int key;
enum {NONE, SHUP, SHDN, NRG} action = NONE;
- ididit = 0;
+ game.ididit = 0;
if (i == 2) action = SHUP;
else {
else {
chew();
if (game.damage[DSHIELD]) {
- prout("Shields damaged and down.");
+ prout(_("Shields damaged and down."));
return;
}
if (isit("up"))
}
}
if (action==NONE) {
- proutn("Do you wish to change shield energy? ");
+ proutn(_("Do you wish to change shield energy? "));
if (ja()) {
- proutn("Energy to transfer to shields- ");
+ proutn(_("Energy to transfer to shields- "));
action = NRG;
}
else if (game.damage[DSHIELD]) {
- prout("Shields damaged and down.");
+ prout(_("Shields damaged and down."));
return;
}
- else if (shldup) {
- proutn("Shields are up. Do you want them down? ");
+ else if (game.shldup) {
+ proutn(_("Shields are up. Do you want them down? "));
if (ja()) action = SHDN;
else {
chew();
}
}
else {
- proutn("Shields are down. Do you want them up? ");
+ proutn(_("Shields are down. Do you want them up? "));
if (ja()) action = SHUP;
else {
chew();
}
switch (action) {
case SHUP: /* raise shields */
- if (shldup) {
- prout("Shields already up.");
+ if (game.shldup) {
+ prout(_("Shields already up."));
return;
}
- shldup = 1;
- shldchg = 1;
- if (condit != IHDOCKED) energy -= 50.0;
- prout("Shields raised.");
- if (energy <= 0) {
+ game.shldup = 1;
+ game.shldchg = 1;
+ if (game.condit != IHDOCKED) game.energy -= 50.0;
+ prout(_("Shields raised."));
+ if (game.energy <= 0) {
skip(1);
- prout("Shields raising uses up last of energy.");
+ prout(_("Shields raising uses up last of energy."));
finish(FNRG);
return;
}
- ididit=1;
+ game.ididit=1;
return;
case SHDN:
- if (shldup==0) {
- prout("Shields already down.");
+ if (game.shldup==0) {
+ prout(_("Shields already down."));
return;
}
- shldup=0;
- shldchg=1;
- prout("Shields lowered.");
- ididit=1;
+ game.shldup=0;
+ game.shldchg=1;
+ prout(_("Shields lowered."));
+ game.ididit=1;
return;
case NRG:
while (scan() != IHREAL) {
chew();
- proutn("Energy to transfer to shields- ");
+ proutn(_("Energy to transfer to shields- "));
}
chew();
if (aaitem==0) return;
- if (aaitem > energy) {
- prout("Insufficient ship energy.");
+ if (aaitem > game.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");
+ game.ididit = 1;
+ if (game.shield+aaitem >= game.inshld) {
+ prout(_("Shield energy maximized."));
+ if (game.shield+aaitem > game.inshld) {
+ prout(_("Excess energy requested returned to ship energy"));
}
- energy -= inshld-shield;
- shield = inshld;
+ game.energy -= game.inshld-game.shield;
+ game.shield = game.inshld;
return;
}
- if (aaitem < 0.0 && energy-aaitem > inenrg) {
+ if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) {
/* Prevent shield drain loophole */
skip(1);
- prout("Engineering to bridge--");
- prout(" Scott here. Power circuit problem, Captain.");
- prout(" I can't drain the shields.");
- ididit = 0;
+ prout(_("Engineering to bridge--"));
+ prout(_(" Scott here. Power circuit problem, Captain."));
+ prout(_(" I can't drain the shields."));
+ game.ididit = 0;
return;
}
- if (shield+aaitem < 0) {
- prout("All shield energy transferred to ship.");
- energy += shield;
- shield = 0.0;
+ if (game.shield+aaitem < 0) {
+ prout(_("All shield energy transferred to ship."));
+ game.energy += game.shield;
+ game.shield = 0.0;
return;
}
- proutn("Scotty- \"");
+ proutn(_("Scotty- \""));
if (aaitem > 0)
- prout("Transferring energy to shields.\"");
+ prout(_("Transferring energy to shields.\""));
else
