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More boolean cleanups.
[super-star-trek.git]
/
src
/
moving.c
diff --git
a/src/moving.c
b/src/moving.c
index 632b335d6470e149ceb23bbd56a377bc4e79c194..4621a1d7a9ccc10617934f9752377ee4bc299798 100644
(file)
--- a/
src/moving.c
+++ b/
src/moving.c
@@
-2,17
+2,19
@@
#include "sstlinux.h"
#include "sst.h"
#include "sstlinux.h"
#include "sst.h"
-static void getcd(
int
, int);
+static void getcd(
bool
, int);
void imove(void)
{
double angle, deltax, deltay, bigger, x, y,
finald, finalx, finaly, stopegy, probf;
void imove(void)
{
double angle, deltax, deltay, bigger, x, y,
finald, finalx, finaly, stopegy, probf;
- int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
+ int trbeam = 0, n, l, kink, kinks, iquad;
+ coord w;
+ w.x = w.y = 0;
if (game.inorbit) {
if (game.inorbit) {
- prout(
"Helmsman Sulu- \"Leaving standard orbit.\""
);
- game.inorbit =
FALSE
;
+ prout(
_("Helmsman Sulu- \"Leaving standard orbit.\"")
);
+ game.inorbit =
false
;
}
angle = ((15.0 - game.direc) * 0.5235988);
}
angle = ((15.0 - game.direc) * 0.5235988);
@@
-34,23
+36,23
@@
void imove(void)
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
}
/* Move within the quadrant */
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
}
/* Move within the quadrant */
- game.quad[game.sect
x][game.sect
y] = IHDOT;
- x = game.sectx;
- y = game.secty;
+ game.quad[game.sect
or.x][game.sector.
y] = IHDOT;
+ x = game.sect
or.
x;
+ y = game.sect
or.
y;
n = 10.0*game.dist*bigger+0.5;
if (n > 0) {
for (l = 1; l <= n; l++) {
n = 10.0*game.dist*bigger+0.5;
if (n > 0) {
for (l = 1; l <= n; l++) {
-
i
x = (x += deltax) + 0.5;
-
i
y = (y += deltay) + 0.5;
- if (!VALID_SECTOR(
ix, i
y)) {
+
w.
x = (x += deltax) + 0.5;
+
w.
y = (y += deltay) + 0.5;
+ if (!VALID_SECTOR(
w.x, w.
y)) {
/* Leaving quadrant -- allow final enemy attack */
/* Don't do it if being pushed by Nova */
if (game.nenhere != 0 && game.iattak != 2) {
newcnd();
for_local_enemies(l) {
/* Leaving quadrant -- allow final enemy attack */
/* Don't do it if being pushed by Nova */
if (game.nenhere != 0 && game.iattak != 2) {
newcnd();
for_local_enemies(l) {
- finald = sqrt((
ix-game.kx[l])*(double)(ix-game.kx[l]
) +
- (
iy-game.ky[l])*(double)(iy-game.ky[l]
));
+ finald = sqrt((
w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x
) +
+ (
w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y
));
game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
}
/*
game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
}
/*
@@
-58,33
+60,33
@@
void imove(void)
* that attacks only happen if Klingons
* are present and your skill is good.
*/
* that attacks only happen if Klingons
* are present and your skill is good.
*/
- if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quad
x][game.quad
y].supernova)
+ if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quad
rant.x][game.quadrant.
y].supernova)
attack(0);
if (game.alldone) return;
}
/* compute final position -- new quadrant and sector */
attack(0);
if (game.alldone) return;
}
/* compute final position -- new quadrant and sector */
- x = QUADSIZE*(game.quad
x-1)+game.sect
x;
- y = QUADSIZE*(game.quad
y-1)+game.sect
y;
-
i
x = x+10.0*game.dist*bigger*deltax+0.5;
-
i
y = y+10.0*game.dist*bigger*deltay+0.5;
+ x = QUADSIZE*(game.quad
rant.x-1)+game.sector.
x;
+ y = QUADSIZE*(game.quad
rant.y-1)+game.sector.
y;
+
w.
x = x+10.0*game.dist*bigger*deltax+0.5;
+
w.
y = y+10.0*game.dist*bigger*deltay+0.5;
/* check for edge of galaxy */
kinks = 0;
do {
kink = 0;
/* check for edge of galaxy */
kinks = 0;
do {
kink = 0;
- if (
i
x <= 0) {
-
ix = -i
x + 1;
+ if (
w.
x <= 0) {
+
w.x = -w.
x + 1;
kink = 1;
}
kink = 1;
}
- if (
i
y <= 0) {
-
iy = -i
y + 1;
+ if (
w.
y <= 0) {
+
w.y = -w.
y + 1;
kink = 1;
}
kink = 1;
}
- if (
i
x > GALSIZE*QUADSIZE) {
-
ix = (GALSIZE*QUADSIZE*2)+1 - i
x;
+ if (
w.
x > GALSIZE*QUADSIZE) {
+
w.x = (GALSIZE*QUADSIZE*2)+1 - w.
x;
kink = 1;
}
kink = 1;
}
- if (
i
y > GALSIZE*QUADSIZE) {
-
iy = (GALSIZE*QUADSIZE*2)+1 - i
y;
+ if (
w.
y > GALSIZE*QUADSIZE) {
+
w.y = (GALSIZE*QUADSIZE*2)+1 - w.
y;
kink = 1;
}
if (kink) kinks = 1;
kink = 1;
}
if (kink) kinks = 1;
@@
-98,30
+100,29
@@
void imove(void)
return;
}
skip(1);
return;
}
skip(1);
- prout(
"YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"
);
- prout(
"AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"
);
- prout(
"YOU WILL BE DESTROYED."
);
+ prout(
_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")
);
+ prout(
_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")
);
+ prout(
_("YOU WILL BE DESTROYED.")
