; idy = 10;\r
- }\r
- else if (ithx == 10 && ithy == 10) {\r
- idx = 10; idy = 1;\r
- }\r
- else if (ithx == 10 && ithy == 1) {\r
- idx = 1; idy = 1;\r
- }\r
- else {\r
- /* something is wrong! */\r
- ithere = 0;\r
- return;\r
- }\r
-\r
- /* Do nothing if we are blocked */\r
- if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;\r
- game.quad[ithx][ithy] = IHWEB;\r
-\r
- if (ithx != idx) {\r
- /* move in x axis */\r
- im = fabs((double)idx - ithx)/((double)idx - ithx);\r
- while (ithx != idx) {\r
- ithx += im;\r
- if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;\r
- }\r
- }\r
- else if (ithy != idy) {\r
- /* move in y axis */\r
- im = fabs((double)idy - ithy)/((double)idy - ithy);\r
- while (ithy != idy) {\r
- ithy += im;\r
- if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;\r
- }\r
- }\r
- game.quad[ithx][ithy] = IHT;\r
- game.kx[nenhere]=ithx;\r
- game.ky[nenhere]=ithy;\r
-\r
- /* check to see if all holes plugged */\r
- for (i = 1; i < 11; i++) {\r
- if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;\r
- if (game.quad[10][i]!=IHWEB && game.quad[10][i]!=IHT) return;\r
- if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;\r
- if (game.quad[i][10]!=IHWEB && game.quad[i][10]!=IHT) return;\r
- }\r
- /* All plugged up -- Tholian splits */\r
- game.quad[ithx][ithy]=IHWEB;\r
- dropin(IHBLANK, &dum, &my);\r
- crmena(1,IHT, 2, ithx, ithy);\r
- prout(" completes web.");\r
- ithere = ithx = ithy = 0;\r
- nenhere--;\r
- return;\r
-}\r
+#include "sst.h"
+
+static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) {
+ int iqx, iqy, l;
+
+ iqx = quadx+(lookx+9)/10 - 1;
+ iqy = quady+(looky+9)/10 - 1;
+ if (iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 ||
+ game.state.galaxy[iqx][iqy] > 899)
+ return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */
+ if (ienm == IHR) return 0; /* Romulans cannot escape! */
+ if (irun == 0) {
+ /* avoid intruding on another commander's territory */
+ if (ienm == IHC) {
+ for (l = 1; l <= game.state.remcom; l++)
+ if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0;
+ /* refuse to leave if currently attacking starbase */
+ if (batx==quadx && baty==quady) return 0;
+ }
+ /* don't leave if over 1000 units of energy */
+ if (game.kpower[loccom] > 1000.) return 0;
+ }
+ /* print escape message and move out of quadrant.
+ We know this if either short or long range sensors are working */
+ if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||
+ condit == IHDOCKED) {
+ crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]);
+ proutn(" escapes to %s (and regains strength).",
+ cramlc(quadrant, iqx, iqy));
+ }
+ /* handle local matters related to escape */
+ game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT;
+ game.kx[loccom] = game.kx[nenhere];
+ game.ky[loccom] = game.ky[nenhere];
+ game.kavgd[loccom] = game.kavgd[nenhere];
+ game.kpower[loccom] = game.kpower[nenhere];
+ game.kdist[loccom] = game.kdist[nenhere];
+ klhere--;
+ nenhere--;
+ if (condit != IHDOCKED) newcnd();
+ /* Handle global matters related to escape */
+ game.state.galaxy[quadx][quady] -= 100;
+ game.state.galaxy[iqx][iqy] += 100;
+ if (ienm==IHS) {
+ ishere=0;
+ iscate=0;
+ ientesc=0;
+ isatb=0;
+ game.future[FSCMOVE]=0.2777+game.state.date;
+ game.future[FSCDBAS]=1e30;
+ game.state.isx=iqx;
+ game.state.isy=iqy;
+ }
+ else {
+ for (l=1; l<=game.state.remcom; l++) {
+ if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {
+ game.state.cx[l]=iqx;
+ game.state.cy[l]=iqy;
+ break;
+ }
+ }
+ comhere = 0;
+ }
+ return 1; /* success */
+}
+
+
+static void movebaddy(int comx, int comy, int loccom, int ienm) {
+ int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll;
+ int irun = 0;
+ int krawlx, krawly;
+ int success;
+ int attempts;
+ /* This should probably be just comhere + ishere */
+ int nbaddys = skill > 3 ?
+ (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0):
+ (comhere + ishere);
+ double dist1, forces;
+
+ dist1 = game.kdist[loccom];
+ mdist = dist1 + 0.5; /* Nearest integer distance */
+
+ /* If SC, check with spy to see if should hi-tail it */
+ if (ienm==IHS &&
+ (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) {
+ irun = 1;
+ motion = -10;
+ }
+ else {
+ /* decide whether to advance, retreat, or hold position */
+/* Algorithm:
+ * Enterprise has "force" based on condition of phaser and photon torpedoes.
+ If both are operating full strength, force is 1000. If both are damaged,
+ force is -1000. Having shields down subtracts an additional 1000.
+
+ * Enemy has forces equal to the energy of the attacker plus
+ 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+ 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+
+ Attacker Initial energy levels (nominal):
+ Klingon Romulan Commander Super-Commander
+ Novice 400 700 1200
+ Fair 425 750 1250
+ Good 450 800 1300 1750
+ Expert 475 850 1350 1875
+ Emeritus 500 900 1400 2000
+ VARIANCE 75 200 200 200
+
+ Enemy vessels only move prior to their attack. In Novice - Good games
+ only commanders move. In Expert games, all enemy vessels move if there
+ is a commander present. In Emeritus games all enemy vessels move.
+
+ * If Enterprise is not docked, an agressive action is taken if enemy
+ forces are 1000 greater than Enterprise.
+
+ Agressive action on average cuts the distance between the ship and
+ the enemy to 1/4 the original.
+
+ * At lower energy advantage, movement units are proportional to the
+ advantage with a 650 advantage being to hold ground, 800 to move forward
+ 1, 950 for two, 150 for back 4, etc. Variance of 100.
+
+ If docked, is reduced by roughly 1.75*skill, generally forcing a
+ retreat, especially at high skill levels.
+
+ * Motion is limited to skill level, except for SC hi-tailing it out.
+ */
+
+ forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1);
+ if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */
+ if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) {
+ if (game.damage[DPHASER] != 0) /* phasers damaged */
+ forces += 300.0;
+ else
+ forces -= 0.2*(energy - 2500.0);
+ if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */
+ forces += 300.0;
+ else
+ forces -= 50.0*torps;
+ }
+ else {
+ /* phasers and photon tubes both out! */
+ forces += 1000.0;
+ }
+ motion = 0;
+ if (forces <= 1000.0 && condit != IHDOCKED) /* Typical situation */
+ motion = ((forces+200.0*Rand())/150.0) - 5.0;
+ else {
+ if (forces > 1000.0) /* Very strong -- move in for kill */
+ motion = (1.0-square(Rand()))*dist1 + 1.0;
+ if (condit==IHDOCKED) /* protected by base -- back off ! */
+ motion -= skill*(2.0-square(Rand()));
+ }
+#ifdef DEBUG
+ if (idebug) {
+ proutn("MOTION = %1.2f", motion);
+ proutn(" FORCES = %1,2f", forces);
+ }
+#endif
+ /* don't move if no motion */
+ if (motion==0) return;
+ /* Limit motion according to skill */
+ if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill;
+ }
+ /* calcuate preferred number of steps */
+ nsteps = motion < 0 ? -motion : motion;
+ if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */
+ if (nsteps > 10) nsteps = 10; /* This shouldn't be necessary */
+ if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */
+#ifdef DEBUG
+ if (idebug) {
+ prout("NSTEPS = %d", nsteps);
+ }
+#endif
+ /* Compute preferred values of delta X and Y */
+ mx = sectx - comx;
+ my = secty - comy;
+ if (2.0 * abs(mx) < abs(my)) mx = 0;
+ if (2.0 * abs(my) < abs(sectx-comx)) my = 0;
+ if (mx != 0) mx = mx*motion < 0 ? -1 : 1;
+ if (my != 0) my = my*motion < 0 ? -1 : 1;
+ nextx = comx;
+ nexty = comy;
+ /* main move loop */
+ for (ll = 1; ll <= nsteps; ll++) {
+#ifdef DEBUG
+ if (idebug) {
+ prout("%d", ll);
+ }
+#endif
+ /* Check if preferred position available */
+ lookx = nextx + mx;
+ looky = nexty + my;
+ krawlx = mx < 0 ? 1 : -1;
+ krawly = my < 0 ? 1 : -1;
+ success = 0;
+ attempts = 0; /* Settle mysterious hang problem */
+ while (attempts++ < 20 && !success) {
+ if (lookx < 1 || lookx > 10) {
+ if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ return;
+ if (krawlx == mx || my == 0) break;
+ lookx = nextx + krawlx;
+ krawlx = -krawlx;
+ }
+ else if (looky < 1 || looky > 10) {
+ if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ return;
+ if (krawly == my || mx == 0) break;
+ looky = nexty + krawly;
+ krawly = -krawly;
+ }
+ else if (game.quad[lookx][looky] != IHDOT) {
+ /* See if we should ram ship */
+ if (game.quad[lookx][looky] == ship &&
+ (ienm == IHC || ienm == IHS)) {
+ ram(1, ienm, comx, comy);
+ return;
+ }
+ if (krawlx != mx && my != 0) {
+ lookx = nextx + krawlx;
+ krawlx = -krawlx;
+ }
+ else if (krawly != my && mx != 0) {
+ looky = nexty + krawly;
+ krawly = -krawly;
+ }
+ else break; /* we have failed */
+ }
+ else success = 1;
+ }
+ if (success) {
+ nextx = lookx;
+ nexty = looky;
+#ifdef DEBUG
+ if (idebug) {
+ prout(cramlc(neither, nextx, nexty));
+ }
+#endif
+ }
+ else break; /* done early */
+ }
+ /* Put commander in place within same quadrant */
+ game.quad[comx][comy] = IHDOT;
+ game.quad[nextx][nexty] = ienm;
+ if (nextx != comx || nexty != comy) {
+ /* it moved */
+ game.kx[loccom] = nextx;
+ game.ky[loccom] = nexty;
+ game.kdist[loccom] = game.kavgd[loccom] =
+ sqrt(square(sectx-nextx)+square(secty-nexty));
+ if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) {
+ proutn("***");
+ cramen(ienm);
+ proutn(" from");
+ cramlc(2, comx, comy);
+ if (game.kdist[loccom] < dist1) proutn(" advances to");
+ else proutn(" retreats to ");
+ prout(cramlc(sector, nextx, nexty));
+ }
+ }
+}
+
+void movcom(void) {
+ int ix, iy, i;
+
+#ifdef DEBUG
+ if (idebug) prout("MOVCOM");
+#endif
+
+ /* Figure out which Klingon is the commander (or Supercommander)
+ and do move */
+ if (comhere) for (i = 1; i <= nenhere; i++) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHC) {
+ movebaddy(ix, iy, i, IHC);
+ break;
+ }
+ }
+ if (ishere) for (i = 1; i <= nenhere; i++) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHS) {
+ movebaddy(ix, iy, i, IHS);
+ break;
+ }
+ }
+ /* if skill level is high, move other Klingons and Romulans too!
