#include "sst.h"
-void doshield(int i)
+void doshield(bool raise)
/* change shield status */
{
int key;
game.ididit = false;
- if (i == 2) action = SHUP;
+ if (raise)
+ action = SHUP;
else {
key = scan();
if (key == IHALPHA) {
return;
}
game.shldup = true;
- game.shldchg = 1;
- if (game.condit != IHDOCKED) game.energy -= 50.0;
+ game.shldchg = true;
+ if (game.condition != docked) game.energy -= 50.0;
prout(_("Shields raised."));
if (game.energy <= 0) {
skip(1);
return;
}
game.shldup=false;
- game.shldchg=1;
+ game.shldchg=true;
prout(_("Shields lowered."));
game.ididit = true;
return;
}
}
-void ram(bool ibumpd, int ienm, coord w)
+static int randdevice(void)
+/* choose a device to damage, at random. */
+{
+ /*
+ * Quoth Eric Allman in the code of BSD-Trek:
+ * "Under certain conditions you can get a critical hit. This
+ * sort of hit damages devices. The probability that a given
+ * device is damaged depends on the device. Well protected
+ * devices (such as the computer, which is in the core of the
+ * ship and has considerable redundancy) almost never get
+ * damaged, whereas devices which are exposed (such as the
+ * warp engines) or which are particularly delicate (such as
+ * the transporter) have a much higher probability of being
+ * damaged."
+ *
+ * This is one place where OPTION_PLAIN does not restore the
+ * original behavior, which was equiprobable damage across
+ * all devices. If we wanted that, we'd return NDEVICES*Rand()
+ * and have done with it. Also, in the original game, DNAVYS
+ * and DCOMPTR were the same device.
+ *
+ * Instead, we use a table of weights similar to the one from BSD Trek.
+ * BSD doesn't have the shuttle, shield controller, death ray, or probes.
+ * We don't have a cloaking device. The shuttle got the allocation
+ * for the cloaking device, then we shaved a half-percent off
+ * everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+ */
+ static int weights[NDEVICES] = {
+ 105, /* DSRSENS: short range scanners 10.5% */
+ 105, /* DLRSENS: long range scanners 10.5% */
+ 120, /* DPHASER: phasers 12.0% */
+ 120, /* DPHOTON: photon torpedoes 12.0% */
+ 25, /* DLIFSUP: life support 2.5% */
+ 65, /* DWARPEN: warp drive 6.5% */
+ 70, /* DIMPULS: impulse engines 6.5% */
+ 145, /* DSHIELD: deflector shields 14.5% */
+ 30, /* DRADIO: subspace radio 3.0% */
+ 45, /* DSHUTTL: shuttle 4.5% */
+ 15, /* DCOMPTR: computer 1.5% */
+ 20, /* NAVCOMP: navigation system 2.0% */
+ 75, /* DTRANSP: transporter 7.5% */
+ 20, /* DSHCTRL: high-speed shield controller 2.0% */
+ 10, /* DDRAY: death ray 1.0% */
+ 30, /* DDSP: deep-space probes 3.0% */
+ };
+ int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */
+
+ for (i = sum = 0; i < NDEVICES; i++) {
+ sum += weights[i];
+ if (idx < sum)
+ return i;
+ }
+ return -1; /* we should never get here, but this quiets GCC */
+}
+
+void ram(bool ibumpd, feature ienm, coord w)
/* make our ship ram something */
{
- double type = 1.0, extradm;
- int icas, m;
+ double hardness, extradm;
+ int icas, m, ncrits;
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
proutn("***");
crmshp();
switch (ienm) {
- case IHR: type = 1.5; break;
- case IHC: type = 2.0; break;
- case IHS: type = 2.5; break;
- case IHT: type = 0.5; break;
- case IHQUEST: type = 4.0; break;
+ case IHR: hardness = 1.5; break;
+ case IHC: hardness = 2.0; break;
+ case IHS: hardness = 2.5; break;
+ case IHT: hardness = 0.5; break;
+ case IHQUEST: hardness = 4.0; break;
+ default: hardness = 1.0; break;
}
proutn(ibumpd ? _(" rammed by ") : _(" rams "));
crmena(false, ienm, sector, w);
if (ibumpd) proutn(_(" (original position)"));
skip(1);
- deadkl(w, ienm, game.sector.x, game.sector.y);