- prout("Draining energy from shields.\"");
- shield += aaitem;
- energy -= aaitem;
+ prout(_("Draining energy from shields.\""));
+ game.shield += aaitem;
+ game.energy -= aaitem;
return;
case NONE:; /* avoid gcc warning */
}
double type = 1.0, extradm;
int icas, l;
- prouts("***RED ALERT! RED ALERT!");
+ prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
- prout("***COLLISION IMMINENT.");
+ prout(_("***COLLISION IMMINENT."));
skip(2);
proutn("***");
crmshp();
case IHT: type = 0.5; break;
case IHQUEST: type = 4.0; break;
}
- proutn(ibumpd ? " rammed by " : " rams ");
+ proutn(ibumpd ? _(" rammed by ") : _(" rams "));
crmena(0, ienm, 2, ix, iy);
- if (ibumpd) proutn(" (original position)");
+ if (ibumpd) proutn(_(" (original position)"));
skip(1);
- deadkl(ix, iy, ienm, sectx, secty);
+ deadkl(ix, iy, ienm, game.sectx, game.secty);
proutn("***");
crmshp();
- prout(" heavily damaged.");
+ prout(_(" heavily damaged."));
icas = 10.0+20.0*Rand();
- prout("***Sickbay reports %d casualties", icas);
- casual += icas;
+ prout(_("***Sickbay reports %d casualties"), icas);
+ game.casual += icas;
for (l=0; 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! */
+ extradm = (10.0*type*Rand()+1.0)*game.damfac;
+ game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
}
- shldup = 0;
+ game.shldup = 0;
if (KLINGREM) {
pause_game(2);
dreprt();
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
deltay /= bigger;
- if (game.damage[DSRSENS]==0 || condit==IHDOCKED)
+ if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED)
setwnd(srscan_window);
else
setwnd(message_window);
case IHE: /* Hit our ship */
case IHF:
skip(1);
- proutn("Torpedo hits ");
+ proutn(_("Torpedo hits "));
crmshp();
prout(".");
*hit = 700.0 + 100.0*Rand() -
*hit = fabs(*hit);
newcnd(); /* we're blown out of dock */
/* We may be displaced. */
- if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
+ if (game.landed==1 || game.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));
/* can't move into object */
return;
}
- sectx = jx;
- secty = jy;
+ game.sectx = jx;
+ game.secty = jy;
crmshp();
shoved = 1;
break;
case IHS:
if (Rand() <= 0.05) {
crmena(1, iquad, 2, ix, iy);
- prout(" uses anti-photon device;");
- prout(" torpedo neutralized.");
+ prout(_(" uses anti-photon device;"));
+ prout(_(" torpedo neutralized."));
return;
}
case IHR: /* Hit a regular enemy */
jx=ix+xx+0.5;
jy=iy+yy+0.5;
if (!VALID_SECTOR(jx, jy)) {
- prout(" damaged but not destroyed.");
+ prout(_(" damaged but not destroyed."));
return;
}
if (game.quad[jx][jy]==IHBLANK) {
- prout(" buffeted into black hole.");
+ 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.");
+ prout(_(" damaged but not destroyed."));
return;
}
- proutn(" damaged--");
+ proutn(_(" damaged--"));
game.kx[ll] = jx;
game.ky[ll] = jy;
shoved = 1;
break;
case IHB: /* Hit a base */
skip(1);
- prout("***STARBASE DESTROYED..");
+ prout(_("***STARBASE DESTROYED.."));
for_starbases(ll) {
- if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
+ if (game.state.baseqx[ll]==game.quadx && game.state.baseqy[ll]==game.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].starbase--;
- game.state.chart[quadx][quady].starbase--;
+ game.basex=game.basey=0;
+ game.state.galaxy[game.quadx][game.quady].starbase--;
+ game.state.chart[game.quadx][game.quady].starbase--;
game.state.basekl++;
newcnd();
return;
case IHP: /* Hit a planet */
crmena(1, iquad, 2, ix, iy);
- prout(" destroyed.");