);
}
/* Compute final position in new quadrant */
if (trbeam) return; /* Don't bother if we are to be beamed */
}
/* Compute final position in new quadrant */
if (trbeam) return; /* Don't bother if we are to be beamed */
- game.quad
x = (i
x+(QUADSIZE-1))/QUADSIZE;
- game.quad
y = (i
y+(QUADSIZE-1))/QUADSIZE;
- game.sect
x = ix - QUADSIZE*(game.quad
x-1);
- game.sect
y = iy - QUADSIZE*(game.quad
y-1);
+ game.quad
rant.x = (w.
x+(QUADSIZE-1))/QUADSIZE;
+ game.quad
rant.y = (w.
y+(QUADSIZE-1))/QUADSIZE;
+ game.sect
or.x = w.x - QUADSIZE*(game.quadrant.
x-1);
+ game.sect
or.y = w.y - QUADSIZE*(game.quadrant.
y-1);
skip(1);
skip(1);
- prout("Entering %s.",
- cramlc(quadrant, game.quadx, game.quady));
- game.quad[game.sectx][game.secty] = game.ship;
- newqad(0);
+ prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
+ game.quad[game.sector.x][game.sector.y] = game.ship;
+ newqad(false);
if (game.skill>SKILL_NOVICE) attack(0);
return;
}
if (game.skill>SKILL_NOVICE) attack(0);
return;
}
- iquad = game.quad[
ix][i
y];
+ iquad = game.quad[
w.x][w.
y];
if (iquad != IHDOT) {
/* object encountered in flight path */
stopegy = 50.0*game.dist/game.optime;
if (iquad != IHDOT) {
/* object encountered in flight path */
stopegy = 50.0*game.dist/game.optime;
- game.dist=0.1*sqrt((game.sect
x-ix)*(double)(game.sectx-i
x) +
- (game.sect
y-iy)*(double)(game.secty-i
y));
+ game.dist=0.1*sqrt((game.sect
or.x-w.x)*(double)(game.sector.x-w.
x) +
+ (game.sect
or.y-w.y)*(double)(game.sector.y-w.
y));
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
@@
-129,20
+130,20
@@
void imove(void)
case IHS:
case IHR:
case IHQUEST:
case IHS:
case IHR:
case IHQUEST:
- game.sect
x = i
x;
- game.sect
y = i
y;
- ram(0, iquad, game.sect
x, game.secty
);
- finalx = game.sectx;
- finaly = game.secty;
+ game.sect
or.x = w.
x;
+ game.sect
or.y = w.
y;
+ ram(0, iquad, game.sect
or
);
+ finalx = game.sect
or.
x;
+ finaly = game.sect
or.
y;
break;
case IHBLANK:
skip(1);
break;
case IHBLANK:
skip(1);
- prouts(
"***RED ALERT! RED ALERT!"
);
+ prouts(
_("***RED ALERT! RED ALERT!")
);
skip(1);
proutn("***");
crmshp();
skip(1);
proutn("***");
crmshp();
- proutn(
" pulled into black hole at "
);
- prout(cramlc(sector,
ix, iy
));
+ proutn(
_(" pulled into black hole at ")
);
+ prout(cramlc(sector,
w
));
/*
* Getting pulled into a black hole was certain
* death in Almy's original. Stas Sergeev added a
/*
* Getting pulled into a black hole was certain
* death in Almy's original. Stas Sergeev added a
@@
-163,18
+164,18
@@
void imove(void)
skip(1);
crmshp();
if (iquad == IHWEB)
skip(1);
crmshp();
if (iquad == IHWEB)
- proutn(
" encounters Tholian web at "
);
+ proutn(
_(" encounters Tholian web at ")
);
else
else
- proutn(
" blocked by object at "
);
- proutn(cramlc(sector,
ix,iy
));
+ proutn(
_(" blocked by object at ")
);
+ proutn(cramlc(sector,
w
));
prout(";");
prout(";");
- proutn(
"Emergency stop required "
);
- prout(
"%2d units of energy."
, (int)stopegy);
+ proutn(
_("Emergency stop required ")
);
+ prout(
_("%2d units of energy.")
, (int)stopegy);
game.energy -= stopegy;
finalx = x-deltax+0.5;
game.energy -= stopegy;
finalx = x-deltax+0.5;
- game.sectx = finalx;
+ game.sect
or.
x = finalx;
finaly = y-deltay+0.5;
finaly = y-deltay+0.5;
- game.secty = finaly;
+ game.sect
or.
y = finaly;
if (game.energy <= 0) {
finish(FNRG);
return;
if (game.energy <= 0) {
finish(FNRG);
return;
@@
-184,25
+185,25
@@
void imove(void)
goto no_quad_change; /* sorry! */
}
}
goto no_quad_change; /* sorry! */
}
}
- game.dist = 0.1*sqrt((game.sect
x-ix)*(double)(game.sectx-i
x) +
- (game.sect
y-iy)*(double)(game.secty-i
y));
- game.sect
x = i
x;
- game.sect
y = i
y;
+ game.dist = 0.1*sqrt((game.sect
or.x-w.x)*(double)(game.sector.x-w.
x) +
+ (game.sect
or.y-w.y)*(double)(game.sector.y-w.
y));
+ game.sect
or.x = w.
x;
+ game.sect
or.y = w.
y;
}
}
- finalx = game.sectx;
- finaly = game.secty;
+ finalx = game.sect
or.
x;
+ finaly = game.sect
or.
y;
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
- game.quad[game.sect
x][game.sect
y] = game.ship;
+ game.quad[game.sect
or.x][game.sector.
y] = game.ship;
if (game.nenhere) {
for_local_enemies(l) {
if (game.nenhere) {
for_local_enemies(l) {
- finald = sqrt((
ix-game.kx[l])*(double)(ix-game.kx[l]
) +
- (
iy-game.ky[l])*(double)(iy-game.ky[l]
));
+ finald = sqrt((
w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x
) +
+ (
w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y
));
game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
game.kdist[l] = finald;
}
sortkl();
game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
game.kdist[l] = finald;
}
sortkl();
- if (!game.state.galaxy[game.quad
x][game.quad
y].supernova && game.iattak == 0)
+ if (!game.state.galaxy[game.quad
rant.x][game.quadrant.
y].supernova && game.iattak == 0)
attack(0);
for_local_enemies(l) game.kavgd[l] = game.kdist[l];
}
attack(0);
for_local_enemies(l) game.kavgd[l] = game.kdist[l];
}
@@
-213,39
+214,40
@@
no_quad_change:
return;
}
return;
}
-void dock(
int l
)
+void dock(
bool verbose
)
{
chew();
{
chew();
- if (game.condit == IHDOCKED &&
l
) {
- prout(
"Already docked."
