/* movement execution for warp, impule, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
- finald, finalx, finaly, stopegy, probf;
- int n, m, kink, kinks, iquad;
- coord w;
- bool trbeam = 0;
+ finald, stopegy, probf;
+ int n, m, kink, kinks;
+ feature iquad;
+ coord w, final;
+ bool trbeam = false;
w.x = w.y = 0;
if (game.inorbit) {
/* If tractor beam is to occur, don't move full distance */
if (game.state.date+game.optime >= scheduled(FTBEAM)) {
trbeam = true;
- game.condit = IHRED;
+ game.condition = red;
game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
}
if (game.nenhere != 0 && game.iattak != 2) {
newcnd();
for_local_enemies(m) {
- finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
- (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
- game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
+ finald = distance(w, game.ks[m]);
+ game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
}
/*
- * Stas Sergeev added the game.condition
+ * Stas Sergeev added the condition
* that attacks only happen if Klingons
* are present and your skill is good.
*/
if (iquad != IHDOT) {
/* object encountered in flight path */
stopegy = 50.0*game.dist/game.optime;
- game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
- (game.sector.y-w.y)*(double)(game.sector.y-w.y));
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
case IHS:
case IHR:
case IHQUEST:
- game.sector.x = w.x;
- game.sector.y = w.y;
- ram(0, iquad, game.sector);
- finalx = game.sector.x;
- finaly = game.sector.y;
+ game.sector = w;
+ ram(false, iquad, game.sector);
+ final = game.sector;
break;
case IHBLANK:
skip(1);
proutn(_("Emergency stop required "));
prout(_("%2d units of energy."), (int)stopegy);
game.energy -= stopegy;
- finalx = x-deltax+0.5;
- game.sector.x = finalx;
- finaly = y-deltay+0.5;
- game.sector.y = finaly;
+ final.x = x-deltax+0.5;
+ final.y = y-deltay+0.5;
+ game.sector = final;
if (game.energy <= 0) {
finish(FNRG);
return;
goto no_quad_change; /* sorry! */
}
}
- game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
- (game.sector.y-w.y)*(double)(game.sector.y-w.y));
- game.sector.x = w.x;
- game.sector.y = w.y;
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+ game.sector = w;
}
- finalx = game.sector.x;
- finaly = game.sector.y;
+ final = game.sector;
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
game.quad[game.sector.x][game.sector.y] = game.ship;
if (game.nenhere) {
for_local_enemies(m) {
- finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
- (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
+ finald = distance(w, game.ks[m]);
game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
game.kdist[m] = finald;
}
/* dock our ship at a starbase */
{
chew();
- if (game.condit == IHDOCKED && verbose) {
+ if (game.condition == docked && verbose) {
prout(_("Already docked."));
return;
}
prout(_(" not adjacent to base."));
return;
}
- game.condit = IHDOCKED;
+ game.condition = docked;
if (verbose) prout(_("Docked."));
- game.ididit=true;
+ game.ididit = true;
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
game.state.crew = FULLCREW;
if (!damaged(DRADIO) &&
- (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
+ (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
/* get attack report from base */
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
attakreport(false);
- game.iseenit = 1;
+ game.iseenit = true;
}
}
game.direc = -1.0;
- if (game.landed == 1 && !isprobe) {
+ if (game.landed && !isprobe) {
prout(_("Dummy! You can't leave standard orbit until you"));
- proutn(_("are back aboard the "));
- crmshp();
- prout(".");
+ proutn(_("are back aboard the ship."));
chew();
return;
}
while (navmode == unspecified) {
- if (damaged(DCOMPTR)) {
+ if (damaged(DNAVSYS)) {
if (isprobe)
prout(_("Computer damaged; manual navigation only"));
else
game.warpfac = aaitem;
game.wfacsq=game.warpfac*game.warpfac;
if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
- proutn(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
(int)game.warpfac);
return;
}
chew();
/* is captain on planet? */
- if (game.landed==1) {
+ if (game.landed) {
if (damaged(DTRANSP)) {
