Get rid of all DOS-generated CRs.
authorEric S. Raymond <esr@thyrsus.com>
Thu, 20 Jan 2005 21:31:19 +0000 (21:31 +0000)
committerEric S. Raymond <esr@thyrsus.com>
Thu, 20 Jan 2005 21:31:19 +0000 (21:31 +0000)
ai.c
battle.c
events.c
finish.c
moving.c
planets.c
reports.c
setup.c
sst.c
sst.h

diff --git a/ai.c b/ai.c
index ba970a36ee9f18dcdbf2f43aa1fcf564e19788cc..719c50c4bb51c62e659f9521aa71fb44ca67c937 100644 (file)
--- a/ai.c
+++ b/ai.c
-#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;
+}
index 97cea709fca529f5d140f6601c8f7fb3fb0699a4..845aa832937bcd98f2fd2c2052ce6aacceba8fed 100644 (file)
--- a/battle.c
+++ b/battle.c
-#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;
+}
+
index 641b77ad65f325944a9842f0ca345f7a8b052cb9..fd9d53c363ae4708b9bf7f11ac9f6566a78837af 100644 (file)
--- a/events.c
+++ b/events.c
-#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(&sectx, &secty);\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) {
+           &