);
+ if (game.condit == IHDOCKED &&
verbose
) {
+ prout(
_("Already docked.")
);
return;
}
if (game.inorbit) {
return;
}
if (game.inorbit) {
- prout(
"You must first leave standard orbit."
);
+ prout(
_("You must first leave standard orbit.")
);
return;
}
return;
}
- if (game.base
x==0 || abs(game.sectx-game.basex) > 1 || abs(game.secty-game.base
y) > 1) {
+ if (game.base
.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.
y) > 1) {
crmshp();
crmshp();
- prout(
" not adjacent to base."
);
+ prout(
_(" not adjacent to base.")
);
return;
}
game.condit = IHDOCKED;
return;
}
game.condit = IHDOCKED;
- if (
l) prout("Docked."
);
+ if (
verbose) prout(_("Docked.")
);
game.ididit=1;
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
game.ididit=1;
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
- if (game.damage[DRADIO] == 0.0 &&
+ game.state.crew = FULLCREW;
+ if (!damaged(DRADIO) &&
(is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
/* get attack report from base */
(is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
/* get attack report from base */
- prout(
"Lt. Uhura- \"Captain, an important message from the starbase:\""
);
- attakreport(
0
);
+ prout(
_("Lt. Uhura- \"Captain, an important message from the starbase:\"")
);
+ attakreport(
false
);
game.iseenit = 1;
}
}
game.iseenit = 1;
}
}
-static void getcd(
int
isprobe, int akey) {
+static void getcd(
bool
isprobe, int akey) {
/* 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
/* 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
@@
-255,10
+257,11
@@
static void getcd(int isprobe, int akey) {
are always displayed y - x, where +y is downward! */
are always displayed y - x, where +y is downward! */
- int irowq=game.quad
x, icolq=game.quady, irows, icols
, itemp=0, iprompt=0, key=0;
+ int irowq=game.quad
rant.x, icolq=game.quadrant.y
, itemp=0, iprompt=0, key=0;
double xi, xj, xk, xl;
double deltax, deltay;
int automatic = -1;
double xi, xj, xk, xl;
double deltax, deltay;
int automatic = -1;
+ coord incr;
/* 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. */
@@
-266,19
+269,19
@@
static void getcd(int isprobe, int akey) {
game.direc = -1.0;
if (game.landed == 1 && !isprobe) {
game.direc = -1.0;
if (game.landed == 1 && !isprobe) {
- prout(
"Dummy! You can't leave standard orbit until you"
);
- proutn(
"are back aboard the "
);
+ prout(
_("Dummy! You can't leave standard orbit until you")
);
+ proutn(
_("are back aboard the ")
);
crmshp();
prout(".");
chew();
return;
}
while (automatic == -1) {
crmshp();
prout(".");
chew();
return;
}
while (automatic == -1) {
- if (
game.damage[DCOMPTR]
) {
+ if (
damaged(DCOMPTR)
) {
if (isprobe)
if (isprobe)
- prout(
"Computer damaged; manual navigation only"
);
+ prout(
_("Computer damaged; manual navigation only")
);
else
else
- prout(
"Computer damaged; manual movement only"
);
+ prout(
_("Computer damaged; manual movement only")
);
chew();
automatic = 0;
key = IHEOL;
chew();
automatic = 0;
key = IHEOL;
@@
-293,7
+296,7
@@
static void getcd(int isprobe, int akey) {
key = scan();
if (key == IHEOL) {
key = scan();
if (key == IHEOL) {
- proutn(
"Manual or automatic- "
);
+ proutn(
_("Manual or automatic- ")
);
iprompt = 1;
chew();
}
iprompt = 1;
chew();
}
@@
-316,9
+319,9
@@
static void getcd(int isprobe, int akey) {
}
else { /* numeric */
if (isprobe)
}
else { /* numeric */
if (isprobe)
- prout(
"(Manual navigation assumed.)"
);
+ prout(
_("(Manual navigation assumed.)")
);
else
else
- prout(
"(Manual movement assumed.)"
);
+ prout(
_("(Manual movement assumed.)")
);
automatic = 0;
break;
}
automatic = 0;
break;
}
@@
-327,9
+330,9
@@
static void getcd(int isprobe, int akey) {
if (automatic) {
while (key == IHEOL) {
if (isprobe)
if (automatic) {
while (key == IHEOL) {
if (isprobe)
- proutn(
"Target quadrant or quadrant§or- "
);
+ proutn(
_("Target quadrant or quadrant§or- ")
);
else
else
- proutn(
"Destination sector or quadrant§or- "
);
+ proutn(
_("Destination sector or quadrant§or- ")
);
chew();
iprompt = 1;
key = scan();
chew();
iprompt = 1;
key = scan();
@@
-359,23
+362,23
@@
static void getcd(int isprobe, int akey) {
irowq = xi + 0.5;
icolq = xj + 0.5;
irowq = xi + 0.5;
icolq = xj + 0.5;
- i
rows
= xk + 0.5;
- i
cols
= xl + 0.5;
+ i
ncr.y
= xk + 0.5;
+ i
ncr.x
= xl + 0.5;
}
else {
if (isprobe) {
/* only quadrant specified -- go to center of dest quad */
irowq = xi + 0.5;
icolq = xj + 0.5;
}
else {
if (isprobe) {
/* only quadrant specified -- go to center of dest quad */
irowq = xi + 0.5;
icolq = xj + 0.5;
- i
rows = icols
= 5;
+ i
ncr.y = incr.x
= 5;
}
else {
}
else {
- i
rows
= xi + 0.5;
- i
cols
= xj + 0.5;
+ i
ncr.y
= xi + 0.5;
+ i
ncr.x
= xj + 0.5;
}
itemp = 1;
}
}
itemp = 1;
}
- if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(i
cols,irows
)) {
+ if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(i
ncr.x,incr.y
)) {
huh();
return;
}
huh();
return;
}
@@
-383,18
+386,18
@@
static void getcd(int isprobe, int akey) {
if (!isprobe) {
if (itemp) {
if (iprompt) {
if (!isprobe) {
if (itemp) {
if (iprompt) {
- prout(
"Helmsman Sulu- \"Course locked in for %s.\""
,
- cramlc(sector, i
rows, icols
));
+ prout(
_("Helmsman Sulu- \"Course locked in for %s.\"")
,
+ cramlc(sector, i
ncr
));
}
}
}
}
- else prout(
"Ensign Chekov- \"Course laid in, Captain.\""
);
+ else prout(
_("Ensign Chekov- \"Course laid in, Captain.\"")
);
}
}
- deltax = icolq - game.quad
y + 0.1*(icols-game.sect
y);
- deltay = game.quad
x - irowq + 0.1*(game.sectx-irows
);
+ deltax = icolq - game.quad
rant.y + 0.1*(incr.x-game.sector.