+ Move these last so they can base their actions on what the
+ commander(s) do. */
+ if (skill > 3) for (i = 1; i <= nenhere; i++) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)
+ movebaddy(ix, iy, i, game.quad[ix][iy]);
+ }
+
+ sortkl();
+}
+
+static int movescom(int iqx, int iqy, int flag, int *ipage) {
+ int i;
+
+ if ((iqx==quadx && iqy==quady) ||
+ iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 ||
+ game.state.galaxy[iqx][iqy] > 899) return 1;
+ if (flag) {
+ /* Avoid quadrants with bases if we want to avoid Enterprise */
+ for (i = 1; i <= game.state.rembase; i++)
+ if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1;
+ }
+ if (justin && !iscate) return 1;
+ /* do the move */
+ game.state.galaxy[game.state.isx][game.state.isy] -= 100;
+ game.state.isx = iqx;
+ game.state.isy = iqy;
+ game.state.galaxy[game.state.isx][game.state.isy] += 100;
+ if (ishere) {
+ /* SC has scooted, Remove him from current quadrant */
+ iscate=0;
+ isatb=0;
+ ishere=0;
+ ientesc=0;
+ game.future[FSCDBAS]=1e30;
+ for (i = 1; i <= nenhere; i++)
+ if (game.quad[game.kx[i]][game.ky[i]] == IHS) break;
+ game.quad[game.kx[i]][game.ky[i]] = IHDOT;
+ game.kx[i] = game.kx[nenhere];
+ game.ky[i] = game.ky[nenhere];
+ game.kdist[i] = game.kdist[nenhere];
+ game.kavgd[i] = game.kavgd[nenhere];
+ game.kpower[i] = game.kpower[nenhere];
+ klhere--;
+ nenhere--;
+ if (condit!=IHDOCKED) newcnd();
+ sortkl();
+ }
+ /* check for a helpful planet */
+ for (i = 0; i < inplan; i++) {
+ if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy &&
+ game.state.plnets[i].crystals == 1) {
+ /* destroy the planet */
+ DESTROY(&game.state.plnets[i]);
+ game.state.newstuf[game.state.isx][game.state.isy] -= 1;
+ if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
+ if (*ipage==0) pause_game(1);
+ *ipage = 1;
+ prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");
+ proutn(" a planet in ");
+ proutn(cramlc(quadrant, game.state.isx, game.state.isy));
+ prout(" has been destroyed");
+ prout(" by the Super-commander.\"");
+ }
+ break;
+ }
+ }
+ return 0; /* looks good! */
+}
+
+
+
+
+
+void scom(int *ipage) {
+ int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
+ int iqx, iqy;
+ int basetbl[6];
+ double bdist[6];
+ int flag;
+#ifdef DEBUG
+ if (idebug) prout("SCOM");
+#endif
+
+ /* Decide on being active or passive */
+ flag = ((game.state.killc+game.state.killk)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) ||
+ (game.state.date-indate) < 3.0);
+ if (iscate==0 && flag) {
+ /* compute move away from Enterprise */
+ ideltax = game.state.isx-quadx;
+ ideltay = game.state.isy-quady;
+ if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {
+ /* circulate in space */
+ ideltax = game.state.isy-quady;
+ ideltay = quadx-game.state.isx;
+ }
+ }
+ else {
+ /* compute distances to starbases */
+ if (game.state.rembase <= 0) {
+ /* nothing left to do */
+ game.future[FSCMOVE] = 1e30;
+ return;
+ }
+ sx = game.state.isx;
+ sy = game.state.isy;
+ for (i = 1; i <= game.state.rembase; i++) {
+ basetbl[i] = i;
+ ibqx = game.state.baseqx[i];
+ ibqy = game.state.baseqy[i];
+ bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy));
+ }
+ if (game.state.rembase > 1) {
+ /* sort into nearest first order */
+ int iswitch;
+ do {
+ iswitch = 0;
+ for (i=1; i < game.state.rembase-1; i++) {
+ if (bdist[i] > bdist[i+1]) {
+ int ti = basetbl[i];
+ double t = bdist[i];
+ bdist[i] = bdist[i+1];
+ bdist[i+1] = t;
+ basetbl[i] = basetbl[i+1];
+ basetbl[i+1] =ti;
+ iswitch = 1;
+ }
+ }
+ } while (iswitch);
+ }
+ /* look for nearest base without a commander, no Enterprise, and
+ without too many Klingons, and not already under attack. */
+ ifindit = iwhichb = 0;
+
+ for (i2 = 1; i2 <= game.state.rembase; i2++) {
+ i = basetbl[i2]; /* bug in original had it not finding nearest*/
+ ibqx = game.state.baseqx[i];
+ ibqy = game.state.baseqy[i];
+ if ((ibqx == quadx && ibqy == quady) ||
+ (ibqx == batx && ibqy == baty) ||
+ game.state.galaxy[ibqx][ibqy] > 899) continue;
+ /* if there is a commander, an no other base is appropriate,
+ we will take the one with the commander */
+ for (j = 1; j <= game.state.remcom; j++) {
+ if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
+ ifindit = 2;
+ iwhichb = i;
+ break;
+ }
+ }
+ if (j > game.state.remcom) { /* no commander -- use this one */
+ ifindit = 1;
+ iwhichb = i;
+ break;
+ }
+ }
+ if (ifindit==0) return; /* Nothing suitable -- wait until next time*/
+ ibqx = game.state.baseqx[iwhichb];
+ ibqy = game.state.baseqy[iwhichb];
+ /* decide how to move toward base */
+ ideltax = ibqx - game.state.isx;
+ ideltay = ibqy - game.state.isy;
+ }
+ /* Maximum movement is 1 quadrant in either or both axis */
+ if (ideltax > 1) ideltax = 1;
+ if (ideltax < -1) ideltax = -1;
+ if (ideltay > 1) ideltay = 1;
+ if (ideltay < -1) ideltay = -1;
+
+ /* try moving in both x and y directions */
+ iqx = game.state.isx + ideltax;
+ iqy = game.state.isy + ideltax;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ /* failed -- try some other maneuvers */
+ if (ideltax==0 || ideltay==0) {
+ /* attempt angle move */
+ if (ideltax != 0) {
+ iqy = game.state.isy + 1;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ iqy = game.state.isy - 1;
+ movescom(iqx, iqy, flag, ipage);
+ }
+ }
+ else {
+ iqx = game.state.isx + 1;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ iqx = game.state.isx - 1;
+ movescom(iqx, iqy, flag, ipage);
+ }
+ }
+ }
+ else {
+ /* try moving just in x or y */
+ iqy = game.state.isy;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ iqy = game.state.isy + ideltay;
+ iqx = game.state.isx;
+ movescom(iqx, iqy, flag, ipage);
+ }
+ }
+ }
+ /* check for a base */
+ if (game.state.rembase == 0) {
+ game.future[FSCMOVE] = 1e30;
+ }
+ else for (i=1; i<=game.state.rembase; i++) {
+ ibqx = game.state.baseqx[i];
+ ibqy = game.state.baseqy[i];
+ if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) {
+ /* attack the base */
+ if (flag) return; /* no, don't attack base! */
+ iseenit = 0;
+ isatb=1;
+ game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand();
+ if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] +=
+ game.future[FCDBAS]-game.state.date;
+ if (game.damage[DRADIO] > 0 && condit != IHDOCKED)
+ return; /* no warning */
+ iseenit = 1;
+ if (*ipage == 0) pause_game(1);
+ *ipage=1;
+ proutn("Lt. Uhura- \"Captain, the starbase in ");
+ proutn(cramlc(quadrant, game.state.isx, game.state.isy));
+ skip(1);
+ prout(" reports that it is under attack from the Klingon Super-commander.");
+ proutn(" It can survive until stardate %d.\"",
+ (int)game.future[FSCDBAS]);
+ if (resting==0) return;
+ prout("Mr. Spock- \"Captain, shall we cancel the rest period?\"");
+ if (ja()==0) return;
+ resting = 0;
+ Time = 0.0; /* actually finished */
+ return;
+ }
+ }
+ /* Check for intelligence report */
+ if (
+#ifdef DEBUG
+ idebug==0 &&
+#endif
+ (Rand() > 0.2 ||
+ (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
+ game.starch[game.state.isx][game.state.isy] > 0))
+ return;
+ if (*ipage==0) pause_game(1);
+ *ipage = 1;
+ prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");
+ proutn(" the Super-commander is in ");
+ proutn(cramlc(quadrant, game.state.isx, game.state. isy));
+ prout(".\"");
+ return;
+}
+
+void movetho(void) {
+ int idx, idy, im, i, dum, my;
+ /* Move the Tholian */
+ if (ithere==0 || justin == 1) return;
+
+ if (ithx == 1 && ithy == 1) {
+ idx = 1; idy = 10;
+ }
+ else if (ithx == 1 && ithy == 10) {
+ idx = 10; idy = 10;
+ }
+ else if (ithx == 10 && ithy == 10) {
+ idx = 10; idy = 1;
+ }
+ else if (ithx == 10 && ithy == 1) {
+ idx = 1; idy = 1;
+ }
+ else {
+ /* something is wrong! */
+ ithere = 0;
+ return;
+ }
+
+ /* Do nothing if we are blocked */
+ if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;
+ game.quad[ithx][ithy] = IHWEB;
+
+ if (ithx != idx) {
+ /* move in x axis */
+ im = fabs((double)idx - ithx)/((double)idx - ithx);
+ while (ithx != idx) {
+ ithx += im;
+ if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;
+ }
+ }
+ else if (ithy != idy) {
+ /* move in y axis */
+ im = fabs((double)idy - ithy)/((double)idy - ithy);
+ while (ithy != idy) {
+ ithy += im;
+ if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;
+ }
+ }
+ game.quad[ithx][ithy] = IHT;
+ game.kx[nenhere]=ithx;
+ game.ky[nenhere]=ithy;
+
+ /* check to see if all holes plugged */
+ for (i = 1; i < 11; i++) {
+ if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;
+ if (game.quad[10][i]!=IHWEB && game.quad[10][i]!=IHT) return;
+ if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;
+ if (game.quad[i][10]!=IHWEB && game.quad[i][10]!=IHT) return;
+ }
+ /* All plugged up -- Tholian splits */
+ game.quad[ithx][ithy]=IHWEB;
+ dropin(IHBLANK, &dum, &my);
+ crmena(1,IHT, 2, ithx, ithy);
+ prout(" completes web.");
+ ithere = ithx = ithy = 0;
+ nenhere--;
+ return;
+}
-#ifdef SERGEEV\r
-#include <conio.h>\r
-#include <unistd.h>\r
-#include "sstlinux.h"\r
-#endif /* SERGEEV */\r
-#include "sst.h"\r
-\r
-void doshield(int i) {\r
- int key;\r
- enum {NONE, SHUP, SHDN, NRG} action = NONE;\r
-\r
- ididit = 0;\r
-\r
- if (i == 2) action = SHUP;\r
- else {\r
- key = scan();\r
- if (key == IHALPHA) {\r
- if (isit("transfer"))\r
- action = NRG;\r
- else {\r
- chew();\r
- if (game.damage[DSHIELD]) {\r
- prout("Shields damaged and down.");\r
- return;\r
- }\r
- if (isit("up"))\r
- action = SHUP;\r
- else if (isit("down"))\r
- action = SHDN;\r
- }\r
- }\r
- if (action==NONE) {\r
- proutn("Do you wish to change shield energy? ");\r
- if (ja()) {\r
- proutn("Energy to transfer to shields- ");\r
- action = NRG;\r
- }\r
- else if (game.damage[DSHIELD]) {\r
- prout("Shields damaged and down.");\r
- return;\r
- }\r
- else if (shldup) {\r
- proutn("Shields are up. Do you want them down? ");\r
- if (ja()) action = SHDN;\r
- else {\r
- chew();\r
- return;\r
- }\r
- }\r
- else {\r
- proutn("Shields are down. Do you want them up? ");\r
- if (ja()) action = SHUP;\r
- else {\r
- chew();\r
- return;\r
- }\r
- }\r
- }\r
- }\r
- switch (action) {\r
- case SHUP: /* raise shields */\r
- if (shldup) {\r
- prout("Shields already up.");\r
