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Change the condition field from an uint with #defines to an enum.
[super-star-trek.git]
/
src
/
battle.c
diff --git
a/src/battle.c
b/src/battle.c
index 20b35ef3b296894d12a919be851b7c8e1e0192bf..6e171b23aaa541486e3dfc5c5c04de8a0df6ff8b 100644
(file)
--- a/
src/battle.c
+++ b/
src/battle.c
@@
-62,7
+62,7
@@
void doshield(int i)
}
game.shldup = true;
game.shldchg = 1;
}
game.shldup = true;
game.shldchg = 1;
- if (game.condit
!= IHDOCKED
) game.energy -= 50.0;
+ if (game.condit
ion != docked
) game.energy -= 50.0;
prout(_("Shields raised."));
if (game.energy <= 0) {
skip(1);
prout(_("Shields raised."));
if (game.energy <= 0) {
skip(1);
@@
-153,7
+153,7
@@
void ram(bool ibumpd, int ienm, coord w)
crmena(false, ienm, sector, w);
if (ibumpd) proutn(_(" (original position)"));
skip(1);
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."));
proutn("***");
crmshp();
prout(_(" heavily damaged."));
@@
-178,7
+178,7
@@
void ram(bool ibumpd, int ienm, coord w)
return;
}
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;
/* let a photon torpedo fly */
{
int l, iquad=0, ll;
@@
-186,7
+186,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
double ac=course + 0.25*r;
double angle = (15.0-ac)*0.5235988;
double bullseye = (15.0 - course)*0.5235988;
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=in
x, y=in
y, 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;
double ang, temp, xx, yy, kp, h1;
struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
coord w, jw;
@@
-196,7
+196,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
deltay /= bigger;
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
deltay /= bigger;
- if (!damaged(DSRSENS) || game.condit
==IHDOCKED
)
+ if (!damaged(DSRSENS) || game.condit
ion==docked
)
setwnd(srscan_window);
else
setwnd(message_window);
setwnd(srscan_window);
else
setwnd(message_window);
@@
-221,12
+221,11
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
crmshp();
prout(".");
*hit = 700.0 + 100.0*Rand() -
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. */
*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==1 || game.condit
ion==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));
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
@@
-243,8
+242,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
/* can't move into object */
return;
}
/* can't move into object */
return;
}
- game.sector.x = jw.x;
- game.sector.y = jw.y;
+ game.sector = jw;
crmshp();
shoved = true;
break;
crmshp();
shoved = true;
break;
@@
-261,16
+259,16
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
case IHK:
/* find the enemy */
for_local_enemies(ll)
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() -
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) {
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);
return;
}
crmena(true, iquad, sector, w);
@@
-288,7
+286,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
}
if (game.quad[jw.x][jw.y]==IHBLANK) {
prout(_(" buffeted into black hole."));
}
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;
}
if (game.quad[jw.x][jw.y]!=IHDOT) {
@@
-297,8
+295,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
return;
}
proutn(_(" damaged--"));
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 */
shoved = true;
break;
case IHB: /* Hit a base */
@@
-366,7
+363,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
proutn(_("Mr. Spock-"));
prouts(_(" \"Fascinating!\""));
skip(1);
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
} else {
/*
* Stas Sergeev added the possibility that
@@
-388,14
+385,12
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
return;
case IHT: /* Hit a Tholian */
h1 = 700.0 + 100.0*Rand() -
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;
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);
return;
}
skip(1);
@@
-407,7
+402,6
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
prout(_(" disappears."));
game.quad[w.x][w.y] = IHWEB;
game.ithere = false;
prout(_(" disappears."));
game.quad[w.x][w.y] = IHWEB;
game.ithere = false;
- game.tholian.x = game.tholian.y = 0;
game.nenhere--;
dropin(IHBLANK);
return;
game.nenhere--;
dropin(IHBLANK);
return;
@@
-492,7
+486,7
@@
void attack(bool torps_ok)
if (game.ithere) movetho();
if (game.neutz) { /* The one chance not to be attacked */
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();
return;
}
if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
@@
-506,7
+500,7
@@
void attack(bool torps_ok)
/* compute hit strength and diminsh shield power */
r = Rand();
/* Increase chance of photon torpedos if docked or enemy energy low */
/* 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.condit