y);
+ deltay = game.quad
rant.x - irowq + 0.1*(game.sector.x-incr.y
);
}
else { /* manual */
while (key == IHEOL) {
}
else { /* manual */
while (key == IHEOL) {
- proutn(
"X and Y displacements- "
);
+ proutn(
_("X and Y displacements- ")
);
chew();
iprompt = 1;
key = scan();
chew();
iprompt = 1;
key = scan();
@@
-419,7
+422,7
@@
static void getcd(int isprobe, int akey) {
}
if (itemp == 2 && !isprobe) {
skip(1);
}
if (itemp == 2 && !isprobe) {
skip(1);
- prout(
"Helmsman Sulu- \"Aye, Sir.\""
);
+ prout(
_("Helmsman Sulu- \"Aye, Sir.\"")
);
}
game.dist = sqrt(deltax*deltax + deltay*deltay);
game.direc = atan2(deltax, deltay)*1.90985932;
}
game.dist = sqrt(deltax*deltax + deltay*deltay);
game.direc = atan2(deltax, deltay)*1.90985932;
@@
-436,15
+439,15
@@
void impuls(void)
double power;
game.ididit = 0;
double power;
game.ididit = 0;
- if (
game.damage[DIMPULS]
) {
+ if (
damaged(DIMPULS)
) {
chew();
skip(1);
chew();
skip(1);
- prout(
"Engineer Scott- \"The impulse engines are damaged, Sir.\""
);
+ prout(
_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")
);
return;
}
if (game.energy > 30.0) {
return;
}
if (game.energy > 30.0) {
- getcd(
FALSE
, 0);
+ getcd(
false
, 0);
if (game.direc == -1.0) return;
power = 20.0 + 100.0*game.dist;
}
if (game.direc == -1.0) return;
power = 20.0 + 100.0*game.dist;
}
@@
-454,15
+457,15
@@
void impuls(void)
if (power >= game.energy) {
/* Insufficient power for trip */
skip(1);
if (power >= game.energy) {
/* Insufficient power for trip */
skip(1);
- prout(
"First Officer Spock- \"Captain, the impulse engines"
);
- prout(
"require 20.0 units to engage, plus 100.0 units per"
);
+ prout(
_("First Officer Spock- \"Captain, the impulse engines")
);
+ prout(
_("require 20.0 units to engage, plus 100.0 units per")
);
if (game.energy > 30) {
if (game.energy > 30) {
- proutn(
"quadrant. We can go, therefore, a maximum of %d",
+ proutn(
_("quadrant. We can go, therefore, a maximum of %d"),
(int)(0.01 * (game.energy-20.0)-0.05));
(int)(0.01 * (game.energy-20.0)-0.05));
- prout(
" quadrants.\""
);
+ prout(
_(" quadrants.\"")
);
}
else {
}
else {
- prout(
"quadrant. They are, therefore, useless.\""
);
+ prout(
_("quadrant. They are, therefore, useless.\"")
);
}
chew();
return;
}
chew();
return;
@@
-470,9
+473,9
@@
void impuls(void)
/* Make sure enough time is left for the trip */
game.optime = game.dist/0.095;
if (game.optime >= game.state.remtime) {
/* Make sure enough time is left for the trip */
game.optime = game.dist/0.095;
if (game.optime >= game.state.remtime) {
- prout(
"First Officer Spock- \"Captain, our speed under impulse"
);
- prout(
"power is only 0.95 sectors per stardate. Are you sure"
);
- proutn(
"we dare spend the time?\" "
);
+ prout(
_("First Officer Spock- \"Captain, our speed under impulse")
);
+ prout(
_("power is only 0.95 sectors per stardate. Are you sure")
);
+ proutn(
_("we dare spend the time?\" ")
);
if (ja() == 0) return;
}
/* Activate impulse engines and pay the cost */
if (ja() == 0) return;
}
/* Activate impulse engines and pay the cost */
@@
-487,29
+490,29
@@
void impuls(void)
}
}
-void warp(
int i
)
+void warp(
bool timewarp
)
{
int blooey=0, twarp=0, iwarp;
double power;
{
int blooey=0, twarp=0, iwarp;
double power;
- if (
i!=2
) { /* Not WARPX entry */
+ if (
!timewarp
) { /* Not WARPX entry */
game.ididit = 0;
if (game.damage[DWARPEN] > 10.0) {
chew();
skip(1);
game.ididit = 0;
if (game.damage[DWARPEN] > 10.0) {
chew();
skip(1);
- prout(
"Engineer Scott- \"The impulse engines are damaged, Sir.\""
);
+ prout(
_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")
);
return;
}
return;
}
- if (
game.damage[DWARPEN] > 0.0
&& game.warpfac > 4.0) {
+ if (
damaged(DWARPEN)
&& game.warpfac > 4.0) {
chew();
skip(1);
chew();
skip(1);
- prout(
"Engineer Scott- \"Sorry, Captain. Until this damage"
);
- prout(
" is repaired, I can only give you warp 4.\""
);
+ prout(
_("Engineer Scott- \"Sorry, Captain. Until this damage")
);
+ prout(
_(" is repaired, I can only give you warp 4.\"")
);
return;
}
/* Read in course and distance */
return;
}
/* Read in course and distance */
- getcd(
FALSE
, 0);
+ getcd(
false
, 0);
if (game.direc == -1.0) return;
/* Make sure starship has enough energy for the trip */
if (game.direc == -1.0) return;
/* Make sure starship has enough energy for the trip */
@@
-520,24
+523,24
@@
void warp(int i)
/* Insufficient power for trip */
game.ididit = 0;
skip(1);
/* Insufficient power for trip */
game.ididit = 0;
skip(1);
- prout(
"Engineering to bridge--"
);
- if (
game.shldup==0
|| 0.5*power > game.energy) {
+ prout(
_("Engineering to bridge--")
);
+ if (
!game.shldup
|| 0.5*power > game.energy) {
iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
if (iwarp <= 0) {
iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
if (iwarp <= 0) {
- prout(
"We can't do it, Captain. We haven't the energy."