+ prout(_(" destroyed."));
game.state.nplankl++;
- game.state.galaxy[quadx][quady].planets--;
- DESTROY(&game.state.plnets[iplnet]);
- iplnet = 0;
- plnetx = plnety = 0;
+ game.state.galaxy[game.quadx][game.quady].planet = NULL;
+ DESTROY(&game.state.plnets[game.iplnet]);
+ game.iplnet = 0;
+ game.plnetx = game.plnety = 0;
game.quad[ix][iy] = IHDOT;
- if (landed==1) {
+ if (game.landed==1) {
/* captain perishes on planet */
finish(FDPLANET);
}
return;
}
crmena(1, IHSTAR, 2, ix, iy);
- prout(" unaffected by photon blast.");
+ prout(_(" unaffected by photon blast."));
return;
case IHQUEST: /* Hit a thingy */
if (!(game.options & OPTION_THINGY) || Rand()>0.7) {
skip(1);
- prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!");
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"));
skip(1);
- prouts(" HACK! HACK! HACK! *CHOKE!* ");
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "));
skip(1);
- proutn("Mr. Spock-");
- prouts(" \"Fascinating!\"");
+ proutn(_("Mr. Spock-"));
+ prouts(_(" \"Fascinating!\""));
skip(1);
deadkl(ix, iy, iquad, ix, iy);
} else {
case IHBLANK: /* Black hole */
skip(1);
crmena(1, IHBLANK, 2, ix, iy);
- prout(" swallows torpedo.");
+ prout(_(" swallows torpedo."));
return;
case IHWEB: /* hit the web */
skip(1);
- prout("***Torpedo absorbed by Tholian web.");
+ prout(_("***Torpedo absorbed by Tholian web."));
return;
case IHT: /* Hit a Tholian */
h1 = 700.0 + 100.0*Rand() -
h1 = fabs(h1);
if (h1 >= 600) {
game.quad[ix][iy] = IHDOT;
- ithere = 0;
- ithx = ithy = 0;
+ game.ithere = 0;
+ game.ithx = game.ithy = 0;
deadkl(ix, iy, iquad, ix, iy);
return;
}
skip(1);
crmena(1, IHT, 2, ix, iy);
if (Rand() > 0.05) {
- prout(" survives photon blast.");
+ prout(_(" survives photon blast."));
return;
}
- prout(" disappears.");
+ prout(_(" disappears."));
game.quad[ix][iy] = IHWEB;
- ithere = ithx = ithy = 0;
- nenhere--;
+ game.ithere = game.ithx = game.ithy = 0;
+ game.nenhere--;
{
int dum, my;
dropin(IHBLANK, &dum, &my);
if (shoved) {
game.quad[jx][jy]=iquad;
game.quad[ix][iy]=IHDOT;
- prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
+ prout(_(" displaced by blast to %s "), cramlc(sector, jx, jy));
for_local_enemies(ll)
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
+ game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sectx-game.kx[ll])+square(game.secty-game.ky[ll]));
sortkl();
return;
}
skip(1);
- prout("Torpedo missed.");
+ prout(_("Torpedo missed."));
return;
}
int ktr=1, l, ll, j, cdam[NDEVICES];
/* a critical hit occured */
- if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
+ if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return;
ncrit = 1.0 + hit/(500.0+100.0*Rand());
- proutn("***CRITICAL HIT--");
+ proutn(_("***CRITICAL HIT--"));
/* Select devices and cause damage */
for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
do {
j = NDEVICES*Rand();
/* Cheat to prevent shuttle damage unless on ship */
} while
- (game.damage[j]<0.0 || (j==DSHUTTL && iscraft!=1) || j==DDRAY);
+ (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
cdam[l] = j;
- extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
+ extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
game.damage[j] += extradm;
if (l > 0) {
for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
if (ll<=l) continue;
ktr += 1;
if (ktr==3) skip(1);
- proutn(" and ");
+ proutn(_(" and "));
}
proutn(device[j]);
}
- prout(" damaged.");
- if (game.damage[DSHIELD] && shldup) {