- return;\r
- }\r
- shldup = 1;\r
- shldchg = 1;\r
- if (condit != IHDOCKED) energy -= 50.0;\r
- prout("Shields raised.");\r
- if (energy <= 0) {\r
- skip(1);\r
- prout("Shields raising uses up last of energy.");\r
- finish(FNRG);\r
- return;\r
- }\r
- ididit=1;\r
- return;\r
- case SHDN:\r
- if (shldup==0) {\r
- prout("Shields already down.");\r
- return;\r
- }\r
- shldup=0;\r
- shldchg=1;\r
- prout("Shields lowered.");\r
- ididit=1;\r
- return;\r
- case NRG:\r
- while (scan() != IHREAL) {\r
- chew();\r
- proutn("Energy to transfer to shields- ");\r
- }\r
- chew();\r
- if (aaitem==0) return;\r
- if (aaitem > energy) {\r
- prout("Insufficient ship energy.");\r
- return;\r
- }\r
- ididit = 1;\r
- if (shield+aaitem >= inshld) {\r
- prout("Shield energy maximized.");\r
- if (shield+aaitem > inshld) {\r
- prout("Excess energy requested returned to ship energy");\r
- }\r
- energy -= inshld-shield;\r
- shield = inshld;\r
- return;\r
- }\r
- if (aaitem < 0.0 && energy-aaitem > inenrg) {\r
- /* Prevent shield drain loophole */\r
- skip(1);\r
- prout("Engineering to bridge--");\r
- prout(" Scott here. Power circuit problem, Captain.");\r
- prout(" I can't drain the shields.");\r
- ididit = 0;\r
- return;\r
- }\r
- if (shield+aaitem < 0) {\r
- prout("All shield energy transferred to ship.");\r
- energy += shield;\r
- shield = 0.0;\r
- return;\r
- }\r
- proutn("Scotty- \"");\r
- if (aaitem > 0)\r
- prout("Transferring energy to shields.\"");\r
- else\r
- prout("Draining energy from shields.\"");\r
- shield += aaitem;\r
- energy -= aaitem;\r
- return;\r
- case NONE:; /* avoid gcc warning */\r
- }\r
-}\r
-\r
-void ram(int ibumpd, int ienm, int ix, int iy) {\r
- double type = 1.0, extradm;\r
- int icas, l;\r
- \r
- prouts("***RED ALERT! RED ALERT!");\r
- skip(1);\r
- prout("***COLLISION IMMINENT.");\r
- skip(2);\r
- proutn("***");\r
- crmshp();\r
- switch (ienm) {\r
- case IHR: type = 1.5; break;\r
- case IHC: type = 2.0; break;\r
- case IHS: type = 2.5; break;\r
- case IHT: type = 0.5; break;\r
- case IHQUEST: type = 4.0; break;\r
- }\r
- proutn(ibumpd ? " rammed by " : " rams ");\r
- crmena(0, ienm, 2, ix, iy);\r
- if (ibumpd) proutn(" (original position)");\r
- skip(1);\r
- deadkl(ix, iy, ienm, sectx, secty);\r
- proutn("***");\r
- crmshp();\r
- prout(" heavily damaged.");\r
- icas = 10.0+20.0*Rand();\r
- prout("***Sickbay reports %d casualties", icas);\r
- casual += icas;\r
- for (l=1; l <= NDEVICES; l++) {\r
- if (l == DDRAY) continue; // Don't damage deathray \r
- if (game.damage[l] < 0) continue;\r
- extradm = (10.0*type*Rand()+1.0)*damfac;\r
- game.damage[l] += Time + extradm; /* Damage for at least time of travel! */\r
- }\r
- shldup = 0;\r
- if (game.state.remkl) {\r
- pause_game(2);\r
- dreprt();\r
- }\r
- else finish(FWON);\r
- return;\r
-}\r
-\r
-void torpedo(double course, double r, int inx, int iny, double *hit, int wait) {\r
- int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;\r
-#ifdef SERGEEV\r
- int crx,cry;\r
- \r
-#endif /* SERGEEV */\r
- double ac=course + 0.25*r;\r
- double angle = (15.0-ac)*0.5235988;\r
- double bullseye = (15.0 - course)*0.5235988;\r
- double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;\r
- double ang, temp, xx, yy, kp, h1;\r
-\r
- bigger = fabs(deltax);\r
- if (fabs(deltay) > bigger) bigger = fabs(deltay);\r
- deltax /= bigger;\r
- deltay /= bigger;\r
-#ifdef SERGEEV\r
- crx=wherex();\r
- cry=wherey();\r
- if (game.damage[DSRSENS]==0 || condit==IHDOCKED) setwnd(1);\r
- else setwnd(4);\r
-#endif /* SERGEEV */\r
- /* Loop to move a single torpedo */\r
- for (l=1; l <= 15; l++) {\r
- x += deltax;\r
- ix = x + 0.5;\r
- if (ix < 1 || ix > 10) break;\r
- y += deltay;\r
- iy = y + 0.5;\r
- if (iy < 1 || iy > 10) break;\r
-#ifndef SERGEEV\r
- if (l==4 || l==9) skip(1);\r
- proutn("%d - %d ", (int)x, (int)y);\r
- iquad=game.quad[ix][iy];\r
-#else\r
- iquad=game.quad[ix][iy];\r
- if (game.damage[DSRSENS]==0 || condit==IHDOCKED){\r
- drawmaps(2);\r
- delay((wait!=1)*400);\r
- wait=1;\r
- gotoxy(iy*2+3,ix+2);\r
- if ((game.quad[ix][iy]==IHDOT)||(game.quad[ix][iy]==IHBLANK)){\r
- game.quad[ix][iy]='+';\r
- drawmaps(2);\r
- game.quad[ix][iy]=iquad;\r
- sound(l*10);\r
- delay(100);\r
- nosound();\r
- }\r
- else {\r
- game.quad[ix][iy]|=128;\r
- drawmaps(2);\r
- game.quad[ix][iy]=iquad;\r
- _setcursortype(_NOCURSOR);\r
- sound(500);\r
- delay(1000);\r
- nosound();\r
- lowvideo();\r
- _setcursortype(_NORMALCURSOR);\r
- }\r
- }\r
- else {\r
- proutn("%d - %d ", (int)x, (int)y);\r
- }\r
-#endif /* SERGEEV */\r
- if (iquad==IHDOT) continue;\r
- /* hit something */\r
-#ifndef SERGEEV\r
- skip(1);\r
-#else\r
- setwnd(4);\r
- gotoxy(crx,cry);\r
-#endif\r
- switch(iquad) {\r
- case IHE: /* Hit our ship */\r
- case IHF:\r
- skip(1);\r
- proutn("Torpedo hits ");\r
- crmshp();\r
- prout(".");\r
- *hit = 700.0 + 100.0*Rand() -\r
- 1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
- fabs(sin(bullseye-angle));\r
- *hit = fabs(*hit);\r
-#ifndef SERGEEV\r
- newcnd(); /* undock */\r
-#endif /* SERGEEV */\r
- /* We may be displaced. */\r
- if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */\r
- ang = angle + 2.5*(Rand()-0.5);\r
- temp = fabs(sin(ang));\r
- if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));\r
- xx = -sin(ang)/temp;\r
- yy = cos(ang)/temp;\r
- jx=ix+xx+0.5;\r
- jy=iy+yy+0.5;\r
- if (jx<1 || jx>10 || jy<1 ||jy > 10) return;\r
- if (game.quad[jx][jy]==IHBLANK) {\r
- finish(FHOLE);\r
- return;\r
- }\r
- if (game.quad[jx][jy]!=IHDOT) {\r
- /* can't move into object */\r
- return;\r
- }\r
- sectx = jx;\r
- secty = jy;\r
- crmshp();\r
- shoved = 1;\r
- break;\r
- \r
- case IHC: /* Hit a commander */\r
- case IHS:\r
- if (Rand() <= 0.05) {\r
- crmena(1, iquad, 2, ix, iy);\r
- prout(" uses anti-photon device;");\r
- prout(" torpedo neutralized.");\r
- return;\r
- }\r
- case IHR: /* Hit a regular enemy */\r
- case IHK:\r
- /* find the enemy */\r
- for (ll=1; ll <= nenhere; ll++)\r
- if (ix==game.kx[ll] && iy==game.ky[ll]) break;\r
- kp = fabs(game.kpower[ll]);\r
- h1 = 700.0 + 100.0*Rand() -\r
- 1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
- fabs(sin(bullseye-angle));\r
- h1 = fabs(h1);\r
- if (kp < h1) h1 = kp;\r
- game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);\r
- if (game.kpower[ll] == 0) {\r
- deadkl(ix, iy, iquad, ix, iy);\r
- return;\r
- }\r
- crmena(1, iquad, 2, ix, iy);\r
- /* If enemy damaged but not destroyed, try to displace */\r
- ang = angle + 2.5*(Rand()-0.5);\r
- temp = fabs(sin(ang));\r
- if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));\r
- xx = -sin(ang)/temp;\r
- yy = cos(ang)/temp;\r
- jx=ix+xx+0.5;\r
- jy=iy+yy+0.5;\r
- if (jx<1 || jx>10 || jy<1 ||jy > 10) {\r
- prout(" damaged but not destroyed.");\r
- return;\r
- }\r
- if (game.quad[jx][jy]==IHBLANK) {\r
- prout(" buffeted into black hole.");\r
- deadkl(ix, iy, iquad, jx, jy);\r
- return;\r
- }\r
- if (game.quad[jx][jy]!=IHDOT) {\r
- /* can't move into object */\r
- prout(" damaged but not destroyed.");\r
- return;\r
- }\r
- proutn(" damaged--");\r
- game.kx[ll] = jx;\r
- game.ky[ll] = jy;\r
- shoved = 1;\r
- break;\r
- case IHB: /* Hit a base */\r
- skip(1);\r
- prout("***STARBASE DESTROYED..");\r
- if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;\r
- for (ll=1; ll<=game.state.rembase; ll++) {\r
- if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {\r
- game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];\r
- game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];\r
- break;\r
- }\r
- }\r
- game.quad[ix][iy]=IHDOT;\r
- game.state.rembase--;\r
- basex=basey=0;\r
- game.state.galaxy[quadx][quady] -= 10;\r
- game.state.basekl++;\r
- newcnd();\r
- return;\r
- case IHP: /* Hit a planet */\r
- crmena(1, iquad, 2, ix, iy);\r
- prout(" destroyed.");\r
- game.state.nplankl++;\r
- game.state.newstuf[quadx][quady] -= 1;\r
- DESTROY(&game.state.plnets[iplnet]);\r
- iplnet = 0;\r
- plnetx = plnety = 0;\r
- game.quad[ix][iy] = IHDOT;\r
- if (landed==1) {\r
- /* captain parishes on planet */\r
- finish(FDPLANET);\r
- }\r
- return;\r
- case IHSTAR: /* Hit a star */\r
- if (Rand() > 0.10) {\r
- nova(ix, iy);\r
- return;\r
- }\r
- crmena(1, IHSTAR, 2, ix, iy);\r
- prout(" unaffected by photon blast.");\r
- return;\r
- case IHQUEST: /* Hit a thingy */\r
- if (Rand()>0.7) { // Used to be certain death \r
- skip(1);\r
- prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");\r
- skip(1);\r
- prouts(" HACK! HACK! HACK! *CHOKE!* ");\r
- skip(1);\r
- proutn("Mr. Spock-");\r
- prouts(" \"Fascinating!\"");\r
- skip(1);\r
- deadkl(ix, iy, iquad, ix, iy);\r
- } else {\r
- /*\r
- * Stas Sergeev added the possibility that\r
- * you can shove the Thingy.\r
- */\r
- iqengry=1;\r
- shoved=1;\r
- }\r
- return;\r
- case IHBLANK: /* Black hole */\r
- skip(1);\r
- crmena(1, IHBLANK, 2, ix, iy);\r
- prout(" swallows torpedo.");\r
- return;\r
- case IHWEB: /* hit the web */\r
- skip(1);\r
- prout("***Torpedo absorbed by Tholian web.");\r
- return;\r
- case IHT: /* Hit a Tholian */\r
- h1 = 700.0 + 100.0*Rand() -\r
- 1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
- fabs(sin(bullseye-angle));\r
- h1 = fabs(h1);\r
- if (h1 >= 600) {\r
-#ifndef SERGEEV\r
- prout(" destroyed.");\r
-#endif /* SERGEEV */\r
- game.quad[ix][iy] = IHDOT;\r
- ithere = 0;\r
- ithx = ithy = 0;\r
-#ifdef SERGEEV\r
- deadkl(ix, iy, iquad, ix, iy);\r
-#endif /* SERGEEV */\r
- return;\r
- }\r
- skip(1);\r
- crmena(1, IHT, 2, ix, iy);\r
- if (Rand() > 0.05) {\r
- prout(" survives photon blast.");\r
- return;\r
- }\r
- prout(" disappears.");\r
- game.quad[ix][iy] = IHWEB;\r
- ithere = ithx = ithy = 0;\r
- nenhere--;\r
- {\r
- int dum, my;\r
- dropin(IHBLANK, &dum, &my);\r
- }\r
- return;\r
- \r
- default: /* Problem! */\r
- skip(1);\r
- proutn("Don't know how to handle collision with ");\r
- crmena(1, iquad, 2, ix, iy);\r
- skip(1);\r
- return;\r
- }\r
- break;\r
- }\r
-#ifdef SERGEEV\r
- if(curwnd!=4) {\r
- setwnd(4);\r
- gotoxy(crx,cry);\r
- }\r
-#endif /* SERGEEV */\r
- if (shoved) {\r
- game.quad[jx][jy]=iquad;\r
- game.quad[ix][iy]=IHDOT;\r
- prout(" displaced by blast to %s ", cramlc(sector, jx, jy));\r