);
+ prout(
_("We can't do it, Captain. We don't have enough energy.")
);
}
else {
}
else {
- proutn(
"We haven't the energy, but we could do it at warp %d"
, iwarp);
+ proutn(
_("We don't have enough energy, but we could do it at warp %d")
, iwarp);
if (game.shldup) {
prout(",");
if (game.shldup) {
prout(",");
- prout(
"if you'll lower the shields."
);
+ prout(
_("if you'll lower the shields.")
);
}
else
prout(".");
}
}
else
}
else
prout(".");
}
}
else
- prout(
"We haven't the energy to go that far with the shields up."
);
+ prout(
_("We haven't the energy to go that far with the shields up.")
);
return;
}
return;
}
@@
-545,11
+548,11
@@
void warp(int i)
game.optime = 10.0*game.dist/game.wfacsq;
if (game.optime >= 0.8*game.state.remtime) {
skip(1);
game.optime = 10.0*game.dist/game.wfacsq;
if (game.optime >= 0.8*game.state.remtime) {
skip(1);
- prout(
"First Officer Spock- \"Captain, I compute that such"
);
- proutn(
" a trip would require approximately %2.0f"
,
+ prout(
_("First Officer Spock- \"Captain, I compute that such")
);
+ proutn(
_(" a trip would require approximately %2.0f")
,
100.0*game.optime/game.state.remtime);
100.0*game.optime/game.state.remtime);
- prout(
" percent of our"
);
- proutn(
" remaining time. Are you sure this is wise?\" "
);
+ prout(
_(" percent of our")
);
+ proutn(
_(" remaining time. Are you sure this is wise?\" ")
);
if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
}
}
if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
}
}
@@
-563,13
+566,11
@@
void warp(int i)
}
/* Decide if time warp will occur */
if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
}
/* Decide if time warp will occur */
if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
-#ifdef DEBUG
- if (game.idebug &&game.warpfac==10 && twarp==0) {
+ if (idebug && game.warpfac==10 && twarp==0) {
blooey=0;
blooey=0;
- proutn("Force time warp? ");
+ proutn("
===
Force time warp? ");
if (ja()==1) twarp=1;
}
if (ja()==1) twarp=1;
}
-#endif
if (blooey || twarp) {
/* If time warp or engine damage, check path */
/* If it is obstructed, don't do warp or damage */
if (blooey || twarp) {
/* If time warp or engine damage, check path */
/* If it is obstructed, don't do warp or damage */
@@
-586,8
+587,8
@@
void warp(int i)
deltax /= bigger;
deltay /= bigger;
n = 10.0 * game.dist * bigger +0.5;
deltax /= bigger;
deltay /= bigger;
n = 10.0 * game.dist * bigger +0.5;
- x = game.sectx;
- y = game.secty;
+ x = game.sect
or.
x;
+ y = game.sect
or.
y;
for (l = 1; l <= n; l++) {
x += deltax;
ix = x + 0.5;
for (l = 1; l <= n; l++) {
x += deltax;
ix = x + 0.5;
@@
-613,9
+614,9
@@
void warp(int i)
if (blooey) {
game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
skip(1);
if (blooey) {
game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
skip(1);
- prout(
"Engineering to bridge--"
);
- prout(
" Scott here. The warp engines are damaged."
);
- prout(
" We'll have to reduce speed to warp 4."
);
+ prout(
_("Engineering to bridge--")
);
+ prout(
_(" Scott here. The warp engines are damaged.")
);
+ prout(
_(" We'll have to reduce speed to warp 4.")
);
}
game.ididit = 1;
return;
}
game.ididit = 1;
return;
@@
-630,7
+631,7
@@
void setwrp(void)
while ((key=scan()) == IHEOL) {
chew();
while ((key=scan()) == IHEOL) {
chew();
- proutn(
"Warp factor- "
);
+ proutn(
_("Warp factor- ")
);
}
chew();
if (key != IHREAL) {
}
chew();
if (key != IHREAL) {
@@
-638,73
+639,73
@@
void setwrp(void)
return;
}
if (game.damage[DWARPEN] > 10.0) {
return;
}
if (game.damage[DWARPEN] > 10.0) {
- prout(
"Warp engines inoperative."
);
+ prout(
_("Warp engines inoperative.")
);
return;
}
return;
}
- if (
game.damage[DWARPEN] > 0.0
&& aaitem > 4.0) {
- prout(
"Engineer Scott- \"I'm doing my best, Captain,"
);
- prout(
" but right now we can only go warp 4.\""
);
+ if (
damaged(DWARPEN)
&& aaitem > 4.0) {
+ prout(
_("Engineer Scott- \"I'm doing my best, Captain,")
);
+ prout(
_(" but right now we can only go warp 4.\"")
);
return;
}
if (aaitem > 10.0) {
return;
}
if (aaitem > 10.0) {
- prout(
"Helmsman Sulu- \"Our top speed is warp 10, Captain.\""
);
+ prout(
_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")
);
return;
}
if (aaitem < 1.0) {
return;
}
if (aaitem < 1.0) {
- prout(
"Helmsman Sulu- \"We can't go below warp 1, Captain.\""
);
+ prout(
_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")
);
return;
}
oldfac = game.warpfac;
game.warpfac = aaitem;
game.wfacsq=game.warpfac*game.warpfac;
if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
return;
}
oldfac = game.warpfac;
game.warpfac = aaitem;
game.wfacsq=game.warpfac*game.warpfac;
if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
- proutn(
"Helmsman Sulu- \"Warp factor %d, Captain.\"",
+ proutn(
_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
(int)game.warpfac);
return;
}
if (game.warpfac < 8.00) {
(int)game.warpfac);
return;
}
if (game.warpfac < 8.00) {
- prout(
"Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""
);
+ prout(
_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")
);
return;
}
if (game.warpfac == 10.0) {
return;
}
if (game.warpfac == 10.0) {
- prout(
"Engineer Scott- \"Aye, Captain, we'll try it.\""
);
+ prout(
_("Engineer Scott- \"Aye, Captain, we'll try it.\"")
);
return;
}
return;
}
- prout(
"Engineer Scott- \"Aye, Captain, but our engines may not take it.\""
);
+ prout(
_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")
);
return;
}
return;
}
-void atover(
int
igrab)
+void atover(
bool
igrab)
{
double power, distreq;
chew();
/* is captain on planet? */
if (game.landed==1) {
{
double power, distreq;
chew();
/* is captain on planet? */
if (game.landed==1) {
- if (
game.damage[DTRANSP]
) {
+ if (
damaged(DTRANSP)
) {
finish(FPNOVA);
return;
}
finish(FPNOVA);
return;
}
- prout(
"Scotty rushes to the transporter controls."