- prout("***Shields knocked down.");
- shldup=0;
+ prout(_(" damaged."));
+ if (game.damage[DSHIELD] && game.shldup) {
+ prout(_("***Shields knocked down."));
+ game.shldup=0;
}
}
double hit;
double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
- iattak = 1;
- if (alldone) return;
+ game.iattak = 1;
+ if (game.alldone) return;
#ifdef DEBUG
- if (idebug) prout("ATTACK!");
+ if (game.idebug) prout("ATTACK!");
#endif
- if (ithere) movetho();
+ if (game.ithere) movetho();
- if (neutz) { /* The one chance not to be attacked */
- neutz = 0;
+ if (game.neutz) { /* The one chance not to be attacked */
+ game.neutz = 0;
return;
}
- if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
- if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
- pfac = 1.0/inshld;
- if (shldchg == 1) chgfac = 0.25+0.5*Rand();
+ if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
+ if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) return;
+ pfac = 1.0/game.inshld;
+ if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
skip(1);
- if (skill <= SKILL_FAIR) i = 2;
+ if (game.skill <= SKILL_FAIR) i = 2;
for_local_enemies(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.condit == IHDOCKED) r *= 0.25;
if (game.kpower[l] < 500) r *= 0.25;
jx = game.kx[l];
jy = game.ky[l];
(iquad==IHQUEST && r > 0.05);
if (itflag) {
/* Enemy uses phasers */
- if (condit == IHDOCKED) continue; /* Don't waste the effort! */
+ if (game.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);
+ double course = 1.90985*atan2((double)game.secty-jy, (double)jx-game.sectx);
hit = 0;
- proutn("***TORPEDO INCOMING");
+ proutn(_("***TORPEDO INCOMING"));
if (game.damage[DSRSENS] <= 0.0) {
- proutn(" From ");
+ proutn(_(" From "));
crmena(0, iquad, i, jx, jy);
}
attempt = 1;
torpedo(course, r, jx, jy, &hit, 1, 1);
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
- if (game.state.galaxy[quadx][quady].supernova || alldone)
+ if (game.state.galaxy[game.quadx][game.quady].supernova || game.alldone)
return; /* Supernova or finished */
if (hit == 0) continue;
}
- if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
+ if (game.shldup != 0 || game.shldchg != 0 || game.condit==IHDOCKED) {
/* shields will take hits */
- double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
+ double absorb, hitsh, propor = pfac*game.shield*(game.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;
+ if (absorb > game.shield) absorb = game.shield;
+ game.shield -= absorb;
hit -= hitsh;
- if (condit==IHDOCKED) dock(0);
- if (propor > 0.1 && hit < 0.005*energy) continue;
+ if (game.condit==IHDOCKED) dock(0);
+ if (propor > 0.1 && hit < 0.005*game.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<=SKILL_FAIR) {
- proutn(" on the ");
+ proutn(_("%d unit hit"), (int)hit);
+ if ((game.damage[DSRSENS] > 0 && itflag) || game.skill<=SKILL_FAIR) {
+ proutn(_(" on the "));
crmshp();
}
if (game.damage[DSRSENS] <= 0.0 && itflag) {
- proutn(" from ");
+ proutn(_(" from "));
crmena(0, iquad, i, jx, jy);
}
skip(1);
if (hit > hitmax) hitmax = hit;
hittot += hit;
fry(hit);
- prout("Hit %g energy %g", hit, energy);
- energy -= hit;
- if (condit==IHDOCKED)
+ game.energy -= hit;
+ if (game.condit==IHDOCKED)
dock(0);
}
- if (energy <= 0) {
+ if (game.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 (attempt == 0 && game.condit == IHDOCKED)
+ prout(_("***Enemies decide against attacking your ship."));
if (atackd == 0) return;
- percent = 100.0*pfac*shield+0.5;