ion == docked
) r *= 0.25;
if (game.kpower[loop] < 500) r *= 0.25;
jay = game.ks[loop];
iquad = game.quad[jay.x][jay.y];
if (game.kpower[loop] < 500) r *= 0.25;
jay = game.ks[loop];
iquad = game.quad[jay.x][jay.y];
@@
-518,7
+512,7
@@
void attack(bool torps_ok)
(iquad==IHQUEST && r > 0.05);
if (itflag) {
/* Enemy uses phasers */
(iquad==IHQUEST && r > 0.05);
if (itflag) {
/* Enemy uses phasers */
- if (game.condit
== IHDOCKED
) continue; /* Don't waste the effort! */
+ if (game.condit
ion == 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]);
attempt = true; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
@@
-536,16
+530,16
@@
void attack(bool torps_ok)
prout(" ");
r = (Rand()+Rand())*0.5 -0.5;
r += 0.002*game.kpower[loop]*r;
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 (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 != 0 || game.condit
ion==docked
) {
/* shields will take hits */
/* 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.condit
ion==docked
? 2.1 : 1.0);
if(propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
atackd = true;
if(propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
atackd = true;
@@
-553,7
+547,7
@@
void attack(bool torps_ok)
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
hit -= hitsh;
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
hit -= hitsh;
- if (game.condit
==IHDOCKED
) dock(false);
+ if (game.condit
ion==docked
) dock(false);
if (propor > 0.1 && hit < 0.005*game.energy) continue;
}
/* It's a hit -- print out hit size */
if (propor > 0.1 && hit < 0.005*game.energy) continue;
}
/* It's a hit -- print out hit size */
@@
-576,7
+570,7
@@
void attack(bool torps_ok)
hittot += hit;
fry(hit);
game.energy -= hit;
hittot += hit;
fry(hit);
game.energy -= hit;
- if (game.condit
==IHDOCKED
)
+ if (game.condit
ion==docked
)
dock(false);
}
if (game.energy <= 0) {
dock(false);
}
if (game.energy <= 0) {
@@
-584,7
+578,7
@@
void attack(bool torps_ok)
finish(FBATTLE);
return;
}
finish(FBATTLE);
return;
}
- if (!attempt && game.condit
== IHDOCKED
)
+ if (!attempt && game.condit
ion == docked
)
prout(_("***Enemies decide against attacking your ship."));
if (!atackd) return;
percent = 100.0*pfac*game.shield+0.5;
prout(_("***Enemies decide against attacking your ship."));
if (!atackd) return;
percent = 100.0*pfac*game.shield+0.5;
@@
-619,14
+613,12
@@
void attack(bool torps_ok)
return;
}
return;
}
-void deadkl(coord w, int type,
int ixx, int iyy
)
+void deadkl(coord w, int type,
coord mv
)
/* kill a Klingon, Tholian, Romulan, or Thingy */
{
/* 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;
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 */
skip(1);
crmena(true, type, sector, mv);
/* Decide what kind of enemy it is and update approriately */
@@
-651,7
+643,7
@@
void deadkl(coord w, int type, int ixx, int iyy)
game.klhere--;
switch (type) {
case IHC:
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];
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];
@@
-682,7
+674,7
@@
void deadkl(coord w, int type, int ixx, int iyy)
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
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)
if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
unschedule(FCDBAS);
for_local_enemies(i)
@@
-826,7
+818,7
@@
void photon(void)
/* Loop for moving <n> torpedoes */
osuabor = false;
for (i = 1; i <= n && !osuabor; i++) {
/* Loop for moving <n> torpedoes */
osuabor = false;
for (i = 1; i <= n && !osuabor; i++) {
- if (game.condit
!= IHDOCKED
) game.torps--;
+ if (game.condit
ion != docked
) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
/* misfire! */
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
/* misfire! */
@@
-845,9
+837,9
@@
void photon(void)
break;
}
}
break;
}
}
- if (game.shldup || game.condit
== IHDOCKED
)
+ if (game.shldup || game.condit
ion == docked
)
r *= 1.0 + 0.0001*game.shield;
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;
}
if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
}
@@
-925,7
+917,7
@@
void phasers(void)
skip(1);
/* SR sensors and Computer */
if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false;
skip(1);
/* SR sensors and Computer */
if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false;
- if (game.condit
== IHDOCKED
) {
+ if (game.condit
ion == docked
) {
prout(_("Phasers can't be fired through base shields."));
chew();
return;
prout(_("Phasers can't be fired through base shields."));
chew();
return;
@@
-1236,7
+1228,7
@@
void hittem(double *hits)
crmena(false,ienm,sector,w);
skip(1);
if (kpow == 0) {
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 */
if (KLINGREM==0) finish(FWON);
if (game.alldone) return;
kk--; /* don't do the increment */