);
+ prout(
_("Scotty rushes to the transporter controls.")
);
if (game.shldup) {
if (game.shldup) {
- prout(
"But with the shields up it's hopeless."
);
+ prout(
_("But with the shields up it's hopeless.")
);
finish(FPNOVA);
}
finish(FPNOVA);
}
- prouts(
"His desperate attempt to rescue you . . ."
);
+ prouts(
_("His desperate attempt to rescue you . . .")
);
if (Rand() <= 0.5) {
if (Rand() <= 0.5) {
- prout(
"fails."
);
+ prout(
_("fails.")
);
finish(FPNOVA);
return;
}
finish(FPNOVA);
return;
}
- prout(
"SUCCEEDS!"
);
+ prout(
_("SUCCEEDS!")
);
if (game.imine) {
game.imine = 0;
if (game.imine) {
game.imine = 0;
- proutn(
"The crystals mined were "
);
+ proutn(
_("The crystals mined were ")
);
if (Rand() <= 0.25) {
if (Rand() <= 0.25) {
- prout(
"lost."
);
+ prout(
_("lost.")
);
}
else {
}
else {
- prout(
"saved."
);
+ prout(
_("saved.")
);
game.icrystl = 1;
}
}
game.icrystl = 1;
}
}
@@
-719,50
+720,50
@@
void atover(int igrab)
skip(1);
do {
if (game.justin) {
skip(1);
do {
if (game.justin) {
- prouts(
"***RED ALERT! READ ALERT!"
);
+ prouts(
_("***RED ALERT! RED ALERT!")
);
skip(1);
skip(1);
- proutn(
"The "
);
+ proutn(
_("The ")
);
crmshp();
crmshp();
- prout(
" has stopped in a quadrant containing"
);
- prouts(
" a supernova."
);
+ prout(
_(" has stopped in a quadrant containing")
);
+ prouts(
_(" a supernova.")
);
skip(2);
}
skip(2);
}
- proutn(
"***Emergency automatic override attempts to hurl "
);
+ proutn(
_("***Emergency automatic override attempts to hurl ")
);
crmshp();
skip(1);
crmshp();
skip(1);
- prout(
"safely out of quadrant."
);
- if (
game.damage[DRADIO] == 0.0
)
- game.state.galaxy[game.quad
x][game.quady].charted = TRUE
;
+ prout(
_("safely out of quadrant.")
);
+ if (
!damaged(DRADIO)
)
+ game.state.galaxy[game.quad
rant.x][game.quadrant.y].charted = true
;
/* Try to use warp engines */
/* Try to use warp engines */
- if (
game.damage[DWARPEN]
) {
+ if (
damaged(DWARPEN)
) {
skip(1);
skip(1);
- prout(
"Warp engines damaged."
);
+ prout(
_("Warp engines damaged.")
);
finish(FSNOVAED);
return;
}
game.warpfac = 6.0+2.0*Rand();
game.wfacsq = game.warpfac * game.warpfac;
finish(FSNOVAED);
return;
}
game.warpfac = 6.0+2.0*Rand();
game.wfacsq = game.warpfac * game.warpfac;
- prout(
"Warp factor set to %d"
, (int)game.warpfac);
+ prout(
_("Warp factor set to %d")
, (int)game.warpfac);
power = 0.75*game.energy;
game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
distreq = 1.4142+Rand();
if (distreq < game.dist) game.dist = distreq;
game.optime = 10.0*game.dist/game.wfacsq;
game.direc = 12.0*Rand(); /* How dumb! */
power = 0.75*game.energy;
game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
distreq = 1.4142+Rand();
if (distreq < game.dist) game.dist = distreq;
game.optime = 10.0*game.dist/game.wfacsq;
game.direc = 12.0*Rand(); /* How dumb! */
- game.justin =
0
;
- game.inorbit =
0
;
- warp(
2
);
- if (
game.justin == 0
) {
+ game.justin =
false
;
+ game.inorbit =
false
;
+ warp(
true
);
+ if (
!game.justin
) {
/* This is bad news, we didn't leave quadrant. */
if (game.alldone) return;
skip(1);
/* This is bad news, we didn't leave quadrant. */
if (game.alldone) return;
skip(1);
- prout(
"Insufficient energy to leave quadrant."
);
+ prout(
_("Insufficient energy to leave quadrant.")
);
finish(FSNOVAED);
return;
}
} while
/* Repeat if another snova */
finish(FSNOVAED);
return;
}
} while
/* Repeat if another snova */
- (game.state.galaxy[game.quad
x][game.quad
y].supernova);
+ (game.state.galaxy[game.quad
rant.x][game.quadrant.
y].supernova);
if (KLINGREM==0)
finish(FWON); /* Snova killed remaining enemy. */
}
if (KLINGREM==0)
finish(FWON); /* Snova killed remaining enemy. */
}
@@
-770,10
+771,10
@@
void atover(int igrab)
void timwrp()
{
int l, gotit;
void timwrp()
{
int l, gotit;
- prout(
"***TIME WARP ENTERED."
);
+ prout(
_("***TIME WARP ENTERED.")
);
if (game.state.snap && Rand() < 0.5) {
/* Go back in time */
if (game.state.snap && Rand() < 0.5) {
/* Go back in time */
- prout(
"You are traveling backwards in time %d stardates."