- for (ll=1; ll<=nenhere; ll++)\r
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));\r
- sortkl();\r
- return;\r
- }\r
-#ifndef SERGEEV\r
- skip(1);\r
-#endif /* SERGEEV */\r
- prout("Torpedo missed.");\r
- return;\r
-}\r
-\r
-static void fry(double hit) {\r
- double ncrit, extradm;\r
- int ktr=1, l, ll, j, cdam[NDEVICES+1];\r
-\r
- /* a critical hit occured */\r
- if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;\r
-\r
- ncrit = 1.0 + hit/(500.0+100.0*Rand());\r
- proutn("***CRITICAL HIT--");\r
- /* Select devices and cause damage */\r
- for (l = 1; l <= ncrit && l <= NDEVICES; l++) {\r
- do {\r
- j = NDEVICES*Rand()+1.0;\r
- /* Cheat to prevent shuttle damage unless on ship */\r
- } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||\r
- j == DDRAY);\r
- cdam[l] = j;\r
- extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));\r
- game.damage[j] += extradm;\r
- if (l > 1) {\r
- for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;\r
- if (ll<=l) continue;\r
- ktr += 1;\r
- if (ktr==3) skip(1);\r
- proutn(" and ");\r
- }\r
- proutn(device[j]);\r
- }\r
- prout(" damaged.");\r
- if (game.damage[DSHIELD] && shldup) {\r
- prout("***Shields knocked down.");\r
- shldup=0;\r
- }\r
-}\r
-\r
-void attack(int k) {\r
- /* k == 0 forces use of phasers in an attack */\r
- int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag;\r
- int atackd = 0, attempt = 0;\r
- double hit;\r
- double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;\r
-\r
- iattak = 1;\r
- if (alldone) return;\r
-#ifdef DEBUG\r
- if (idebug) prout("ATTACK!");\r
-#endif\r
-\r
- if (ithere) movetho();\r
-\r
- if (neutz) { /* The one chance not to be attacked */\r
- neutz = 0;\r
- return;\r
- }\r
- if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom();\r
- if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;\r
- pfac = 1.0/inshld;\r
- if (shldchg == 1) chgfac = 0.25+0.5*Rand();\r
- skip(1);\r
- if (skill <= 2) i = 2;\r
- for (l=1; l <= nenhere; l++) {\r
- if (game.kpower[l] < 0) continue; /* too weak to attack */\r
- /* compute hit strength and diminsh shield power */\r
- r = Rand();\r
- /* Increase chance of photon torpedos if docked or enemy energy low */\r
- if (condit == IHDOCKED) r *= 0.25;\r
- if (game.kpower[l] < 500) r *= 0.25; \r
- jx = game.kx[l];\r
- jy = game.ky[l];\r
- iquad = game.quad[jx][jy];\r
- if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;\r
- itflag = (iquad == IHK && r > 0.0005) || k == 0 ||\r
- (iquad==IHC && r > 0.015) ||\r
- (iquad==IHR && r > 0.3) ||\r
- (iquad==IHS && r > 0.07) ||\r
- (iquad==IHQUEST && r > 0.05);\r
- if (itflag) {\r
- /* Enemy uses phasers */\r
- if (condit == IHDOCKED) continue; /* Don't waste the effort! */\r
- attempt = 1; /* Attempt to attack */\r
- dustfac = 0.8+0.05*Rand();\r
- hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);\r
- game.kpower[l] *= 0.75;\r
- }\r
- else { /* Enemy used photon torpedo */\r
- double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);\r
- hit = 0;\r
- proutn("***TORPEDO INCOMING");\r
- if (game.damage[DSRSENS] <= 0.0) {\r
- proutn(" From ");\r
- crmena(0, iquad, i, jx, jy);\r
- }\r
- attempt = 1;\r
- prout(" ");\r
- r = (Rand()+Rand())*0.5 -0.5;\r
- r += 0.002*game.kpower[l]*r;\r
- torpedo(course, r, jx, jy, &hit, 0);\r
- if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */\r
- if (game.state.galaxy[quadx][quady] == 1000 ||\r
- alldone) return; /* Supernova or finished */\r
- if (hit == 0) continue;\r
- }\r
- if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {\r
- /* shields will take hits */\r
- double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);\r
- if(propor < 0.1) propor = 0.1;\r
- hitsh = propor*chgfac*hit+1.0;\r
- atackd=1;\r
- absorb = 0.8*hitsh;\r
- if (absorb > shield) absorb = shield;\r
- shield -= absorb;\r
- hit -= hitsh;\r
- if (condit==IHDOCKED) dock(0);\r
- if (propor > 0.1 && hit < 0.005*energy) continue;\r
- }\r
- /* It's a hit -- print out hit size */\r
- atackd = 1; /* We weren't going to check casualties, etc. if\r
- shields were down for some strange reason. This\r
- doesn't make any sense, so I've fixed it */\r
- ihurt = 1;\r
- proutn("%d unit hit", (int)hit);\r
- if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {\r
- proutn(" on the ");\r
- crmshp();\r
- }\r
- if (game.damage[DSRSENS] <= 0.0 && itflag) {\r
- proutn(" from ");\r
- crmena(0, iquad, i, jx, jy);\r
- }\r
- skip(1);\r
- /* Decide if hit is critical */\r
- if (hit > hitmax) hitmax = hit;\r
- hittot += hit;\r
- fry(hit);\r
- prout("Hit %g energy %g", hit, energy);\r
- energy -= hit;\r
- if (condit==IHDOCKED) dock(0);\r
- }\r
- if (energy <= 0) {\r
- /* Returning home upon your shield, not with it... */\r
- finish(FBATTLE);\r
- return;\r
- }\r
- if (attempt == 0 && condit == IHDOCKED)\r
- prout("***Enemies decide against attacking your ship.");\r
- if (atackd == 0) return;\r
- percent = 100.0*pfac*shield+0.5;\r
- if (ihurt==0) {\r
- /* Shields fully protect ship */\r
- proutn("Enemy attack reduces shield strength to ");\r
- }\r
- else {\r
- /* Print message if starship suffered hit(s) */\r
- skip(1);\r
- proutn("Energy left %2d shields ", (int)energy);\r
- if (shldup) proutn("up ");\r
- else if (game.damage[DSHIELD] == 0) proutn("down ");\r
- else proutn("damaged, ");\r
- }\r
- prout("%d%%, torpedoes left %d", percent, torps);\r
- /* Check if anyone was hurt */\r
- if (hitmax >= 200 || hittot >= 500) {\r
- int icas= hittot*Rand()*0.015;\r
- if (icas >= 2) {\r
- skip(1);\r
- prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);\r
- prout(" in that last attack.\"");\r
- casual += icas;\r
- }\r
- }\r
- /* After attack, reset average distance to enemies */\r
- for (l = 1; l <= nenhere; l++)\r
- game.kavgd[l] = game.kdist[l];\r
- sortkl();\r
- return;\r
-}\r
- \r
-void deadkl(int ix, int iy, int type, int ixx, int iyy) {\r
- /* Added ixx and iyy allow enemy to "move" before dying */\r
-\r
- int i,j;\r
-\r
-#ifdef SERGEEV \r
- skip(1);\r
-#endif /* SERGEEV */\r
- crmena(1, type, 2, ixx, iyy);\r
- /* Decide what kind of enemy it is and update approriately */\r
- if (type == IHR) {\r
- /* chalk up a Romulan */\r
- game.state.newstuf[quadx][quady] -= 10;\r
- irhere--;\r
- game.state.nromkl++;\r
- game.state.nromrem--;\r
- }\r
- else if (type == IHT) {\r
- /* Killed a Tholian */\r
- ithere = 0;\r
- }\r
- else if (type == IHQUEST) {\r
- /* Killed a Thingy */\r
- iqhere=iqengry=thingx=thingy=0;\r
- }\r
- else {\r
- /* Some type of a Klingon */\r
- game.state.galaxy[quadx][quady] -= 100;\r
- klhere--;\r
- game.state.remkl--;\r
- switch (type) {\r
- case IHC:\r
- comhere = 0;\r
- for (i=1; i<=game.state.remcom; i++)\r
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;\r
- game.state.cx[i] = game.state.cx[game.state.remcom];\r
- game.state.cy[i] = game.state.cy[game.state.remcom];\r
- game.state.cx[game.state.remcom] = 0;\r
- game.state.cy[game.state.remcom] = 0;\r
- game.state.remcom--;\r
- game.future[FTBEAM] = 1e30;\r
- if (game.state.remcom != 0)\r
- game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);\r
- game.state.killc++;\r
- break;\r
- case IHK:\r
- game.state.killk++;\r
- break;\r
- case IHS:\r
- game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;\r
- game.state.nsckill = 1;\r
- game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;\r
- break;\r
- }\r
- }\r
-\r
- /* For each kind of enemy, finish message to player */\r
- prout(" destroyed.");\r
- game.quad[ix][iy] = IHDOT;\r
- if (game.state.remkl==0) return;\r
-\r
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);\r
-\r
- /* Remove enemy ship from arrays describing local conditions */\r
- if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC)\r
- game.future[FCDBAS] = 1e30;\r
- for (i=1; i<=nenhere; i++)\r
- if (game.kx[i]==ix && game.ky[i]==iy) break;\r
- nenhere--;\r
- if (i <= nenhere) {\r
- for (j=i; j<=nenhere; j++) {\r
- game.kx[j] = game.kx[j+1];\r
- game.ky[j] = game.ky[j+1];\r
- game.kpower[j] = game.kpower[j+1];\r
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1];\r
- }\r
- }\r
- game.kx[nenhere+1] = 0;\r
- game.ky[nenhere+1] = 0;\r
- game.kdist[nenhere+1] = 0;\r
- game.kavgd[nenhere+1] = 0;\r
- game.kpower[nenhere+1] = 0;\r
- return;\r
-}\r
-\r
-static int targetcheck(double x, double y, double *course) {\r
- double deltx, delty;\r
- /* Return TRUE if target is invalid */\r
- if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {\r
- huh();\r
- return 1;\r
- }\r
- deltx = 0.1*(y - secty);\r
- delty = 0.1*(sectx - x);\r
- if (deltx==0 && delty== 0) {\r
- skip(1);\r
- prout("Spock- \"Bridge to sickbay. Dr. McCoy,");\r
- prout(" I recommend an immediate review of");\r
- prout(" the Captain's psychological profile.\"");\r
- chew();\r
- return 1;\r
- }\r
- *course = 1.90985932*atan2(deltx, delty);\r
- return 0;\r
-}\r
-\r
-void photon(void) {\r
- double targ[4][3], course[4];\r
- double r, dummy;\r
- int key, n, i, osuabor;\r
-\r
- ididit = 0;\r
-\r
- if (game.damage[DPHOTON]) {\r
- prout("Photon tubes damaged.");\r
- chew();\r
- return;\r
- }\r
- if (torps == 0) {\r
- prout("No torpedoes left.");\r
- chew();\r
- return;\r
- }\r
- key = scan();\r
- for (;;) {\r
- if (key == IHALPHA) {\r
- huh();\r
- return;\r
- }\r
- else if (key == IHEOL) {\r
- prout("%d torpedoes left.", torps);\r
- proutn("Number of torpedoes to fire- ");\r
- key = scan();\r
- }\r
- else /* key == IHREAL */ {\r
- n = aaitem + 0.5;\r
- if (n <= 0) { /* abort command */\r
- chew();\r
- return;\r
- }\r
- if (n > 3) {\r
- chew();\r
- prout("Maximum of 3 torpedoes per burst.");\r
- key = IHEOL;\r
- return;\r
- }\r
- if (n <= torps) break;\r
- chew();\r
- key = IHEOL;\r
- }\r
- }\r
- for (i = 1; i <= n; i++) {\r
- key = scan();\r
- if (i==1 && key == IHEOL) {\r
- break; /* we will try prompting */\r
- }\r
- if (i==2 && key == IHEOL) {\r
- /* direct all torpedoes at one target */\r
- while (i <= n) {\r
- targ[i][1] = targ[1][1];\r
- targ[i][2] = targ[1][2];\r
- course[i] = course[1];\r
- i++;\r
- }\r
- break;\r
- }\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][1] = aaitem;\r
- key = scan();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][2] = aaitem;\r