+ deadkl(w, ienm, game.sector);
proutn("***");
crmshp();
prout(_(" heavily damaged."));
prout(_("***Sickbay reports %d casualties"), icas);
game.casual += icas;
game.state.crew -= icas;
- for (m=0; m < NDEVICES; m++) {
- if (m == DDRAY)
- continue; // Don't damage deathray
- if (game.damage[m] < 0)
+ /*
+ * In the pre-SST2K version, all devices got equiprobably damaged,
+ * which was silly. Instead, pick up to half the devices at
+ * random according to our weighting table,
+ */
+ ncrits = Rand() * (NDEVICES/2);
+ for (m=0; m < ncrits; m++) {
+ int dev = randdevice();
+ if (game.damage[dev] < 0)
continue;
- extradm = (10.0*type*Rand()+1.0)*game.damfac;
- game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */
+ extradm = (10.0*hardness*Rand()+1.0)*game.damfac;
+ /* Damage for at least time of travel! */
+ game.damage[dev] += game.optime + extradm;
}
game.shldup = false;
+ prout(_("***Shields are down."));
if (KLINGREM) {
- pause_game(2);
+ pause_game(true);
dreprt();
}
else finish(FWON);
return;
}
-void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
+void torpedo(double course, double r, coord in, double *hit, int i, int n)
/* let a photon torpedo fly */
{
int l, iquad=0, ll;
double ac=course + 0.25*r;
double angle = (15.0-ac)*0.5235988;
double bullseye = (15.0 - course)*0.5235988;
- double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger;
+ double deltax=-sin(angle), deltay=cos(angle), x=in.x, y=in.y, bigger;
double ang, temp, xx, yy, kp, h1;
struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
coord w, jw;
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
deltay /= bigger;
- if (!damaged(DSRSENS) || game.condit==IHDOCKED)
+ if (!damaged(DSRSENS) || game.condition==docked)
setwnd(srscan_window);
else
setwnd(message_window);
crmshp();
prout(".");
*hit = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
+ 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
*hit = fabs(*hit);
newcnd(); /* we're blown out of dock */
/* We may be displaced. */
- if (game.landed==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */
+ if (game.landed || game.condition==docked)
+ return; /* Cheat if on a planet */
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
/* can't move into object */
return;
}
- game.sector.x = jw.x;
- game.sector.y = jw.y;
+ game.sector = jw;
crmshp();
shoved = true;
break;
case IHK:
/* find the enemy */
for_local_enemies(ll)
- if (w.x==game.ks[ll].x && w.y==game.ks[ll].y) break;
+ if (same(w, game.ks[ll]))
+ break;
kp = fabs(game.kpower[ll]);
h1 = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
+ 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
h1 = fabs(h1);
if (kp < h1) h1 = kp;
game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
if (game.kpower[ll] == 0) {
- deadkl(w, iquad, w.x, w.y);
+ deadkl(w, iquad, w);
return;
}
crmena(true, iquad, sector, w);
}
if (game.quad[jw.x][jw.y]==IHBLANK) {
prout(_(" buffeted into black hole."));
- deadkl(w, iquad, jw.x, jw.y);
+ deadkl(w, iquad, jw);
return;
}
if (game.quad[jw.x][jw.y]!=IHDOT) {
return;
}
proutn(_(" damaged--"));
- game.ks[ll].x = jw.x;
- game.ks[ll].y = jw.y;
+ game.ks[ll] = jw;
shoved = true;
break;
case IHB: /* Hit a base */
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
+ if (game.landed) {
/* captain perishes on planet */
finish(FDPLANET);
}
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
+ if (game.landed) {
/* captain perishes on planet */
finish(FDPLANET);
}
- prout("You have just destroyed an inhabited planet.");
- prout("Celebratory rallies are being held on the Klingon homeworld.");
+ prout(_("You have just destroyed an inhabited planet."));
+ prout(_("Celebratory rallies are being held on the Klingon homeworld."));