,
+ prout(
_("You are traveling backwards in time %d stardates.")
,
(int)(game.state.date-game.snapsht.date));
game.state = game.snapsht;
game.state.snap = 0;
(int)(game.state.date-game.snapsht.date));
game.state = game.snapsht;
game.state.snap = 0;
@@
-789,7
+790,7
@@
void timwrp()
game.isatb = 0;
unschedule(FCDBAS);
unschedule(FSCDBAS);
game.isatb = 0;
unschedule(FCDBAS);
unschedule(FSCDBAS);
- game.bat
x = game.bat
y = 0;
+ game.bat
tle.x = game.battle.
y = 0;
/* Make sure Galileo is consistant -- Snapshot may have been taken
when on planet, which would give us two Galileos! */
/* Make sure Galileo is consistant -- Snapshot may have been taken
when on planet, which would give us two Galileos! */
@@
-798,7
+799,7
@@
void timwrp()
if (game.state.plnets[l].known == shuttle_down) {
gotit = 1;
if (game.iscraft==1 && game.ship==IHE) {
if (game.state.plnets[l].known == shuttle_down) {
gotit = 1;
if (game.iscraft==1 && game.ship==IHE) {
- prout(
"Checkov- \"Security reports the Galileo has disappeared, Sir!"
);
+ prout(
_("Checkov- \"Security reports the Galileo has disappeared, Sir!")
);
game.iscraft = 0;
}
}
game.iscraft = 0;
}
}
@@
-806,24
+807,24
@@
void timwrp()
/* 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) {
/* 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) {
- prout(
"Checkov- \"Security reports the Galileo has reappeared in the dock!\""
);
+ prout(
_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")
);
game.iscraft = 1;
}
/*
* There used to be code to do the actual reconstrction here,
* but the starchart is now part of the snapshotted galaxy state.
*/
game.iscraft = 1;
}
/*
* There used to be code to do the actual reconstrction here,
* but the starchart is now part of the snapshotted galaxy state.
*/
- prout(
"Spock has reconstructed a correct star chart from memory"
);
+ prout(
_("Spock has reconstructed a correct star chart from memory")
);
}
else {
/* Go forward in time */
game.optime = -0.5*game.intime*log(Rand());
}
else {
/* Go forward in time */
game.optime = -0.5*game.intime*log(Rand());
- prout(
"You are traveling forward in time %d stardates."
, (int)game.optime);
+ prout(
_("You are traveling forward in time %d stardates.")
, (int)game.optime);
/* cheat to make sure no tractor beams occur during time warp */
postpone(FTBEAM, game.optime);
game.damage[DRADIO] += game.optime;
}
/* cheat to make sure no tractor beams occur during time warp */
postpone(FTBEAM, game.optime);
game.damage[DRADIO] += game.optime;
}
- newqad(
0
);
+ newqad(
false
);
events(); /* Stas Sergeev added this -- do pending events */
}
events(); /* Stas Sergeev added this -- do pending events */
}
@@
-836,47
+837,47
@@
void probe(void)
chew();
skip(1);
if (game.ship == IHE)
chew();
skip(1);
if (game.ship == IHE)
- prout(
"Engineer Scott- \"We have no more deep space probes, Sir.\""
);
+ prout(
_("Engineer Scott- \"We have no more deep space probes, Sir.\"")
);
else
else
- prout(
"Ye Faerie Queene has no deep space probes."
);
+ prout(
_("Ye Faerie Queene has no deep space probes.")
);
return;
}
return;
}
- if (
game.damage[DDSP] != 0.0
) {
+ if (
damaged(DDSP)
) {
chew();
skip(1);
chew();
skip(1);
- prout(
"Engineer Scott- \"The probe launcher is damaged, Sir.\""
);
+ prout(
_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")
);
return;
}
if (is_scheduled(FDSPROB)) {
chew();
skip(1);
return;
}
if (is_scheduled(FDSPROB)) {
chew();
skip(1);
- if (
game.damage[DRADIO] != 0
&& game.condit != IHDOCKED) {
- prout(
"Spock- \"Records show the previous probe has not yet"
);
- prout(
" reached its destination.\""
);
+ if (
damaged(DRADIO)
&& game.condit != IHDOCKED) {
+ prout(
_("Spock- \"Records show the previous probe has not yet")
);
+ prout(
_(" reached its destination.\"")
);
}
else
}
else
- prout(
"Uhura- \"The previous probe is still reporting data, Sir.\""
);
+ prout(
_("Uhura- \"The previous probe is still reporting data, Sir.\"")
);
return;
}
key = scan();
if (key == IHEOL) {
/* slow mode, so let Kirk know how many probes there are left */
return;
}
key = scan();
if (key == IHEOL) {
/* slow mode, so let Kirk know how many probes there are left */
- prout(game.nprobes==1 ?
"%d probe left." : "%d probes left."
, game.nprobes);
- proutn(
"Are you sure you want to fire a probe? "
);
+ prout(game.nprobes==1 ?
_("%d probe left.") : _("%d probes left.")
