/* Don't do it if being pushed by Nova */
if (game.nenhere != 0 && !novapush) {
newcnd();
- for_local_enemies(m) {
+ for (m = 1; m <= game.nenhere; m++) {
finald = distance(w, game.ks[m]);
game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
}
prout(_("YOU WILL BE DESTROYED."));
}
/* Compute final position in new quadrant */
- if (trbeam) return; /* Don't bother if we are to be beamed */
+ if (trbeam) /* Don't bother if we are to be beamed */
+ return;
game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
/* 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) {
+ for (m = 1; m <= game.nenhere; m++) {
finald = distance(w, game.ks[m]);
game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
game.kdist[m] = finald;
}
- sortkl();
+ sortklings();
if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
attack(false);
- for_local_enemies(m) game.kavgd[m] = game.kdist[m];
+ for (m = 1; m <= game.nenhere; m++)
+ game.kavgd[m] = game.kdist[m];
}
newcnd();
drawmaps(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);
+ attackreport(false);
game.iseenit = true;
}
}
/*
* This program originally required input in terms of a (clock)
* direction and distance. Somewhere in history, it was changed to
- * cartesian coordinates. So we need to convert. I think
+ * cartesian coordinates. So we need to convert. Probably
* "manual" input should still be done this way -- it's a real
* pain if the computer isn't working! Manual mode is still confusing
* because it involves giving x and y motions, yet the coordinates
coord incr;
bool iprompt = false;
- /* Get course direction and distance. If user types bad values, return
- with DIREC = -1.0. */
-
+ // Get course direction and distance. If user types bad values, return
+ // with DIREC = -1.0.
game.direc = -1.0;
if (game.landed && !isprobe) {
prout(_("(Manual navigation assumed.)"));
else
prout(_("(Manual movement assumed.)"));
- navmode = automatic;
+ navmode = manual;
break;
}
}
-void impuls(void)
+void impulse(void)
/* move under impulse power */
{
double power;
100.0*game.optime/game.state.remtime);
prout(_(" percent of our"));
proutn(_(" remaining time. Are you sure this is wise?\" "));
- if (ja() == false) { game.ididit = false; game.optime=0; return;}
+ if (ja() == false) {
+ game.ididit = false;
+ game.optime=0;
+ return;
+ }
}
}
/* Entry WARPX */
-void setwrp(void)
+void setwarp(void)
/* change the warp factor */
{
int key;
} while
/* Repeat if another snova */
(game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
- if (KLINGREM==0)
+ if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0)
finish(FWON); /* Snova killed remaining enemy. */
}
}
}
}
- /* Likewise, if in the original time the Galileo was abandoned, but
- was on ship earlier, it would have vanished -- lets restore it */
+ // Likewise, if in the original time the Galileo was abandoned, but
+ // was on ship earlier, it would have vanished -- let's restore it.
if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
game.iscraft = onship;
}
else {
ddist = FOREVER;
- for_starbases(m) {
+ for (m = 1; m <= game.state.rembase; m++) {
xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
if (xdist < ddist) {
ddist = xdist;
}
/*
-** 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.
-**
-*/
+ * 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)
+void abandon(void)
/* abandon ship */
{
int nb, l;
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]);
+ prout(_("Remainder of ship's complement beam down to %s."),
+ systnames[q->planet]);
} else {
prout(_("Entire crew of %d left to die in outer space."),
game.state.crew);
for (;;) {
/* position next to base by trial and error */
game.quad[game.sector.x][game.sector.y] = IHDOT;
- for_sectors(l) {
+ for (l = 1; l <= QUADSIZE; 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 */
+ if (l < QUADSIZE+1)
+ break; /* found a spot */
game.sector.x=QUADSIZE/2;
game.sector.y=QUADSIZE/2;
newqad(true);