finish(FPNOVA);
return;
}
else {
prout(_("saved."));
- game.icrystl = 1;
+ game.icrystl = true;
}
}
}
void timwrp()
/* let's do the time warp again */
{
- int l, gotit;
+ int l;
+ bool gotit;
prout(_("***TIME WARP ENTERED."));
if (game.state.snap && Rand() < 0.5) {
/* Go back in time */
prout(_("You are traveling backwards in time %d stardates."),
(int)(game.state.date-game.snapsht.date));
game.state = game.snapsht;
- game.state.snap = 0;
+ game.state.snap = false;
if (game.state.remcom) {
schedule(FTBEAM, expran(game.intime/game.state.remcom));
schedule(FBATTAK, expran(0.3*game.intime));
/* Make sure Galileo is consistant -- Snapshot may have been taken
when on planet, which would give us two Galileos! */
- gotit = 0;
+ gotit = false;
for (l = 0; l < game.inplan; l++) {
if (game.state.plnets[l].known == shuttle_down) {
- gotit = 1;
- if (game.iscraft==1 && game.ship==IHE) {
+ gotit = true;
+ if (game.iscraft == onship && game.ship==IHE) {
prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
- game.iscraft = 0;
+ game.iscraft = offship;
}
}
}
/* Likewise, if in the original time the Galileo was abandoned, but
was on ship earlier, it would have vanished -- lets restore it */
- if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
+ if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
- game.iscraft = 1;
+ game.iscraft = onship;
}
/*
* There used to be code to do the actual reconstrction here,
if (is_scheduled(FDSPROB)) {
chew();
skip(1);
- if (damaged(DRADIO) && game.condit != IHDOCKED) {
+ if (damaged(DRADIO) && game.condition != docked) {
prout(_("Spock- \"Records show the previous probe has not yet"));
prout(_(" reached its destination.\""));
}
return;
}
+/*
+ * Here's how the mayday code works:
+ *
+ * First, the closest starbase is selected. If there is a
+ * a starbase in your own quadrant, you are in good shape.
+ * This distance takes quadrant distances into account only.
+ *
+ * A magic number is computed based on the distance which acts
+ * as the probability that you will be rematerialized. You
+ * get three tries.
+ *
+ * When it is determined that you should be able to be remater-
+ * ialized (i.e., when the probability thing mentioned above
+ * comes up positive), you are put into that quadrant (anywhere).
+ * Then, we try to see if there is a spot adjacent to the star-
+ * base. If not, you can't be rematerialized!!! Otherwise,
+ * it drops you there. It only tries five times to find a spot
+ * to drop you. After that, it's your problem.
+ */
+
void mayday(void)
/* yell for help from nearest starbase */
{
int line = 0, m, ix, iy;
chew();
- /* Test for game.conditions which prevent calling for help */
- if (game.condit == IHDOCKED) {
+ /* Test for conditions which prevent calling for help */
+ if (game.condition == docked) {
prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
return;
}
prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
return;
}
- if (game.landed == 1) {
+ if (game.landed) {
proutn(_("You must be aboard the "));
crmshp();
prout(".");
game.nhelp++;
if (game.base.x!=0) {
/* There's one in this quadrant */
- ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
+ ddist = distance(game.base, game.sector);
}
else {
ddist = FOREVER;
for_starbases(m) {
- xdist=10.0*sqrt(square(game.state.baseq[m].x-game.quadrant.x)+square(game.state.baseq[m].y-game.quadrant.y));
+ xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
if (xdist < ddist) {
ddist = xdist;
line = m;
}
if (m > 3) {
game.quad[ix][iy]=IHQUEST;
- game.alive = 0;
+ game.alive = false;
drawmaps(1);
setwnd(message_window);
finish(FMATERIALIZE);
skip(1);
prout(_("Lt. Uhura- \"Captain, we made it!\""));
}
+
+/*
+** Abandon Ship
+**
+** The ship is abandoned. If your current ship is the Faire
+** Queene, or if your shuttlecraft is dead, you're out of
+** luck. You need the shuttlecraft in order for the captain
+** (that's you!!) to escape.
+**
+** Your crew can beam to an inhabited starsystem in the
+** quadrant, if there is one and if the transporter is working.
+** If there is no inhabited starsystem, or if the transporter
+** is out, they are left to die in outer space.