, game.nprobes);
+ proutn(
_("Are you sure you want to fire a probe? ")
);
if (ja()==0) return;
}
if (ja()==0) return;
}
- game.isarmed =
FALSE
;
+ game.isarmed =
false
;
if (key == IHALPHA && strcmp(citem,"armed") == 0) {
if (key == IHALPHA && strcmp(citem,"armed") == 0) {
- game.isarmed =
TRUE
;
+ game.isarmed =
true
;
key = scan();
}
else if (key == IHEOL) {
key = scan();
}
else if (key == IHEOL) {
- proutn(
"Arm NOVAMAX warhead? "
);
+ proutn(
_("Arm NOVAMAX warhead? ")
);
game.isarmed = ja();
}
game.isarmed = ja();
}
- getcd(
TRUE
, key);
+ getcd(
true
, key);
if (game.direc == -1.0) return;
game.nprobes--;
angle = ((15.0 - game.direc) * 0.5235988);
if (game.direc == -1.0) return;
game.nprobes--;
angle = ((15.0 - game.direc) * 0.5235988);
@@
-890,12
+891,11
@@
void probe(void)
game.probeiny /= bigger;
game.probeinx /= bigger;
game.proben = 10.0*game.dist*bigger +0.5;
game.probeiny /= bigger;
game.probeinx /= bigger;
game.proben = 10.0*game.dist*bigger +0.5;
- game.probex = game.quadx*QUADSIZE + game.sectx - 1; // We will use better packing than original
- game.probey = game.quady*QUADSIZE + game.secty - 1;
- game.probecx = game.quadx;
- game.probecy = game.quady;
+ game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
+ game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
+ game.probec = game.quadrant;
schedule(FDSPROB, 0.01); // Time to move one sector
schedule(FDSPROB, 0.01); // Time to move one sector
- prout(
"Ensign Chekov- \"The deep space probe is launched, Captain.\""
);
+ prout(
_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")
);
game.ididit = 1;
return;
}
game.ididit = 1;
return;
}
@@
-909,62
+909,61
@@
void mayday(void)
chew();
/* Test for game.conditions which prevent calling for help */
if (game.condit == IHDOCKED) {
chew();
/* Test for game.conditions which prevent calling for help */
if (game.condit == IHDOCKED) {
- prout(
"Lt. Uhura- \"But Captain, we're already docked.\""
);
+ prout(
_("Lt. Uhura- \"But Captain, we're already docked.\"")
);
return;
}
return;
}
- if (
game.damage[DRADIO] != 0
) {
- prout(
"Subspace radio damaged."
);
+ if (
damaged(DRADIO)
) {
+ prout(
_("Subspace radio damaged.")
);
return;
}
if (game.state.rembase==0) {
return;
}
if (game.state.rembase==0) {
- prout(
"Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""
);
+ prout(
_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")
);
return;
}
if (game.landed == 1) {
return;
}
if (game.landed == 1) {
- proutn(
"You must be aboard the "
);
+ proutn(
_("You must be aboard the ")
);
crmshp();
prout(".");
return;
}
/* OK -- call for help from nearest starbase */
game.nhelp++;
crmshp();
prout(".");
return;
}
/* OK -- call for help from nearest starbase */
game.nhelp++;
- if (game.basex!=0) {
+ if (game.base
.
x!=0) {
/* There's one in this quadrant */
/* There's one in this quadrant */
- ddist = sqrt(square(game.base
x-game.sectx)+square(game.basey-game.sect
y));
+ ddist = sqrt(square(game.base
.x-game.sector.x)+square(game.base.y-game.sector.
y));
}
else {
ddist = FOREVER;
for_starbases(l) {
}
else {
ddist = FOREVER;
for_starbases(l) {
- xdist=10.0*sqrt(square(game.state.baseq
x[l]-game.quadx)+square(game.state.baseqy[l]-game.quad
y));
+ xdist=10.0*sqrt(square(game.state.baseq
[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.
y));
if (xdist < ddist) {
ddist = xdist;
line = l;
}
}
/* Since starbase not in quadrant, set up new quadrant */
if (xdist < ddist) {
ddist = xdist;
line = l;
}
}
/* Since starbase not in quadrant, set up new quadrant */
- game.quadx = game.state.baseqx[line];
- game.quady = game.state.baseqy[line];
- newqad(1);
+ game.quadrant = game.state.baseq[line];
+ newqad(true);
}
/* dematerialize starship */
}
/* dematerialize starship */
- game.quad[game.sect
x][game.sect
y]=IHDOT;
- proutn(
"Starbase in %s responds--", cramlc(quadrant, game.quadx, game.quady
));
+ game.quad[game.sect
or.x][game.sector.
y]=IHDOT;
+ proutn(
_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant
));
proutn("");
crmshp();
proutn("");
crmshp();
- prout(
" dematerializes."
);
- game.sectx=0;
+ prout(
_(" dematerializes.")
);
+ game.sect
or.
x=0;
for (l = 1; l <= 5; l++) {
for (l = 1; l <= 5; l++) {
- ix = game.basex+3.0*Rand()-1;
- iy = game.basey+3.0*Rand()-1;
+ ix = game.base
.
x+3.0*Rand()-1;
+ iy = game.base
.
y+3.0*Rand()-1;
if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
/* found one -- finish up */
if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
/* found one -- finish up */
- game.sectx=ix;
- game.secty=iy;
+ game.sect
or.
x=ix;
+ game.sect
or.
y=iy;
break;
}
}
break;
}
}
- if (game.sectx==0){
- prout(
"You have been lost in space..."
);
+ if (game.sect
or.
x==0){
+ prout(
_("You have been lost in space...")
);
finish(FMATERIALIZE);
return;
}
finish(FMATERIALIZE);
return;
}
@@
-972,11
+971,11
@@
void mayday(void)
probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
for (l = 1; l <= 3; l++) {
switch (l) {
probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
for (l = 1; l <= 3; l++) {
switch (l) {
- case 1: proutn(
"1st"
); break;
- case 2: proutn(
"2nd"
); break;
- case 3: proutn(
"3rd"
); break;
+ case 1: proutn(
_("1st")
); break;
+ case 2: proutn(
_("2nd")
); break;
+ case 3: proutn(
_("3rd")
); break;
}
}
- proutn(
" attempt to re-materialize "
);
+ proutn(
_(" attempt to re-materialize ")
);
crmshp();
switch (l){
case 1: game.quad[ix][iy]=IHMATER0;
crmshp();
switch (l){
case 1: game.quad[ix][iy]=IHMATER0;
@@
-989,7
+988,7
@@
void mayday(void)
textcolor(RED);
warble();
if (Rand() > probf) break;
textcolor(RED);
warble();
if (Rand() > probf) break;
- prout(
"fails."
);
+ prout(
_("fails.")
);
delay(500);
textcolor(DEFAULT);
}
delay(500);
textcolor(DEFAULT);
}
@@
-1003,9
+1002,9
@@
void mayday(void)
}
game.quad[ix][iy]=game.ship;
textcolor(GREEN);
}
game.quad[ix][iy]=game.ship;
textcolor(GREEN);
- prout(
"succeeds."
);
+ prout(
_("succeeds.")
);
textcolor(DEFAULT);
dock(0);
skip(1);
textcolor(DEFAULT);
dock(0);
skip(1);
- prout(
"Lt. Uhura- \"Captain, we made it!\""
);
+ prout(
_("Lt. Uhura- \"Captain, we made it!\"")
);
}
}