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Abstract out damage checks.
[super-star-trek.git]
/
src
/
battle.c
diff --git
a/src/battle.c
b/src/battle.c
index 22cc13649df9e51cdc71546222d451b5fb99e465..eb6fbe6df20682104d9e5c8f9d1aa6ea55d56d26 100644
(file)
--- a/
src/battle.c
+++ b/
src/battle.c
@@
-15,7
+15,7
@@
void doshield(int i)
action = NRG;
else {
chew();
action = NRG;
else {
chew();
- if (
game.damage[DSHIELD]
) {
+ if (
!damaged(DSHIELD)
) {
prout(_("Shields damaged and down."));
return;
}
prout(_("Shields damaged and down."));
return;
}
@@
-31,7
+31,7
@@
void doshield(int i)
proutn(_("Energy to transfer to shields- "));
action = NRG;
}
proutn(_("Energy to transfer to shields- "));
action = NRG;
}
- else if (
game.damage[DSHIELD]
) {
+ else if (
damaged(DSHIELD)
) {
prout(_("Shields damaged and down."));
return;
}
prout(_("Shields damaged and down."));
return;
}
@@
-191,7
+191,7
@@
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 (
game.damage[DSRSENS]==0
|| game.condit==IHDOCKED)
+ if (
!damaged(DSRSENS)
|| game.condit==IHDOCKED)
setwnd(srscan_window);
else
setwnd(message_window);
setwnd(srscan_window);
else
setwnd(message_window);
@@
-466,7
+466,7
@@
static void fry(double hit)
proutn(device[j]);
}
prout(_(" damaged."));
proutn(device[j]);
}
prout(_(" damaged."));
- if (
game.damage[DSHIELD]
&& game.shldup) {
+ if (
damaged(DSHIELD)
&& game.shldup) {
prout(_("***Shields knocked down."));
game.shldup=false;
}
prout(_("***Shields knocked down."));
game.shldup=false;
}
@@
-525,7
+525,7
@@
void attack(int torps_ok)
double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
hit = 0;
proutn(_("***TORPEDO INCOMING"));
double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
hit = 0;
proutn(_("***TORPEDO INCOMING"));
- if (
game.damage[DSRSENS] <= 0.0
) {
+ if (
!damaged(DSRSENS)
) {
proutn(_(" From "));
crmena(0, iquad, i, jay);
}
proutn(_(" From "));
crmena(0, iquad, i, jay);
}
@@
-559,11
+559,11
@@
void attack(int torps_ok)
doesn't make any sense, so I've fw.xed it */
ihurt = 1;
proutn(_("%d unit hit"), (int)hit);
doesn't make any sense, so I've fw.xed it */
ihurt = 1;
proutn(_("%d unit hit"), (int)hit);
- if ((
game.damage[DSRSENS] > 0
&& itflag) || game.skill<=SKILL_FAIR) {
+ if ((
damaged(DSRSENS)
&& itflag) || game.skill<=SKILL_FAIR) {
proutn(_(" on the "));
crmshp();
}
proutn(_(" on the "));
crmshp();
}
- if (
game.damage[DSRSENS] <= 0.0
&& itflag) {
+ if (
!damaged(DSRSENS)
&& itflag) {
proutn(_(" from "));
crmena(0, iquad, i, jay);
}
proutn(_(" from "));
crmena(0, iquad, i, jay);
}
@@
-594,7
+594,7
@@
void attack(int torps_ok)
skip(1);
proutn(_("Energy left %2d shields "), (int)game.energy);
if (game.shldup) proutn(_("up "));
skip(1);
proutn(_("Energy left %2d shields "), (int)game.energy);
if (game.shldup) proutn(_("up "));
- else if (
game.damage[DSHIELD] == 0
) proutn(_("down "));
+ else if (
!damaged(DSHIELD)
) proutn(_("down "));
else proutn(_("damaged, "));
}
prout(_("%d%%, torpedoes left %d"), percent, game.torps);
else proutn(_("damaged, "));
}
prout(_("%d%%, torpedoes left %d"), percent, game.torps);
@@
-726,7
+726,7
@@
void photon(void)
game.ididit = 0;
game.ididit = 0;
- if (
game.damage[DPHOTON]
) {
+ if (
damaged(DPHOTON)
) {
prout(_("Photon tubes damaged."));
chew();
return;
prout(_("Photon tubes damaged."));
chew();
return;
@@
-911,19
+911,19
@@
void phasers(void)
skip(1);
/* SR sensors and Computer */
skip(1);
/* SR sensors and Computer */
- if (
game.damage[DSRSENS]+game.damage[DCOMPTR] > 0
) ipoop = 0;
+ if (
damaged(DSRSENS) || damaged(DCOMPTR)
) ipoop = 0;
if (game.condit == IHDOCKED) {
prout(_("Phasers can't be fired through base shields."));
chew();
return;
}
if (game.condit == IHDOCKED) {
prout(_("Phasers can't be fired through base shields."));
chew();
return;
}
- if (
game.damage[DPHASER] != 0
) {
+ if (
damaged(DPHASER)
) {
prout(_("Phaser control damaged."));
chew();
return;
}
if (game.shldup) {
prout(_("Phaser control damaged."));
chew();
return;
}
if (game.shldup) {
- if (
game.damage[DSHCTRL]
) {
+ if (
damaged(DSHCTRL)
) {
prout(_("High speed shield control damaged."));
chew();
return;
prout(_("High speed shield control damaged."));
chew();
return;
@@
-1073,7
+1073,7
@@
void phasers(void)
case FORCEMAN:
chew();
key = IHEOL;
case FORCEMAN:
chew();
key = IHEOL;
- if (
game.damage[DCOMPTR]!=0
)
+ if (
damaged(DCOMPTR)
)
prout(_("Battle comuter damaged, manual file only."));
else {
skip(1);
prout(_("Battle comuter damaged, manual file only."));
else {
skip(1);
@@
-1096,7
+1096,7
@@
void phasers(void)
msgflag = 0;
rpow = 0.0;
}
msgflag = 0;
rpow = 0.0;
}
- if (
game.damage[DSRSENS]
&& !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
+ if (
damaged(DSRSENS)
&& !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
(ienm == IHC || ienm == IHS)) {
cramen(ienm);
prout(_(" can't be located without short range scan."));
(ienm == IHC || ienm == IHS)) {
cramen(ienm);
prout(_(" can't be located without short range scan."));
@@
-1113,7
+1113,7
@@
void phasers(void)
(1.01+0.05*Rand()) + 1.0;
kz = k;
proutn("(");
(1.01+0.05*Rand()) + 1.0;
kz = k;
proutn("(");
- if (
game.damage[DCOMPTR]==0
) proutn("%d", irec);
+ if (
!damaged(DCOMPTR)
) proutn("%d", irec);
else proutn("??");
proutn(") ");
proutn(_("units to fire at "));
else proutn("??");
proutn(") ");
proutn(_("units to fire at "));
@@
-1211,7
+1211,7
@@
void hittem(double *hits)
kpow = game.kpower[kk];
w = game.ks[kk];
if (hit > 0.005) {
kpow = game.kpower[kk];
w = game.ks[kk];
if (hit > 0.005) {
- if (
game.damage[DSRSENS]==0
)
+ if (
!damaged(DSRSENS)
)
boom(w.x, w.y);
proutn(_("%d unit hit on "), (int)hit);
}
boom(w.x, w.y);
proutn(_("%d unit hit on "), (int)hit);
}