+ percent = 100.0*pfac*game.shield+0.5;
if (ihurt==0) {
/* Shields fully protect ship */
- proutn("Enemy attack reduces shield strength to ");
+ 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, ");
+ proutn(_("Energy left %2d shields "), (int)game.energy);
+ if (game.shldup) proutn(_("up "));
+ else if (game.damage[DSHIELD] == 0) proutn(_("down "));
+ else proutn(_("damaged, "));
}
- prout("%d%%, torpedoes left %d", percent, torps);
+ prout(_("%d%%, torpedoes left %d"), percent, game.torps);
/* Check if anyone was hurt */
if (hitmax >= 200 || hittot >= 500) {
int icas= hittot*Rand()*0.015;
if (icas >= 2) {
skip(1);
- prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
- prout(" in that last attack.\"");
- casual += icas;
+ prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties"), icas);
+ prout(_(" in that last attack.\""));
+ game.casual += icas;
}
}
/* After attack, reset average distance to enemies */
/* Decide what kind of enemy it is and update approriately */
if (type == IHR) {
/* chalk up a Romulan */
- game.state.galaxy[quadx][quady].romulans--;
- irhere--;
+ game.state.galaxy[game.quadx][game.quady].romulans--;
+ game.irhere--;
game.state.nromrem--;
}
else if (type == IHT) {
/* Killed a Tholian */
- ithere = 0;
+ game.ithere = 0;
}
else if (type == IHQUEST) {
/* Killed a Thingy */
}
else {
/* Some type of a Klingon */
- game.state.galaxy[quadx][quady].klingons--;
- klhere--;
+ game.state.galaxy[game.quadx][game.quady].klingons--;
+ game.klhere--;
switch (type) {
case IHC:
- comhere = 0;
+ game.comhere = 0;
for_commanders (i)
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
+ if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.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.remcom--;
game.future[FTBEAM] = FOREVER;
if (game.state.remcom != 0)
- game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
+ game.future[FTBEAM] = game.state.date + expran(1.0*game.incom/game.state.remcom);
break;
case IHK:
game.state.remkl--;
break;
case IHS:
game.state.nscrem--;
- ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
+ game.ishere = game.state.isx = game.state.isy = game.isatb = game.iscate = 0;
game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
break;
}
}
/* For each kind of enemy, finish message to player */
- prout(" destroyed.");
+ prout(_(" destroyed."));
game.quad[ix][iy] = IHDOT;
if (KLINGREM==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] < FOREVER && batx==quadx && baty==quady && type==IHC)
+ /* Remove enemy ship from arrays describing local game.conditions */
+ if (game.future[FCDBAS] < FOREVER && game.batx==game.quadx && game.baty==game.quady && type==IHC)
game.future[FCDBAS] = FOREVER;
for_local_enemies(i)
if (game.kx[i]==ix && game.ky[i]==iy) break;
- nenhere--;
- if (i <= nenhere) {
- for (j=i; j<=nenhere; j++) {
+ game.nenhere--;
+ if (i <= game.nenhere) {
+ for (j=i; j<=game.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;
+ game.kx[game.nenhere+1] = 0;
+ game.ky[game.nenhere+1] = 0;
+ game.kdist[game.nenhere+1] = 0;
+ game.kavgd[game.nenhere+1] = 0;
+ game.kpower[game.nenhere+1] = 0;
return;
}
huh();
return 1;
}
- deltx = 0.1*(y - secty);
- delty = 0.1*(sectx - x);
+ deltx = 0.1*(y - game.secty);
+ delty = 0.1*(game.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.\"");
+ prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"));
+ prout(_(" I recommend an immediate review of"));