return;
case IHSTAR: /* Hit a star */
if (Rand() > 0.10) {
proutn(_("Mr. Spock-"));
prouts(_(" \"Fascinating!\""));
skip(1);
- deadkl(w, iquad, w.x, w.y);
+ deadkl(w, iquad, w);
} else {
/*
* Stas Sergeev added the possibility that
return;
case IHT: /* Hit a Tholian */
h1 = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
+ 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
h1 = fabs(h1);
if (h1 >= 600) {
game.quad[w.x][w.y] = IHDOT;
game.ithere = false;
- game.tholian.x = game.tholian.y = 0;
- deadkl(w, iquad, w.x, w.y);
+ deadkl(w, iquad, w);
return;
}
skip(1);
prout(_(" disappears."));
game.quad[w.x][w.y] = IHWEB;
game.ithere = false;
- game.tholian.x = game.tholian.y = 0;
game.nenhere--;
dropin(IHBLANK);
return;
ncrit = 1.0 + hit/(500.0+100.0*Rand());
proutn(_("***CRITICAL HIT--"));
/* Select devices and cause damage */
- for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) {
+ for (loop1 = 0; loop1 < ncrit; loop1++) {
do {
- j = NDEVICES*Rand();
+ j = randdevice();
/* Cheat to prevent shuttle damage unless on ship */
} while
- (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
+ (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship));
cdam[loop1] = j;
extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
game.damage[j] += extradm;
if (game.ithere) movetho();
if (game.neutz) { /* The one chance not to be attacked */
- game.neutz = 0;
+ game.neutz = false;
return;
}
if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
pfac = 1.0/game.inshld;
- if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
+ if (game.shldchg) chgfac = 0.25+0.5*Rand();
skip(1);
if (game.skill <= SKILL_FAIR) where = sector;
for_local_enemies(loop) {
/* compute hit strength and diminsh shield power */
r = Rand();
/* Increase chance of photon torpedos if docked or enemy energy low */
- if (game.condit == IHDOCKED) r *= 0.25;
+ if (game.condition == docked) r *= 0.25;
if (game.kpower[loop] < 500) r *= 0.25;
jay = game.ks[loop];
iquad = game.quad[jay.x][jay.y];
(iquad==IHQUEST && r > 0.05);
if (itflag) {
/* Enemy uses phasers */
- if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
+ if (game.condition == docked) continue; /* Don't waste the effort! */
attempt = true; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
prout(" ");
r = (Rand()+Rand())*0.5 -0.5;
r += 0.002*game.kpower[loop]*r;
- torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
+ torpedo(course, r, jay, &hit, 1, 1);
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone)
return; /* Supernova or finished */
if (hit == 0) continue;
}
- if (game.shldup || game.shldchg != 0 || game.condit==IHDOCKED) {
+ if (game.shldup || game.shldchg || game.condition==docked) {
/* shields will take hits */
- double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0);
+ double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0);
if(propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
atackd = true;
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
hit -= hitsh;
- if (game.condit==IHDOCKED) dock(false);
+ if (game.condition==docked) dock(false);
if (propor > 0.1 && hit < 0.005*game.energy) continue;
}
/* It's a hit -- print out hit size */
hittot += hit;
fry(hit);
game.energy -= hit;
- if (game.condit==IHDOCKED)
+ if (game.condition==docked)
dock(false);
}
if (game.energy <= 0) {
finish(FBATTLE);
return;
}
- if (!attempt && game.condit == IHDOCKED)
+ if (!attempt && game.condition == docked)
prout(_("***Enemies decide against attacking your ship."));
if (!atackd) return;
percent = 100.0*pfac*game.shield+0.5;
return;
}
-void deadkl(coord w, int type, int ixx, int iyy)
+void deadkl(coord w, feature type, coord mv)