- if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;\r
- }\r
- chew();\r
- if (i == 1 && key == IHEOL) {\r
- /* prompt for each one */\r
- for (i = 1; i <= n; i++) {\r
- proutn("Target sector for torpedo number %d- ", i);\r
- key = scan();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][1] = aaitem;\r
- key = scan();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- targ[i][2] = aaitem;\r
- chew();\r
- if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;\r
- }\r
- }\r
- ididit = 1;\r
- /* Loop for moving <n> torpedoes */\r
- osuabor = 0;\r
- for (i = 1; i <= n && !osuabor; i++) {\r
- if (condit != IHDOCKED) torps--;\r
- r = (Rand()+Rand())*0.5 -0.5;\r
- if (fabs(r) >= 0.47) {\r
- /* misfire! */\r
- r = (Rand()+1.2) * r;\r
- if (n>1) {\r
- prouts("***TORPEDO NUMBER %d MISFIRES", i);\r
- }\r
- else prouts("***TORPEDO MISFIRES.");\r
- skip(1);\r
- if (i < n)\r
- prout(" Remainder of burst aborted.");\r
- osuabor=1;\r
- if (Rand() <= 0.2) {\r
- prout("***Photon tubes damaged by misfire.");\r
- game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());\r
- break;\r
- }\r
- }\r
- if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield;\r
-#ifndef SERGEEV\r
- if (n != 1) {\r
- skip(1);\r
- proutn("Track for torpedo number %d- ", i);\r
- }\r
- else {\r
- skip(1);\r
- proutn("Torpedo track- ");\r
- }\r
-#endif /* SERGEEV */\r
- torpedo(course[i], r, sectx, secty, &dummy, i);\r
- if (alldone || game.state.galaxy[quadx][quady]==1000) return;\r
- }\r
- if (game.state.remkl==0) finish(FWON);\r
-}\r
-\r
- \r
-\r
-static void overheat(double rpow) {\r
- if (rpow > 1500) {\r
- double chekbrn = (rpow-1500.)*0.00038;\r
- if (Rand() <= chekbrn) {\r
- prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");\r
- game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);\r
- }\r
- }\r
-}\r
-\r
-static int checkshctrl(double rpow) {\r
- double hit;\r
- int icas;\r
- \r
- skip(1);\r
- if (Rand() < .998) {\r
- prout("Shields lowered.");\r
- return 0;\r
- }\r
- /* Something bad has happened */\r
- prouts("***RED ALERT! RED ALERT!");\r
- skip(2);\r
- hit = rpow*shield/inshld;\r
- energy -= rpow+hit*0.8;\r
- shield -= hit*0.2;\r
- if (energy <= 0.0) {\r
- prouts("Sulu- \"Captain! Shield malf***********************\"");\r
- skip(1);\r
- stars();\r
- finish(FPHASER);\r
- return 1;\r
- }\r
- prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");\r
- skip(2);\r
- prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");\r
- icas = hit*Rand()*0.012;\r
- skip(1);\r
- fry(0.8*hit);\r
- if (icas) {\r
- skip(1);\r
- prout("McCoy to bridge- \"Severe radiation burns, Jim.");\r
- prout(" %d casualties so far.\"", icas);\r
- casual -= icas;\r
- }\r
- skip(1);\r
- prout("Phaser energy dispersed by shields.");\r
- prout("Enemy unaffected.");\r
- overheat(rpow);\r
- return 1;\r
-}\r
- \r
-\r
-void phasers(void) {\r
- double hits[21], rpow=0, extra, powrem, over, temp;\r
- int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */\r
- int ifast=0, no=0, ipoop=1, msgflag = 1;\r
- enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;\r
- int key=0;\r
-\r
- skip(1);\r
- /* SR sensors and Computer */\r
- if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;\r
- if (condit == IHDOCKED) {\r
- prout("Phasers can't be fired through base shields.");\r
- chew();\r
- return;\r
- }\r
- if (game.damage[DPHASER] != 0) {\r
- prout("Phaser control damaged.");\r
- chew();\r
- return;\r
- }\r
- if (shldup) {\r
- if (game.damage[DSHCTRL]) {\r
- prout("High speed shield control damaged.");\r
- chew();\r
- return;\r
- }\r
- if (energy <= 200.0) {\r
- prout("Insufficient energy to activate high-speed shield control.");\r
- chew();\r
- return;\r
- }\r
- prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");\r
- ifast = 1;\r
- \r
- }\r
- /* Original code so convoluted, I re-did it all */\r
- while (automode==NOTSET) {\r
- key=scan();\r
- if (key == IHALPHA) {\r
- if (isit("manual")) {\r
- if (nenhere==0) {\r
- prout("There is no enemy present to select.");\r
- chew();\r
- key = IHEOL;\r
- automode=AUTOMATIC;\r
- }\r
- else {\r
- automode = MANUAL;\r
- key = scan();\r
- }\r
- }\r
- else if (isit("automatic")) {\r
- if ((!ipoop) && nenhere != 0) {\r
- automode = FORCEMAN;\r
- }\r
- else {\r
- if (nenhere==0)\r
- prout("Energy will be expended into space.");\r
- automode = AUTOMATIC;\r
- key = scan();\r
- }\r
- }\r
- else if (isit("no")) {\r
- no = 1;\r
- }\r
- else {\r
- huh();\r
- return;\r
- }\r
- }\r
- else if (key == IHREAL) {\r
- if (nenhere==0) {\r
- prout("Energy will be expended into space.");\r
- automode = AUTOMATIC;\r
- }\r
- else if (!ipoop)\r
- automode = FORCEMAN;\r
- else\r
- automode = AUTOMATIC;\r
- }\r
- else {\r
- /* IHEOL */\r
- if (nenhere==0) {\r
- prout("Energy will be expended into space.");\r
- automode = AUTOMATIC;\r
- }\r
- else if (!ipoop)\r
- automode = FORCEMAN;\r
- else \r
- proutn("Manual or automatic? ");\r
- }\r
- }\r
- \r
- switch (automode) {\r
- case AUTOMATIC:\r
- if (key == IHALPHA && isit("no")) {\r
- no = 1;\r
- key = scan();\r
- }\r
- if (key != IHREAL && nenhere != 0) {\r
- prout("Phasers locked on target. Energy available: %.2f",\r
- ifast?energy-200.0:energy,1,2);\r
- }\r
- irec=0;\r
- do {\r
- chew();\r
- if (!kz) for (i = 1; i <= nenhere; i++)\r
- irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*\r
- (1.01+0.05*Rand()) + 1.0;\r
- kz=1;\r
- proutn("(%d) units required. ", irec);\r
- chew();\r
- proutn("Units to fire= ");\r
- key = scan();\r
- if (key!=IHREAL) return;\r
- rpow = aaitem;\r
- if (rpow > (ifast?energy-200:energy)) {\r
- proutn("Energy available= %.2f",\r
- ifast?energy-200:energy);\r
- skip(1);\r
- key = IHEOL;\r
- }\r
- } while (rpow > (ifast?energy-200:energy));\r
- if (rpow<=0) {\r
- /* chicken out */\r
- chew();\r
- return;\r
- }\r
- if ((key=scan()) == IHALPHA && isit("no")) {\r
- no = 1;\r
- }\r
- if (ifast) {\r
- energy -= 200; /* Go and do it! */\r
- if (checkshctrl(rpow)) return;\r
- }\r
- chew();\r
- energy -= rpow;\r
- extra = rpow;\r
- if (nenhere) {\r
- extra = 0.0;\r
- powrem = rpow;\r
- for (i = 1; i <= nenhere; i++) {\r
- hits[i] = 0.0;\r
- if (powrem <= 0) continue;\r
- hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));\r
- over = (0.01 + 0.05*Rand())*hits[i];\r
- temp = powrem;\r
- powrem -= hits[i] + over;\r
- if (powrem <= 0 && temp < hits[i]) hits[i] = temp;\r
- if (powrem <= 0) over = 0.0;\r
- extra += over;\r
- }\r
- if (powrem > 0.0) extra += powrem;\r
- hittem(hits);\r
- ididit=1;\r
- }\r
- if (extra > 0 && alldone == 0) {\r
- if (ithere) {\r
- proutn("*** Tholian web absorbs ");\r
- if (nenhere>0) proutn("excess ");\r
- prout("phaser energy.");\r
- }\r
- else {\r
- prout("%d expended on empty space.", (int)extra);\r
- }\r
- }\r
- break;\r
-\r
- case FORCEMAN:\r
- chew();\r
- key = IHEOL;\r
- if (game.damage[DCOMPTR]!=0)\r
- prout("Battle comuter damaged, manual file only.");\r
- else {\r
- skip(1);\r
- prouts("---WORKING---");\r
- skip(1);\r
- prout("Short-range-sensors-damaged");\r
- prout("Insufficient-data-for-automatic-phaser-fire");\r
- prout("Manual-fire-must-be-used");\r
- skip(1);\r
- }\r
- case MANUAL:\r
- rpow = 0.0;\r
- for (k = 1; k <= nenhere;) {\r
- int ii = game.kx[k], jj = game.ky[k];\r
- int ienm = game.quad[ii][jj];\r
- if (msgflag) {\r
- proutn("Energy available= %.2f",\r
- energy-.006-(ifast?200:0));\r
- skip(1);\r
- msgflag = 0;\r
- rpow = 0.0;\r
- }\r
- if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&\r
- (ienm == IHC || ienm == IHS)) {\r
- cramen(ienm);\r
- prout(" can't be located without short range scan.");\r
- chew();\r
- key = IHEOL;\r
- hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */\r
- k++;\r
- continue;\r
- }\r
- if (key == IHEOL) {\r
- chew();\r
- if (ipoop && k > kz)\r
- irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*\r
- (1.01+0.05*Rand()) + 1.0;\r
- kz = k;\r
- proutn("(");\r
- if (game.damage[DCOMPTR]==0) proutn("%d", irec);\r
- else proutn("??");\r
- proutn(") ");\r
- proutn("units to fire at ");\r
- crmena(0, ienm, 2, ii, jj);\r
- proutn("- ");\r
- key = scan();\r
- }\r
- if (key == IHALPHA && isit("no")) {\r
- no = 1;\r
- key = scan();\r
- continue;\r
- }\r
- if (key == IHALPHA) {\r
- huh();\r
- return;\r
- }\r
- if (key == IHEOL) {\r
- if (k==1) { /* Let me say I'm baffled by this */\r
- msgflag = 1;\r
- }\r
- continue;\r
- }\r
- if (aaitem < 0) {\r
- /* abort out */\r
- chew();\r
- return;\r
- }\r
- hits[k] = aaitem;\r
- rpow += aaitem;\r
- /* If total requested is too much, inform and start over */\r
- \r
- if (rpow > (ifast?energy-200:energy)) {\r
- prout("Available energy exceeded -- try again.");\r
- chew();\r
- return;\r
- }\r
- key = scan(); /* scan for next value */\r
- k++;\r
- }\r
- if (rpow == 0.0) {\r
- /* zero energy -- abort */\r
- chew();\r
- return;\r
- }\r
- if (key == IHALPHA && isit("no")) {\r
- no = 1;\r
- }\r
- energy -= rpow;\r
- chew();\r
- if (ifast) {\r
- energy -= 200.0;\r
- if (checkshctrl(rpow)) return;\r
- }\r
- hittem(hits);\r
- ididit=1;\r
- case NOTSET:; /* avoid gcc warning */\r
- }\r
- /* Say shield raised or malfunction, if necessary */\r
- if (alldone) return;\r
- if (ifast) {\r
- skip(1);\r
- if (no == 0) {\r
- if (Rand() >= 0.99) {\r
- prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");\r
- prouts(" CLICK CLICK POP . . .");\r
- prout(" No response, sir!");\r
- shldup = 0;\r
- }\r
- else\r
- prout("Shields raised.");\r
- }\r
- else\r
- shldup = 0;\r
- }\r
- overheat(rpow);\r
-}\r
-\r
-void hittem(double *hits) {\r
- double kp, kpow, wham, hit, dustfac, kpini;\r
-#ifdef SERGEEV\r
- int cx, cy;\r
-#endif /* SERGEEV */\r
- int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;\r
-\r
- skip(1);\r
-\r
- for (; k <= nenhr2; k++, kk++) {\r
- if ((wham = hits[k])==0) continue;\r
- dustfac = 0.9 + 0.01*Rand();\r
- hit = wham*pow(dustfac,game.kdist[kk]);\r
- kpini = game.kpower[kk];\r
- kp = fabs(kpini);\r
- if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;\r
- game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);\r
- kpow = game.kpower[kk];\r
- ii = game.kx[kk];\r
- jj = game.ky[kk];\r
- if (hit > 0.005) {\r
-#ifdef SERGEEV\r