+ prout(_(" the Captain's psychological profile.\""));
chew();
return 1;
}
double r, dummy;
int key, n, i, osuabor;
- ididit = 0;
+ game.ididit = 0;
if (game.damage[DPHOTON]) {
- prout("Photon tubes damaged.");
+ prout(_("Photon tubes damaged."));
chew();
return;
}
- if (torps == 0) {
- prout("No torpedoes left.");
+ if (game.torps == 0) {
+ prout(_("No torpedoes left."));
chew();
return;
}
return;
}
else if (key == IHEOL) {
- prout("%d torpedoes left.", torps);
- proutn("Number of torpedoes to fire- ");
+ prout(_("%d torpedoes left."), game.torps);
+ proutn(_("Number of torpedoes to fire- "));
key = scan();
}
else /* key == IHREAL */ {
}
if (n > 3) {
chew();
- prout("Maximum of 3 torpedoes per burst.");
+ prout(_("Maximum of 3 torpedoes per burst."));
key = IHEOL;
return;
}
- if (n <= torps) break;
+ if (n <= game.torps) break;
chew();
key = IHEOL;
}
if (i == 1 && key == IHEOL) {
/* prompt for each one */
for (i = 1; i <= n; i++) {
- proutn("Target sector for torpedo number %d- ", i);
+ proutn(_("Target sector for torpedo number %d- "), i);
key = scan();
if (key != IHREAL) {
huh();
if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
}
}
- ididit = 1;
+ game.ididit = 1;
/* Loop for moving <n> torpedoes */
osuabor = 0;
for (i = 1; i <= n && !osuabor; i++) {
- if (condit != IHDOCKED) torps--;
+ if (game.condit != IHDOCKED) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
/* misfire! */
r = (Rand()+1.2) * r;
if (n>1) {
- prouts("***TORPEDO NUMBER %d MISFIRES", i);
+ prouts(_("***TORPEDO NUMBER %d MISFIRES"), i);
}
- else prouts("***TORPEDO MISFIRES.");
+ else prouts(_("***TORPEDO MISFIRES."));
skip(1);
if (i < n)
- prout(" Remainder of burst aborted.");
+ 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());
+ prout(_("***Photon tubes damaged by misfire."));
+ game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
break;
}
}
- if (shldup || condit == IHDOCKED)
- r *= 1.0 + 0.0001*shield;
- torpedo(course[i], r, sectx, secty, &dummy, i, n);
- if (alldone || game.state.galaxy[quadx][quady].supernova)
+ if (game.shldup || game.condit == IHDOCKED)
+ r *= 1.0 + 0.0001*game.shield;
+ torpedo(course[i], r, game.sectx, game.secty, &dummy, i, n);
+ if (game.alldone || game.state.galaxy[game.quadx][game.quady].supernova)
return;
}
if (KLINGREM==0) finish(FWON);
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);
+ prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""));
+ game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
}
}
}
skip(1);
if (Rand() < .998) {
- prout("Shields lowered.");
+ prout(_("Shields lowered."));
return 0;
}
/* Something bad has happened */
- prouts("***RED ALERT! RED ALERT!");
+ 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***********************\"");
+ hit = rpow*game.shield/game.inshld;
+ game.energy -= rpow+hit*0.8;
+ game.shield -= hit*0.2;
+ if (game.energy <= 0.0) {
+ prouts(_("Sulu- \"Captain! Shield malf***********************\""));
skip(1);
stars();
finish(FPHASER);
return 1;
}
- prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"");
+ prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""));
skip(2);
- prout("Lt. Uhura- \"Sir, all decks reporting damage.\"");
+ 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;
+ prout(_("McCoy to bridge- \"Severe radiation burns, Jim."));
+ prout(_(" %d casualties so far.\""), icas);
+ game.casual -= icas;
}
skip(1);
- prout("Phaser energy dispersed by shields.");
- prout("Enemy unaffected.");