/* kill a Klingon, Tholian, Romulan, or Thingy */
{
- /* Added ixx and iyy allow enemy to "move" before dying */
- coord mv;
+ /* Added mv to allow enemy to "move" before dying */
int i,j;
- mv.x = ixx; mv.y = iyy;
skip(1);
crmena(true, type, sector, mv);
/* Decide what kind of enemy it is and update approriately */
game.klhere--;
switch (type) {
case IHC:
- game.comhere = 0;
+ game.comhere = false;
for_commanders (i)
if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
case IHS:
game.state.nscrem--;
game.ishere = false;
- game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
+ game.iscate = false;
unschedule(FSCMOVE);
unschedule(FSCDBAS);
break;
+ default: /* avoids a gcc warning */
+ prout("*** Internal error, deadkl() called on %c\n", type);
+ break;
}
}
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
- /* Remove enemy ship from arrays describing local game.conditions */
+ /* Remove enemy ship from arrays describing local conditions */
if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
unschedule(FCDBAS);
for_local_enemies(i)
/* Loop for moving <n> torpedoes */
osuabor = false;
for (i = 1; i <= n && !osuabor; i++) {
- if (game.condit != IHDOCKED) game.torps--;
+ if (game.condition != docked) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
/* misfire! */
break;
}
}
- if (game.shldup || game.condit == IHDOCKED)
+ if (game.shldup || game.condition == docked)
r *= 1.0 + 0.0001*game.shield;
- torpedo(course[i], r, game.sector.x, game.sector.y, &dummy, i, n);
+ torpedo(course[i], r, game.sector, &dummy, i, n);
if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
}
int icas;
skip(1);
- if (Rand() < .998) {
+ if (Rand() < 0.998) {
prout(_("Shields lowered."));
return false;
}
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
- bool ifast = false, no = false, ipoop = true, msgflag = true;
+ bool ifast = false, no = false, itarg = true, msgflag = true;
enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
int key=0;
skip(1);
- /* SR sensors and Computer */
- if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false;
- if (game.condit == IHDOCKED) {
+ /* SR sensors and Computer are needed fopr automode */
+ if (damaged(DSRSENS) || damaged(DCOMPTR))
+ itarg = false;
+ if (game.condition == docked) {
prout(_("Phasers can't be fired through base shields."));
chew();
return;
}
}
else if (isit("automatic")) {
- if ((!ipoop) && game.nenhere != 0) {
+ if ((!itarg) && game.nenhere != 0) {
automode = FORCEMAN;
}
else {
prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
- else if (!ipoop)
+ else if (!itarg)
automode = FORCEMAN;
else
automode = AUTOMATIC;
prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
- else if (!ipoop)
+ else if (!itarg)
automode = FORCEMAN;
else
proutn(_("Manual or automatic? "));
irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
(1.01+0.05*Rand()) + 1.0;
kz=1;
- proutn(_("(%d) units required. "), irec);
+ proutn(_("%d units required. "), irec);
chew();
proutn(_("Units to fire= "));
key = scan();
chew();
key = IHEOL;
if (damaged(DCOMPTR))
- prout(_("Battle comuter damaged, manual file only."));
+ prout(_("Battle computer damaged, manual file only."));
else {
skip(1);
prouts(_("---WORKING---"));
}
if (key == IHEOL) {
chew();
- if (ipoop && k > kz)
+ if (itarg && k > kz)
irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
(1.01+0.05*Rand()) + 1.0;
kz = k;
key = scan();
}
if (key == IHALPHA && isit("no")) {
- no = 1;
+ no = true;
key = scan();
continue;
}
crmena(false,ienm,sector,w);
skip(1);
if (kpow == 0) {
- deadkl(w, ienm, w.x, w.y);
+ deadkl(w, ienm, w);
if (KLINGREM==0) finish(FWON);
if (game.alldone) return;
kk--; /* don't do the increment */