- if (game.damage[DSRSENS]==0){\r
- crx=wherex();\r
- cry=wherey();\r
- setwnd(1);\r
- drawmaps(2);\r
- gotoxy(jj*2+3,ii+2);\r
- highvideo();\r
- proutn("%c", game.quad[ii][jj]);\r
- gotoxy(wherex()-1,wherey());\r
- sound(500);\r
- delay(1000);\r
- nosound();\r
- lowvideo();\r
- proutn("%c", game.quad[ii][jj]);\r
- setwnd(4);\r
- gotoxy(crx,cry);\r
- _setcursortype(_NORMALCURSOR);\r
- delay(500);\r
- }\r
-#endif /* SERGEEV */\r
- proutn("%d unit hit on ", (int)hit);\r
- }\r
- else\r
- proutn("Very small hit on ");\r
- ienm = game.quad[ii][jj];\r
- if (ienm==IHQUEST) iqengry=1;\r
- crmena(0,ienm,2,ii,jj);\r
- skip(1);\r
- if (kpow == 0) {\r
- deadkl(ii, jj, ienm, ii, jj);\r
- if (game.state.remkl==0) finish(FWON);\r
- if (alldone) return;\r
- kk--; /* don't do the increment */\r
- }\r
- else /* decide whether or not to emasculate klingon */\r
- if (kpow > 0 && Rand() >= 0.9 &&\r
- kpow <= ((0.4 + 0.4*Rand())*kpini)) {\r
- prout("***Mr. Spock- \"Captain, the vessel at ",\r
- cramlc(sector,ii,jj));\r
- prout(" has just lost its firepower.\"");\r
- game.kpower[kk] = -kpow;\r
- }\r
- }\r
- return;\r
-}\r
-\r
+#ifdef SERGEEV
+#include <conio.h>
+#include <unistd.h>
+#include "sstlinux.h"
+#endif /* SERGEEV */
+#include "sst.h"
+
+void doshield(int i) {
+ int key;
+ enum {NONE, SHUP, SHDN, NRG} action = NONE;
+
+ 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 (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;
+ }
+ }
+ }
+ }
+ 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 */
+ }
+}
+
+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;
+ }
+ 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 l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll;
+#ifdef SERGEEV
+ int crx,cry;
+
+#endif /* SERGEEV */
+ 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;
+#ifdef SERGEEV
+ crx=wherex();
+ cry=wherey();
+ if (game.damage[DSRSENS]==0 || condit==IHDOCKED) setwnd(1);
+ else setwnd(4);
+#endif /* SERGEEV */
+ /* Loop to move a single torpedo */
+ for (l=1; l <= 15; l++) {
+ x += deltax;
+ ix = x + 0.5;
+ if (ix < 1 || ix > 10) break;
+ y += deltay;
+ iy = y + 0.5;
+ if (iy < 1 || iy > 10) break;
+#ifndef SERGEEV
+ if (l==4 || l==9) skip(1);
+ proutn("%d - %d ", (int)x, (int)y);
+ iquad=game.quad[ix][iy];
+#else
+ iquad=game.quad[ix][iy];
+ if (game.damage[DSRSENS]==0 || condit==IHDOCKED){
+ drawmaps(2);
+ delay((wait!=1)*400);
+ wait=1;
+ gotoxy(iy*2+3,ix+2);
+ if ((game.quad[ix][iy]==IHDOT)||(game.quad[ix][iy]==IHBLANK)){
+ game.quad[ix][iy]='+';
+ drawmaps(2);
+ game.quad[ix][iy]=iquad;
+ sound(l*10);
+ delay(100);
+ nosound();
+ }
+ else {
+ game.quad[ix][iy]|=128;
+ drawmaps(2);
+ game.quad[ix][iy]=iquad;
+ _setcursortype(_NOCURSOR);
+ sound(500);
+ delay(1000);
+ nosound();
+ lowvideo();
+ _setcursortype(_NORMALCURSOR);
+ }
+ }
+ else {
+ proutn("%d - %d ", (int)x, (int)y);
+ }
+#endif /* SERGEEV */
+ if (iquad==IHDOT) continue;
+ /* hit something */
+#ifndef SERGEEV
+ skip(1);
+#else
+ setwnd(4);
+ gotoxy(crx,cry);
+#endif
+ 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);
+#ifndef SERGEEV
+ newcnd(); /* undock */
+#endif /* SERGEEV */
+ /* 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>10 || jy<1 ||jy > 10) 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>10 || jy<1 ||jy > 10) {
+ 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] -= 10;
+ 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 parishes 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) {
+#ifndef SERGEEV
+ prout(" destroyed.");
+#endif /* SERGEEV */
+ game.quad[ix][iy] = IHDOT;
+ ithere = 0;
+ ithx = ithy = 0;
+#ifdef SERGEEV
+ deadkl(ix, iy, iquad, ix, iy);
+#endif /* SERGEEV */
+ 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;
+ }
+ break;
+ }
+#ifdef SERGEEV
+ if(curwnd!=4) {
+ setwnd(4);
+ gotoxy(crx,cry);
+ }
+#endif /* SERGEEV */
+ 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;
+ }
+#ifndef SERGEEV
+ skip(1);
+#endif /* SERGEEV */
+ prout("Torpedo missed.");
+ return;
+}
+
+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;
+
+ 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;
+
+ iattak = 1;
+ if (alldone) return;
+#ifdef DEBUG
+ if (idebug) prout("ATTACK!");
+#endif
+
+ 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);
+ if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */
+ if (game.state.galaxy[quadx][quady] == 1000 ||
+ 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 (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 */
+
+ int i,j;
+
+#ifdef SERGEEV
+ skip(1);
+#endif /* SERGEEV */
+ 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] -= 10;
+ 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;
+ }
+ }
+
+ /* 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);
+
+ /* 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;
+}
+
+static int targetcheck(double x, double y, double *course) {
+ double deltx, delty;
+ /* Return TRUE if target is invalid */
+ if (x < 1.0 || x > 10.0 || y < 1.0 || y > 10.0) {
+ 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;
+
+ ididit = 0;
+
+ 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 (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();
+ 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;
+ }
+ }
+ ididit = 1;
+ /* Loop for moving <n> 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;
+#ifndef SERGEEV
+ if (n != 1) {
+ skip(1);
+ proutn("Track for torpedo number %d- ", i);
+ }
+ else {
+ skip(1);
+ proutn("Torpedo track- ");
+ }
+#endif /* SERGEEV */
+ torpedo(course[i], r, sectx, secty, &dummy, i);
+ if (alldone || game.state.galaxy[quadx][quady]==1000) 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 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);
+ 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;
+
+ 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 (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;
+
+ }
+ /* 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;
+ }
+ }
+ 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 */
+ }
+ /* 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;
+#ifdef SERGEEV
+ int cx, cy;
+#endif /* SERGEEV */
+ int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
+
+ 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) {
+#ifdef SERGEEV
+ if (game.damage[DSRSENS]==0){
+ crx=wherex();
+ cry=wherey();
+ setwnd(1);
+ drawmaps(2);
+ gotoxy(jj*2+3,ii+2);
+ highvideo();
+ proutn("%c", game.quad[ii][jj]);
+ gotoxy(wherex()-1,wherey());
+ sound(500);
+ delay(1000);
+ nosound();
+ lowvideo();
+ proutn("%c", game.quad[ii][jj]);
+ setwnd(4);
+ gotoxy(crx,cry);
+ _setcursortype(_NORMALCURSOR);
+ delay(500);
+ }
+#endif /* SERGEEV */
+ 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;
+ }
+ }
+ return;
+}
+
-#include "sst.h"\r
-#include <math.h>\r
-\r
-void events(void) {\r
- int ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0;\r
- double fintim = game.state.date + Time, datemin, xtime, repair, yank=0;\r
-\r
-#ifdef DEBUG\r
- if (idebug) prout("EVENTS");\r
-#endif\r
-\r
- if (stdamtim == 1e30 && game.damage[DRADIO] != 0.0) {\r
- /* chart will no longer be updated because radio is dead */\r
- stdamtim = game.state.date;\r
- for (i=1; i <= 8 ; i++)\r
- for (j=1; j <= 8; j++)\r
- if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+1000;\r
- }\r
-\r
- for (;;) {\r
- /* Select earliest extraneous event, line==0 if no events */\r
- line = FSPY;\r
- if (alldone) return;\r
- datemin = fintim;\r
- for (l=1; l<=NEVENTS; l++)\r
- if (game.future[l] < datemin) {\r
- line = l;\r
- datemin = game.future[l];\r
- }\r
- xtime = datemin-game.state.date;\r
- game.state.date = datemin;\r
- /* Decrement Federation resources and recompute remaining time */\r
- game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;\r
- game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);\r
- if (game.state.remtime <=0) {\r
- finish(FDEPLETE);\r
- return;\r
- }\r
- /* Is life support adequate? */\r
- if (game.damage[DLIFSUP] && condit != IHDOCKED) {\r
- if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) {\r
- finish(FLIFESUP);\r
- return;\r
- }\r
- lsupres -= xtime;\r
- if (game.damage[DLIFSUP] <= xtime) lsupres = inlsr;\r
- }\r
- /* Fix devices */\r
- repair = xtime;\r
- if (condit == IHDOCKED) repair /= docfac;\r
- /* Don't fix Deathray here */\r
- for (l=1; l<=NDEVICES; l++)\r
- if (game.damage[l] > 0.0 && l != DDRAY)\r
- game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);\r
- /* If radio repaired, update star chart and attack reports */\r
- if (stdamtim != 1e30 && game.damage[DRADIO] == 0.0) {\r
- stdamtim = 1e30;\r
- prout("Lt. Uhura- \"Captain, the sub-space radio is working and");\r
- prout(" surveillance reports are coming in.");\r
- skip(1);\r
- for (i=1; i <= 8 ; i++)\r
- for (j=1; j <= 8; j++)\r
- if (game.starch[i][j] > 999) game.starch[i][j] = 1;\r
- if (iseenit==0) {\r
- attakreport(0);\r
- iseenit = 1;\r
- }\r
- skip(1);\r
- prout(" The star chart is now up to date.\"");\r
- skip(1);\r
- }\r
- /* Cause extraneous event LINE to occur */\r
- Time -= xtime;\r
- switch (line) {\r
- case FSNOVA: /* Supernova */\r
- if (ipage==0) pause_game(1);\r
- ipage=1;\r
- snova(0,0);\r
- game.future[FSNOVA] = game.state.date + expran(0.5*intime);\r
- if (game.state.galaxy[quadx][quady] == 1000) return;\r
- break;\r
- case FSPY: /* Check with spy to see if S.C. should tractor beam */\r
- if (game.state.nscrem == 0 ||\r
- ictbeam+istract > 0 ||\r
- condit==IHDOCKED || isatb==1 || iscate==1) return;\r
- if (ientesc ||\r
- (energy < 2000 && torps < 4 && shield < 1250) ||\r
- (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || torps < 4)) ||\r
- (game.damage[DSHIELD] > 0 &&\r
- (energy < 2500 || game.damage[DPHASER] > 0) &&\r
- (torps < 5 || game.damage[DPHOTON] > 0))) {\r
- /* Tractor-beam her! */\r
- istract=1;\r
- yank = square(game.state.isx-quadx) + square(game.state.isy-quady);\r
- /*********TBEAM CODE***********/\r
- }\r
- else return;\r
- case FTBEAM: /* Tractor beam */\r
- if (line==FTBEAM) {\r
- if (game.state.remcom == 0) {\r
- game.future[FTBEAM] = 1e30;\r
- break;\r
- }\r
- i = Rand()*game.state.remcom+1.0;\r