+ prout(_("Phaser energy dispersed by shields."));
+ prout(_("Enemy unaffected."));
overheat(rpow);
return 1;
}
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.");
+ if (game.condit == IHDOCKED) {
+ prout(_("Phasers can't be fired through base shields."));
chew();
return;
}
if (game.damage[DPHASER] != 0) {
- prout("Phaser control damaged.");
+ prout(_("Phaser control damaged."));
chew();
return;
}
- if (shldup) {
+ if (game.shldup) {
if (game.damage[DSHCTRL]) {
- prout("High speed shield control damaged.");
+ prout(_("High speed shield control damaged."));
chew();
return;
}
- if (energy <= 200.0) {
- prout("Insufficient energy to activate high-speed shield control.");
+ if (game.energy <= 200.0) {
+ prout(_("Insufficient energy to activate high-speed shield control."));
chew();
return;
}
- prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"");
+ prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""));
ifast = 1;
}
key=scan();
if (key == IHALPHA) {
if (isit("manual")) {
- if (nenhere==0) {
- prout("There is no enemy present to select.");
+ if (game.nenhere==0) {
+ prout(_("There is no enemy present to select."));
chew();
key = IHEOL;
automode=AUTOMATIC;
}
}
else if (isit("automatic")) {
- if ((!ipoop) && nenhere != 0) {
+ if ((!ipoop) && game.nenhere != 0) {
automode = FORCEMAN;
}
else {
- if (nenhere==0)
- prout("Energy will be expended into space.");
+ if (game.nenhere==0)
+ prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
key = scan();
}
}
}
else if (key == IHREAL) {
- if (nenhere==0) {
- prout("Energy will be expended into space.");
+ if (game.nenhere==0) {
+ prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
else if (!ipoop)
}
else {
/* IHEOL */
- if (nenhere==0) {
- prout("Energy will be expended into space.");
+ if (game.nenhere==0) {
+ prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
else if (!ipoop)
automode = FORCEMAN;
else
- proutn("Manual or automatic? ");
+ proutn(_("Manual or automatic? "));
}
}
no = 1;
key = scan();
}
- if (key != IHREAL && nenhere != 0) {
- prout("Phasers locked on target. Energy available: %.2f",
- ifast?energy-200.0:energy,1,2);
+ if (key != IHREAL && game.nenhere != 0) {
+ prout(_("Phasers locked on target. Energy available: %.2f"),
+ ifast?game.energy-200.0:game.energy,1,2);
}
irec=0;
do {
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= ");
+ 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);
+ if (rpow > (ifast?game.energy-200:game.energy)) {
+ proutn(_("Energy available= %.2f"),
+ ifast?game.energy-200:game.energy);
skip(1);
key = IHEOL;
}
- } while (rpow > (ifast?energy-200:energy));
+ } while (rpow > (ifast?game.energy-200:game.energy));
if (rpow<=0) {
/* chicken out */
chew();
no = 1;
}
if (ifast) {
- energy -= 200; /* Go and do it! */
+ game.energy -= 200; /* Go and do it! */
if (checkshctrl(rpow)) return;
}
chew();
- energy -= rpow;
+ game.energy -= rpow;
extra = rpow;
- if (nenhere) {
+ if (game.nenhere) {
extra = 0.0;
powrem = rpow;
for_local_enemies(i) {
}
if (powrem > 0.0) extra += powrem;
hittem(hits);
- ididit=1;
+ game.ididit=1;
}
- if (extra > 0 && alldone == 0) {
- if (ithere) {
- proutn("*** Tholian web absorbs ");
- if (nenhere>0) proutn("excess ");
- prout("phaser energy.");
+ if (extra > 0 && game.alldone == 0) {
+ if (game.ithere) {
+ proutn(_("*** Tholian web absorbs "));
+ if (game.nenhere>0) proutn(_("excess "));
+ prout(_("phaser energy."));
}
else {
- prout("%d expended on empty space.", (int)extra);