+**
+** If there are no starbases left, you are captured by the
+** Klingons, who torture you mercilessly. However, if there
+** is at least one starbase, you are returned to the
+** Federation in a prisoner of war exchange. Of course, this
+** can't happen unless you have taken some prisoners.
+**
+*/
+
+void abandn(void)
+/* abandon ship */
+{
+ int nb, l;
+ struct quadrant *q;
+
+ chew();
+ if (game.condition==docked) {
+ if (game.ship!=IHE) {
+ prout(_("You cannot abandon Ye Faerie Queene."));
+ return;
+ }
+ }
+ else {
+ /* Must take shuttle craft to exit */
+ if (game.damage[DSHUTTL]==-1) {
+ prout(_("Ye Faerie Queene has no shuttle craft."));
+ return;
+ }
+ if (game.damage[DSHUTTL]<0) {
+ prout(_("Shuttle craft now serving Big Macs."));
+ return;
+ }
+ if (game.damage[DSHUTTL]>0) {
+ prout(_("Shuttle craft damaged."));
+ return;
+ }
+ if (game.landed) {
+ prout(_("You must be aboard the Enterprise."));
+ return;
+ }
+ if (game.iscraft != onship) {
+ prout(_("Shuttle craft not currently available."));
+ return;
+ }
+ /* Print abandon ship messages */
+ skip(1);
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
+ skip(1);
+ prouts(_("***ALL HANDS ABANDON SHIP!"));
+ skip(2);
+ prout(_("Captain and crew escape in shuttle craft."));
+ if (game.state.rembase==0) {
+ /* Oops! no place to go... */
+ finish(FABANDN);
+ return;
+ }
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ /* Dispose of crew */
+ if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
+ prout(_("Remainder of ship's complement beam down"));
+ prout(_("to nearest habitable planet."));
+ } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
+ prout(_("Remainder of ship's complement beam down"));
+ prout(_("to %s."), systnames[q->planet]);
+ } else {
+ prout(_("Entire crew of %d left to die in outer space."));
+ game.casual += game.state.crew;
+ game.abandoned += game.state.crew;
+ }
+
+ /* If at least one base left, give 'em the Faerie Queene */
+ skip(1);
+ game.icrystl = false; /* crystals are lost */
+ game.nprobes = 0; /* No probes */
+ prout(_("You are captured by Klingons and released to"));
+ prout(_("the Federation in a prisoner-of-war exchange."));
+ nb = Rand()*game.state.rembase+1;
+ /* Set up quadrant and position FQ adjacient to base */
+ if (!same(game.quadrant, game.state.baseq[nb])) {
+ game.quadrant = game.state.baseq[nb];
+ game.sector.x = game.sector.y = 5;
+ newqad(true);
+ }
+ for (;;) {
+ /* position next to base by trial and error */
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
+ for_sectors(l) {
+ game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
+ game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
+ if (VALID_SECTOR(game.sector.x, game.sector.y) &&
+ game.quad[game.sector.x][game.sector.y] == IHDOT) break;
+ }
+ if (l < QUADSIZE+1) break; /* found a spot */
+ game.sector.x=QUADSIZE/2;
+ game.sector.y=QUADSIZE/2;
+ newqad(true);
+ }
+ }
+ /* Get new commission */
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
+ game.state.crew = FULLCREW;
+ prout(_("Starfleet puts you in command of another ship,"));
+ prout(_("the Faerie Queene, which is antiquated but,"));
+ prout(_("still useable."));
+ if (game.icrystl) prout(_("The dilithium crystals have been moved."));
+ game.imine = false;
+ game.iscraft = offship; /* Galileo disappears */
+ /* Resupply ship */
+ game.condition=docked;
+ for (l = 0; l < NDEVICES; l++)
+ game.damage[l] = 0.0;
+ game.damage[DSHUTTL] = -1;
+ game.energy = game.inenrg = 3000.0;
+ game.shield = game.inshld = 1250.0;
+ game.torps = game.intorps = 6;
+ game.lsupres=game.inlsr=3.0;
+ game.shldup=false;
+ game.warpfac=5.0;
+ game.wfacsq=25.0;
+ return;
+}