- yank = square(game.state.cx[i]-quadx) + square(game.state.cy[i]-quady);\r
- if (istract || condit == IHDOCKED || yank == 0) {\r
- /* Drats! Have to reschedule */\r
- game.future[FTBEAM] = game.state.date + Time +\r
- expran(1.5*intime/game.state.remcom);\r
- break;\r
- }\r
- }\r
- /* tractor beaming cases merge here */\r
- yank = sqrt(yank);\r
- if (ipage==0) pause_game(1);\r
- ipage=1;\r
- Time = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */\r
- ictbeam = 1;\r
- skip(1);\r
- proutn("***");\r
- crmshp();\r
- prout(" caught in long range tractor beam--");\r
- /* If Kirk & Co. screwing around on planet, handle */\r
- atover(1); /* atover(1) is Grab */\r
- if (alldone) return;\r
- if (icraft == 1) { /* Caught in Galileo? */\r
- finish(FSTRACTOR);\r
- return;\r
- }\r
- /* Check to see if shuttle is aboard */\r
- if (iscraft==0) {\r
- skip(1);\r
- if (Rand() >0.5) {\r
- prout("Galileo, left on the planet surface, is captured");\r
- prout("by aliens and made into a flying McDonald's.");\r
- game.damage[DSHUTTL] = -10;\r
- iscraft = -1;\r
- }\r
- else {\r
- prout("Galileo, left on the planet surface, is well hidden.");\r
- }\r
- }\r
- if (line==0) {\r
- quadx = game.state.isx;\r
- quady = game.state.isy;\r
- }\r
- else {\r
- quadx = game.state.cx[i];\r
- quady = game.state.cy[i];\r
- }\r
- iran10(§x, §y);\r
- crmshp();\r
- proutn(" is pulled to ");\r
- proutn(cramlc(quadrant, quadx, quady));\r
- proutn(", ");\r
- prout(cramlc(sector, sectx, secty));\r
- if (resting) {\r
- prout("(Remainder of rest/repair period cancellegame.state.)");\r
- resting = 0;\r
- }\r
- if (shldup==0) {\r
- if (game.damage[DSHIELD]==0 && shield > 0) {\r
- doshield(2); /* Shldsup */\r
- shldchg=0;\r
- }\r
- else prout("(Shields not currently useable.)");\r
- }\r
- newqad(0);\r
- /* Adjust finish time to time of tractor beaming */\r
- fintim = game.state.date+Time;\r
- attack(0);\r
- if (game.state.remcom <= 0) game.future[FTBEAM] = 1e30;\r
- else game.future[FTBEAM] = game.state.date+Time+expran(1.5*intime/game.state.remcom);\r
- break;\r
- case FSNAP: /* Snapshot of the universe (for time warp) */\r
- game.snapsht = game.state;\r
- game.state.snap = 1;\r
- game.future[FSNAP] = game.state.date + expran(0.5 * intime);\r
- break;\r
- case FBATTAK: /* Commander attacks starbase */\r
- if (game.state.remcom==0 || game.state.rembase==0) {\r
- /* no can do */\r
- game.future[FBATTAK] = game.future[FCDBAS] = 1e30;\r
- break;\r
- }\r
- i = 0;\r
- for (j=1; j<=game.state.rembase; j++) {\r
- for (k=1; k<=game.state.remcom; k++)\r
- if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&\r
- (game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) &&\r
- (game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {\r
- i = 1;\r
- break;\r
- }\r
- if (i == 1) break;\r
- }\r
- if (j>game.state.rembase) {\r
- /* no match found -- try later */\r
- game.future[FBATTAK] = game.state.date + expran(0.3*intime);\r
- game.future[FCDBAS] = 1e30;\r
- break;\r
- }\r
- /* commander + starbase combination found -- launch attack */\r
- batx = game.state.baseqx[j];\r
- baty = game.state.baseqy[j];\r
- game.future[FCDBAS] = game.state.date+1.0+3.0*Rand();\r
- if (isatb) /* extra time if SC already attacking */\r
- game.future[FCDBAS] += game.future[FSCDBAS]-game.state.date;\r
- game.future[FBATTAK] = game.future[FCDBAS] +expran(0.3*intime);\r
- iseenit = 0;\r
- if (game.damage[DRADIO] != 0.0 &&\r
- condit != IHDOCKED) break; /* No warning :-( */\r
- iseenit = 1;\r
- if (ipage==0) pause_game(1);\r
- ipage = 1;\r
- skip(1);\r
- proutn("Lt. Uhura- \"Captain, the starbase in ");\r
- prout(cramlc(quadrant, batx, baty));\r
- prout(" reports that it is under attack and that it can");\r
- proutn(" hold out only until stardate %d",\r
- (int)game.future[FCDBAS]);\r
- prout(".\"");\r
- if (resting) {\r
- skip(1);\r
- proutn("Mr. Spock- \"Captain, shall we cancel the rest period?\" ");\r
- if (ja()) {\r
- resting = 0;\r
- Time = 0.0;\r
- return;\r
- }\r
- }\r
- break;\r
- case FSCDBAS: /* Supercommander destroys base */\r
- game.future[FSCDBAS] = 1e30;\r
- isatb = 2;\r
- if (game.state.galaxy[game.state.isx][game.state.isy]%100 < 10) break; /* WAS RETURN! */\r
- ixhold = batx;\r
- iyhold = baty;\r
- batx = game.state.isx;\r
- baty = game.state.isy;\r
- case FCDBAS: /* Commander succeeds in destroying base */\r
- if (line==FCDBAS) {\r
- game.future[FCDBAS] = 1e30;\r
- /* find the lucky pair */\r
- for (i = 1; i <= game.state.remcom; i++)\r
- if (game.state.cx[i]==batx && game.state.cy[i]==baty) break;\r
- if (i > game.state.remcom || game.state.rembase == 0 ||\r
- game.state.galaxy[batx][baty] % 100 < 10) {\r
- /* No action to take after all */\r
- batx = baty = 0;\r
- break;\r
- }\r
- }\r
- /* Code merges here for any commander destroying base */\r
- /* Not perfect, but will have to do */\r
- if (game.starch[batx][baty] == -1) game.starch[batx][baty] = 0;\r
- /* Handle case where base is in same quadrant as starship */\r
- if (batx==quadx && baty==quady) {\r
- if (game.starch[batx][baty] > 999) game.starch[batx][baty] -= 10;\r
- game.quad[basex][basey]= IHDOT;\r
- basex=basey=0;\r
- newcnd();\r
- skip(1);\r
- prout("Spock- \"Captain, I believe the starbase has been destroyegame.state.\"");\r
- }\r
- else if (game.state.rembase != 1 &&\r
- (game.damage[DRADIO] <= 0.0 || condit == IHDOCKED)) {\r
- /* Get word via subspace radio */\r
- if (ipage==0) pause_game(1);\r
- ipage = 1;\r
- skip(1);\r
- prout("Lt. Uhura- \"Captain, Starfleet Command reports that");\r
- proutn(" the starbase in ");\r
- proutn(cramlc(quadrant, batx, baty));\r
- prout(" has been destroyed by");\r
- if (isatb==2) prout("the Klingon Super-Commander");\r
- else prout("a Klingon Commander");\r
- }\r
- /* Remove Starbase from galaxy */\r
- game.state.galaxy[batx][baty] -= 10;\r
- for (i=1; i <= game.state.rembase; i++)\r
- if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {\r
- game.state.baseqx[i]=game.state.baseqx[game.state.rembase];\r
- game.state.baseqy[i]=game.state.baseqy[game.state.rembase];\r
- }\r
- game.state.rembase--;\r
- if (isatb == 2) {\r
- /* reinstate a commander's base attack */\r
- batx = ixhold;\r
- baty = iyhold;\r
- isatb = 0;\r
- }\r
- else {\r
- batx = baty = 0;\r
- }\r
- break;\r
- case FSCMOVE: /* Supercommander moves */\r
- game.future[FSCMOVE] = game.state.date+0.2777;\r
- if (ientesc+istract==0 &&\r
- isatb!=1 &&\r
- (iscate!=1 || justin==1)) scom(&ipage);\r
- break;\r
- case FDSPROB: /* Move deep space probe */\r
- game.future[FDSPROB] = game.state.date + 0.01;\r
- probex += probeinx;\r
- probey += probeiny;\r
- i = (int)(probex/10 +0.05);\r
- j = (int)(probey/10 + 0.05);\r
- if (probecx != i || probecy != j) {\r
- probecx = i;\r
- probecy = j;\r
- if (i < 1 || i > 8 || j < 1 || j > 8 ||\r
- game.state.galaxy[probecx][probecy] == 1000) {\r
- // Left galaxy or ran into supernova\r
- if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {\r
- if (ipage==0) pause_game(1);\r
- ipage = 1;\r
- skip(1);\r
- proutn("Lt. Uhura- \"The deep space probe ");\r
- if (i < 1 ||i > 8 || j < 1 || j > 8)\r
- proutn("has left the galaxy");\r
- else\r
- proutn("is no longer transmitting");\r
- prout(".\"");\r
- }\r
- game.future[FDSPROB] = 1e30;\r
- break;\r
- }\r
- if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {\r
- if (ipage==0) pause_game(1);\r
- ipage = 1;\r
- skip(1);\r
- proutn("Lt. Uhura- \"The deep space probe is now in ");\r
- proutn(cramlc(quadrant, probecx, probecy));\r
- prout(".\"");\r
- }\r
- }\r
- /* Update star chart if Radio is working or have access to\r
- radio. */\r
- if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED)\r
- game.starch[probecx][probecy] = game.damage[DRADIO] > 0.0 ?\r
- game.state.galaxy[probecx][probecy]+1000 : 1;\r
- proben--; // One less to travel\r
- if (proben == 0 && isarmed &&\r
- game.state.galaxy[probecx][probecy] % 10 > 0) {\r
- /* lets blow the sucker! */\r
- snova(1,0);\r
- game.future[FDSPROB] = 1e30;\r
- if (game.state.galaxy[quadx][quady] == 1000) return;\r
- }\r
- break;\r
- }\r
- }\r
-}\r
-\r
- \r
-void wait(void) {\r
- int key;\r
- double temp, delay, origTime;\r
-\r
- ididit = 0;\r
- for (;;) {\r
- key = scan();\r
- if (key != IHEOL) break;\r
- proutn("How long? ");\r
- }\r
- chew();\r
- if (key != IHREAL) {\r
- huh();\r
- return;\r
- }\r
- origTime = delay = aaitem;\r
- if (delay <= 0.0) return;\r
- if (delay >= game.state.remtime || nenhere != 0) {\r
- proutn("Are you sure? ");\r
- if (ja() == 0) return;\r
- }\r
-\r
- /* Alternate resting periods (events) with attacks */\r
-\r
- resting = 1;\r
- do {\r
- if (delay <= 0) resting = 0;\r
- if (resting == 0) {\r
- prout("%d stardates left.", (int)game.state.remtime);\r
- return;\r
- }\r
- temp = Time = delay;\r
-\r
- if (nenhere) {\r
- double rtime = 1.0 + Rand();\r
- if (rtime < temp) temp = rtime;\r
- Time = temp;\r
- }\r
- if (Time < delay) attack(0);\r
- if (alldone) return;\r
- events();\r
- ididit = 1;\r
- if (alldone) return;\r
- delay -= temp;\r
- /* Repair Deathray if long rest at starbase */\r
- if (origTime-delay >= 9.99 && condit == IHDOCKED)\r
- game.damage[DDRAY] = 0.0;\r
- } while (game.state.galaxy[quadx][quady] != 1000); // leave if quadrant supernovas\r
-\r
- resting = 0;\r
- Time = 0;\r
-}\r
-\r
-void nova(int ix, int iy) {\r
- static double course[] =\r
- {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};\r
- int bot, top, top2, hits[11][3], kount, icx, icy, mm, nn, j;\r
- int iquad, iquad1, i, ll, newcx, newcy, ii, jj;\r
- if (Rand() < 0.05) {\r
- /* Wow! We've supernova'ed */\r
- snova(ix, iy);\r
- return;\r
- }\r
-\r
- /* handle initial nova */\r
- game.quad[ix][iy] = IHDOT;\r
- crmena(1, IHSTAR, 2, ix, iy);\r
- prout(" novas.");\r
- game.state.galaxy[quadx][quady] -= 1;\r
- game.state.starkl++;\r
- \r
- /* Set up stack to recursively trigger adjacent stars */\r
- bot = top = top2 = 1;\r
- kount = 0;\r
- icx = icy = 0;\r
- hits[1][1] = ix;\r
- hits[1][2] = iy;\r
- while (1) {\r
- for (mm = bot; mm <= top; mm++) \r
- for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */\r
- for (j = 1; j <= 3; j++) {\r
- if (j==2 && nn== 2) continue;\r
- ii = hits[mm][1]+nn-2;\r