+ prout(_("%d expended on empty space."), (int)extra);
}
}
break;
chew();
key = IHEOL;
if (game.damage[DCOMPTR]!=0)
- prout("Battle comuter damaged, manual file only.");
+ prout(_("Battle comuter damaged, manual file only."));
else {
skip(1);
- prouts("---WORKING---");
+ prouts(_("---WORKING---"));
skip(1);
- prout("Short-range-sensors-damaged");
- prout("Insufficient-data-for-automatic-phaser-fire");
- prout("Manual-fire-must-be-used");
+ 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;) {
+ for (k = 1; k <= game.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));
+ proutn(_("Energy available= %.2f"),
+ game.energy-.006-(ifast?200:0));
skip(1);
msgflag = 0;
rpow = 0.0;
}
- if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
+ if (game.damage[DSRSENS] && !(abs(game.sectx-ii) < 2 && abs(game.secty-jj) < 2) &&
(ienm == IHC || ienm == IHS)) {
cramen(ienm);
- prout(" can't be located without short range scan.");
+ prout(_(" can't be located without short range scan."));
chew();
key = IHEOL;
hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */
if (game.damage[DCOMPTR]==0) proutn("%d", irec);
else proutn("??");
proutn(") ");
- proutn("units to fire at ");
+ proutn(_("units to fire at "));
crmena(0, ienm, 2, ii, jj);
proutn("- ");
key = scan();
rpow += aaitem;
/* If total requested is too much, inform and start over */
- if (rpow > (ifast?energy-200:energy)) {
- prout("Available energy exceeded -- try again.");
+ if (rpow > (ifast?game.energy-200:game.energy)) {
+ prout(_("Available energy exceeded -- try again."));
chew();
return;
}
if (key == IHALPHA && isit("no")) {
no = 1;
}
- energy -= rpow;
+ game.energy -= rpow;
chew();
if (ifast) {
- energy -= 200.0;
+ game.energy -= 200.0;
if (checkshctrl(rpow)) return;
}
hittem(hits);
- ididit=1;
+ game.ididit=1;
case NOTSET:; /* avoid gcc warning */
}
/* Say shield raised or malfunction, if necessary */
- if (alldone)
+ if (game.alldone)
return;
if (ifast) {
skip(1);
if (no == 0) {
if (Rand() >= 0.99) {
- prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
- prouts(" CLICK CLICK POP . . .");
- prout(" No response, sir!");
- shldup = 0;
+ prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."));
+ prouts(_(" CLICK CLICK POP . . ."));
+ prout(_(" No response, sir!"));
+ game.shldup = 0;
}
else
- prout("Shields raised.");
+ prout(_("Shields raised."));
}
else
- shldup = 0;
+ game.shldup = 0;
}
overheat(rpow);
}
void hittem(double *hits)
{
double kp, kpow, wham, hit, dustfac, kpini;
- int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
+ int nenhr2=game.nenhere, k=1, kk=1, ii, jj, ienm;
skip(1);
if (hit > 0.005) {
if (game.damage[DSRSENS]==0)
boom(ii, jj);
- proutn("%d unit hit on ", (int)hit);
+ proutn(_("%d unit hit on "), (int)hit);
}
else
- proutn("Very small hit on ");
+ proutn(_("Very small hit on "));
ienm = game.quad[ii][jj];
if (ienm==IHQUEST) iqengry=1;
crmena(0,ienm,2,ii,jj);
if (kpow == 0) {
deadkl(ii, jj, ienm, ii, jj);
if (KLINGREM==0) finish(FWON);
- if (alldone) return;
+ if (game.alldone) return;
kk--; /* don't do the increment */
}
else /* decide whether or not to emasculate klingon */
if (kpow > 0 && Rand() >= 0.9 &&
kpow <= ((0.4 + 0.4*Rand())*kpini)) {
- prout("***Mr. Spock- \"Captain, the vessel at ",
+ prout(_("***Mr. Spock- \"Captain, the vessel at "),
cramlc(sector,ii,jj));
- prout(" has just lost its firepower.\"");
+ prout(_(" has just lost its firepower.\""));
game.kpower[kk] = -kpow;
}
}