- jj = hits[mm][2]+j-2;\r
- if (ii < 1 || ii > 10 || jj < 1 || jj > 10) continue;\r
- iquad = game.quad[ii][jj];\r
- switch (iquad) {\r
-// case IHDOT: /* Empty space ends reaction\r
-// case IHQUEST:\r
-// case IHBLANK:\r
-// case IHT:\r
-// case IHWEB:\r
- default:\r
- break;\r
- case IHSTAR: /* Affect another star */\r
- if (Rand() < 0.05) {\r
- /* This star supernovas */\r
- snova(ii,jj);\r
- return;\r
- }\r
- top2++;\r
- hits[top2][1]=ii;\r
- hits[top2][2]=jj;\r
- game.state.galaxy[quadx][quady] -= 1;\r
- game.state.starkl++;\r
- crmena(1, IHSTAR, 2, ii, jj);\r
- prout(" novas.");\r
- game.quad[ii][jj] = IHDOT;\r
- break;\r
- case IHP: /* Destroy planet */\r
- game.state.newstuf[quadx][quady] -= 1;\r
- game.state.nplankl++;\r
- crmena(1, IHP, 2, ii, jj);\r
- prout(" destroyed.");\r
- DESTROY(&game.state.plnets[iplnet]);\r
- iplnet = plnetx = plnety = 0;\r
- if (landed == 1) {\r
- finish(FPNOVA);\r
- return;\r
- }\r
- game.quad[ii][jj] = IHDOT;\r
- break;\r
- case IHB: /* Destroy base */\r
- game.state.galaxy[quadx][quady] -= 10;\r
- for (i = 1; i <= game.state.rembase; i++)\r
- if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady) break;\r
- game.state.baseqx[i] = game.state.baseqx[game.state.rembase];\r
- game.state.baseqy[i] = game.state.baseqy[game.state.rembase];\r
- game.state.rembase--;\r
- basex = basey = 0;\r
- game.state.basekl++;\r
- newcnd();\r
- crmena(1, IHB, 2, ii, jj);\r
- prout(" destroyed.");\r
- game.quad[ii][jj] = IHDOT;\r
- break;\r
- case IHE: /* Buffet ship */\r
- case IHF:\r
- prout("***Starship buffeted by nova.");\r
- if (shldup) {\r
- if (shield >= 2000.0) shield -= 2000.0;\r
- else {\r
- double diff = 2000.0 - shield;\r
- energy -= diff;\r
- shield = 0.0;\r
- shldup = 0;\r
- prout("***Shields knocked out.");\r
- game.damage[DSHIELD] += 0.005*damfac*Rand()*diff;\r
- }\r
- }\r
- else energy -= 2000.0;\r
- if (energy <= 0) {\r
- finish(FNOVA);\r
- return;\r
- }\r
- /* add in course nova contributes to kicking starship*/\r
- icx += sectx-hits[mm][1];\r
- icy += secty-hits[mm][2];\r
- kount++;\r
- break;\r
- case IHK: /* kill klingon */\r
- deadkl(ii,jj,iquad, ii, jj);\r
- break;\r
- case IHC: /* Damage/destroy big enemies */\r
- case IHS:\r
- case IHR:\r
- for (ll = 1; ll <= nenhere; ll++)\r
- if (game.kx[ll]==ii && game.ky[ll]==jj) break;\r
- game.kpower[ll] -= 800.0; /* If firepower is lost, die */\r
- if (game.kpower[ll] <= 0.0) {\r
- deadkl(ii, jj, iquad, ii, jj);\r
- break;\r
- }\r
- newcx = ii + ii - hits[mm][1];\r
- newcy = jj + jj - hits[mm][2];\r
- crmena(1, iquad, 2, ii, jj);\r
- proutn(" damaged");\r
- if (newcx<1 || newcx>10 || newcy<1 || newcy>10) {\r
- /* can't leave quadrant */\r
- skip(1);\r
- break;\r
- }\r
- iquad1 = game.quad[newcx][newcy];\r
- if (iquad1 == IHBLANK) {\r
- proutn(", blasted into ");\r
- crmena(0, IHBLANK, 2, newcx, newcy);\r
- skip(1);\r
- deadkl(ii, jj, iquad, newcx, newcy);\r
- break;\r
- }\r
- if (iquad1 != IHDOT) {\r
- /* can't move into something else */\r
- skip(1);\r
- break;\r
- }\r
- proutn(", buffeted to ");\r
- proutn(cramlc(sector, newcx, newcy));\r
- game.quad[ii][jj] = IHDOT;\r
- game.quad[newcx][newcy] = iquad;\r
- game.kx[ll] = newcx;\r
- game.ky[ll] = newcy;\r
- game.kavgd[ll] = sqrt(square(sectx-newcx)+square(secty-newcy));\r
- game.kdist[ll] = game.kavgd[ll];\r
- skip(1);\r
- break;\r
- }\r
- }\r
- if (top == top2) break;\r
- bot = top + 1;\r
- top = top2;\r
- }\r
- if (kount==0) return;\r
-\r
- /* Starship affected by nova -- kick it away. */\r
- dist = kount*0.1;\r
- if (icx) icx = (icx < 0 ? -1 : 1);\r
- if (icy) icy = (icy < 0 ? -1 : 1);\r
- direc = course[3*(icx+1)+icy+2];\r
- if (direc == 0.0) dist = 0.0;\r
- if (dist == 0.0) return;\r
- Time = 10.0*dist/16.0;\r
- skip(1);\r
- prout("Force of nova displaces starship.");\r
- iattak=2; /* Eliminates recursion problem */\r
- imove();\r
- Time = 10.0*dist/16.0;\r
- return;\r
-}\r
- \r
- \r
-void snova(int insx, int insy) {\r
- int comdead, nqx=0, nqy=0, nsx, nsy, num, kldead, iscdead;\r
- int nrmdead, npdead;\r
- int insipient=0;\r
-\r
- nsx = insy;\r
- nsy = insy;\r
-\r
- if (insy== 0) {\r
- if (insx == 1) {\r
- /* NOVAMAX being used */\r
- nqx = probecx;\r
- nqy = probecy;\r
- }\r
- else {\r
- int stars = 0;\r
- /* Scheduled supernova -- select star */\r
- /* logic changed here so that we won't favor quadrants in top\r
- left of universe */\r
- for (nqx = 1; nqx<=8; nqx++) {\r
- for (nqy = 1; nqy<=8; nqy++) {\r
- stars += game.state.galaxy[nqx][nqy] % 10;\r
- }\r
- }\r
- if (stars == 0) return; /* nothing to supernova exists */\r
- num = Rand()*stars + 1;\r
- for (nqx = 1; nqx<=8; nqx++) {\r
- for (nqy = 1; nqy<=8; nqy++) {\r
- num -= game.state.galaxy[nqx][nqy] % 10;\r
- if (num <= 0) break;\r
- }\r
- if (num <=0) break;\r
- }\r
-#ifdef DEBUG\r
- if (idebug) {\r
- proutn("Super nova here?");\r
- if (ja()==1) {\r
- nqx = quadx;\r
- nqy = quady;\r
- }\r
- }\r
-#endif\r
- }\r
-\r
- if (nqx != quady || nqy != quady || justin != 0) {\r
- /* it isn't here, or we just entered (treat as inroute) */\r
- if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {\r
- skip(1);\r
- prout("Message from Starfleet Command Stardate %.2f", game.state.date);\r
- prout(" Supernova in %s; caution advised.",\r
- cramlc(quadrant, nqx, nqy));\r
- }\r
- }\r
- else {\r
- /* we are in the quadrant! */\r
- insipient = 1;\r
- num = Rand()* (game.state.galaxy[nqx][nqy]%10) + 1;\r
- for (nsx=1; nsx < 10; nsx++) {\r
- for (nsy=1; nsy < 10; nsy++) {\r
- if (game.quad[nsx][nsy]==IHSTAR) {\r
- num--;\r
- if (num==0) break;\r
- }\r
- }\r
- if (num==0) break;\r
- }\r
- }\r
- }\r
- else {\r
- insipient = 1;\r
- }\r
-\r
- if (insipient) {\r
- skip(1);\r
- prouts("***RED ALERT! RED ALERT!");\r
- skip(1);\r
- prout("***Incipient supernova detected at ", cramlc(sector, nsx, nsy));\r
- nqx = quadx;\r
- nqy = quady;\r
- if (square(nsx-sectx) + square(nsy-secty) <= 2.1) {\r
- proutn("Emergency override attempts t");\r
- prouts("***************");\r
- skip(1);\r
- stars();\r
- alldone=1;\r
- }\r
- }\r
- /* destroy any Klingons in supernovaed quadrant */\r
- num=game.state.galaxy[nqx][nqy];\r
- kldead = num/100;\r
- comdead = iscdead = 0;\r
- if (nqx==game.state.isx && nqy == game.state.isy) {\r
- /* did in the Supercommander! */\r
- game.state.nscrem = game.state.isx = game.state.isy = isatb = iscate = 0;\r
- iscdead = 1;\r
- game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;\r
- }\r
- game.state.remkl -= kldead;\r
- if (game.state.remcom) {\r
- int maxloop = game.state.remcom, l;\r
- for (l = 1; l <= maxloop; l++) {\r
- if (game.state.cx[l] == nqx && game.state.cy[l] == nqy) {\r
- game.state.cx[l] = game.state.cx[game.state.remcom];\r
- game.state.cy[l] = game.state.cy[game.state.remcom];\r
- game.state.cx[game.state.remcom] = game.state.cy[game.state.remcom] = 0;\r
- game.state.remcom--;\r
- kldead--;\r
- comdead++;\r
- if (game.state.remcom==0) game.future[FTBEAM] = 1e30;\r
- break;\r
- }\r
- }\r
- }\r
- /* destroy Romulans and planets in supernovaed quadrant */\r
- num = game.state.newstuf[nqx][nqy];\r
- game.state.newstuf[nqx][nqy] = 0;\r
- nrmdead = num/10;\r
- game.state.nromrem -= nrmdead;\r
- npdead = num - nrmdead*10;\r
- if (npdead) {\r
- int l;\r
- for (l = 0; l < inplan; l++)\r
- if (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) {\r
- DESTROY(&game.state.plnets[l]);\r
- }\r
- }\r
- /* Destroy any base in supernovaed quadrant */\r
- if (game.state.rembase) {\r
- int maxloop = game.state.rembase, l;\r
- for (l = 1; l <= maxloop; l++)\r
- if (game.state.baseqx[l]==nqx && game.state.baseqy[l]==nqy) {\r
- game.state.baseqx[l] = game.state.baseqx[game.state.rembase];\r
- game.state.baseqy[l] = game.state.baseqy[game.state.rembase];\r
- game.state.baseqx[game.state.rembase] = game.state.baseqy[game.state.rembase] = 0;\r
- game.state.rembase--;\r
- break;\r
- }\r
- }\r
- /* If starship caused supernova, tally up destruction */\r
- if (insx) {\r
- num = game.state.galaxy[nqx][nqy] % 100;\r
- game.state.starkl += num % 10;\r
- game.state.basekl += num/10;\r
- game.state.killk += kldead;\r
- game.state.killc += comdead;\r
- game.state.nromkl += nrmdead;\r
- game.state.nplankl += npdead;\r
- game.state.nsckill += iscdead;\r
- }\r
- /* mark supernova in galaxy and in star chart */\r
- if ((quadx == nqx && quady == nqy) ||\r
- game.damage[DRADIO] == 0 ||\r
- condit == IHDOCKED)\r
- game.starch[nqx][nqy] = 1;\r
- game.state.galaxy[nqx][nqy] = 1000;\r
- /* If supernova destroys last klingons give special message */\r
- if (game.state.remkl==0 && (nqx != quadx || nqy != quady)) {\r
- skip(2);\r
- if (insx == 0) prout("Lucky you!");\r
- proutn("A supernova in %s has just destroyed the last Klingons.",\r
- cramlc(quadrant, nqx, nqy));\r
- finish(FWON);\r
- return;\r
- }\r
- /* if some Klingons remain, continue or die in supernova */\r
- if (alldone) finish(FSNOVAED);\r
- return;\r
-}\r
- \r
- \r
+#include "sst.h"
+#include <math.h>
+
+void events(void) {
+ int ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0;
+ double fintim = game.state.date + Time, datemin, xtime, repair, yank=0;
+
+#ifdef DEBUG
+ if (idebug) prout("EVENTS");
+#endif
+
+ if (stdamtim == 1e30 && game.damage[DRADIO] != 0.0) {
+ /* chart will no longer be updated because radio is dead */
+ stdamtim = game.state.date;
+ for (i=1; i <= 8 ; i++)
+ for (j=1; j <= 8; j++)
+ if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+1000;
+ }
+
+ for (;;) {
+ /* Select earliest extraneous event, line==0 if no events */
+ line = FSPY;
+ if (alldone) return;
+ datemin = fintim;
+ for (l=1; l<=NEVENTS; l++)
+ if (game.future[l] < datemin) {
+ line = l;
+ datemin = game.future[l];
+ }
+ xtime = datemin-game.state.date;
+ game.state.date = datemin;
+ /* Decrement Federation resources and recompute remaining time */
+ game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;
+ game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
+ if (game.state.remtime <=0) {
+ finish(FDEPLETE);
+ return;
+ }
+ /* Is life support adequate? */
+ if (game.damage[DLIFSUP] && condit != IHDOCKED) {
+ if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) {
+ &