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Improve the world list.
[super-star-trek.git]
/
src
/
moving.c
diff --git
a/src/moving.c
b/src/moving.c
index 632b335d6470e149ceb23bbd56a377bc4e79c194..e966bed76a47899bb6633828656301df8f619ee3 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) {
prout("Helmsman Sulu- \"Leaving standard orbit.\"");
if (game.inorbit) {
prout("Helmsman Sulu- \"Leaving standard orbit.\"");
- game.inorbit =
FALSE
;
+ 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;
@@
-104,24
+106,23
@@
void imove(void)
}
/* 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;
+ prout("Entering %s.", cramlc(quadrant, game.quadrant));
+ game.quad[game.sector.x][game.sector.y] = game.ship;
newqad(0);
if (game.skill>SKILL_NOVICE) attack(0);
return;
}
newqad(0);
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 */
@@
-129,11
+130,11
@@
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);
@@
-142,7
+143,7
@@
void imove(void)
proutn("***");
crmshp();
proutn(" pulled into black hole at ");
proutn("***");
crmshp();
proutn(" pulled into black hole at ");
- prout(cramlc(sector,
ix, iy
));
+ 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
@@
-166,15
+167,15
@@
void imove(void)
proutn(" encounters Tholian web at ");
else
proutn(" blocked by object at ");
proutn(" encounters Tholian web at ");
else
proutn(" blocked by object at ");
- proutn(cramlc(sector,
ix,iy
));
+ proutn(cramlc(sector,
w
));
prout(";");
proutn("Emergency stop required ");
prout("%2d units of energy.", (int)stopegy);
game.energy -= stopegy;
finalx = x-deltax+0.5;
prout(";");
proutn("Emergency stop required ");
prout("%2d units of energy.", (int)stopegy);
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];
}
@@
-224,7
+225,7
@@
void dock(int l)
prout("You must first leave standard orbit.");
return;
}
prout("You must first leave standard orbit.");
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();
prout(" not adjacent to base.");
return;
crmshp();
prout(" not adjacent to base.");
return;
@@
-245,7
+246,7
@@
void dock(int l)
}
}
}
}
-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
+256,11
@@
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. */
@@
-359,23
+361,23
@@
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;
}
@@
-384,13
+386,13
@@
static void getcd(int isprobe, int akey) {
if (itemp) {
if (iprompt) {
prout("Helmsman Sulu- \"Course locked in for %s.\"",
if (itemp) {
if (iprompt) {
prout("Helmsman Sulu- \"Course locked in for %s.\"",
- cramlc(sector, i
rows, icols
));
+ 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) {
@@
-444,7
+446,7
@@
void impuls(void)
}
if (game.energy > 30.0) {
}
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;
}
@@
-487,12
+489,12
@@
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();
game.ididit = 0;
if (game.damage[DWARPEN] > 10.0) {
chew();
@@
-509,7
+511,7
@@
void warp(int i)
}
/* Read in course and distance */
}
/* 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 */
@@
-521,7
+523,7
@@
void warp(int i)
game.ididit = 0;
skip(1);
prout("Engineering to bridge--");
game.ididit = 0;
skip(1);
prout("Engineering to bridge--");
- if (
game.shldup==0
|| 0.5*power > game.energy) {
+ if (
!game.shldup
|| 0.5*power > game.energy) {
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.");
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.");
@@
-563,13
+565,11
@@
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
+586,8
@@
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;
@@
-732,7
+732,7
@@
void atover(int igrab)
skip(1);
prout("safely out of quadrant.");
if (game.damage[DRADIO] == 0.0)
skip(1);
prout("safely out of quadrant.");
if (game.damage[DRADIO] == 0.0)
- game.state.galaxy[game.quad
x][game.quady].charted = TRUE
;
+ game.state.galaxy[game.quad
rant.x][game.quadrant.y].charted = true
;
/* Try to use warp engines */
if (game.damage[DWARPEN]) {
skip(1);
/* Try to use warp engines */
if (game.damage[DWARPEN]) {
skip(1);
@@
-749,10
+749,10
@@
void atover(int igrab)
if (distreq < game.dist) game.dist = distreq;
game.optime = 10.0*game.dist/game.wfacsq;
game.direc = 12.0*Rand(); /* How dumb! */
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);
@@
-762,7
+762,7
@@
void atover(int igrab)
}
} while
/* Repeat if another snova */
}
} 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. */
}
@@
-789,7
+789,7
@@
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! */
@@
-867,16
+867,16
@@
void probe(void)
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) {
proutn("Arm NOVAMAX warhead? ");
game.isarmed = ja();
}
key = scan();
}
else if (key == IHEOL) {
proutn("Arm NOVAMAX warhead? ");
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);
@@
-890,10
+890,9
@@
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
prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
game.ididit = 1;
schedule(FDSPROB, 0.01); // Time to move one sector
prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
game.ididit = 1;
@@
-928,42
+927,41
@@
void mayday(void)
}
/* OK -- call for help from nearest starbase */
game.nhelp++;
}
/* 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];
+ game.quadrant = game.state.baseq[line];
newqad(1);
}
/* dematerialize starship */
newqad(1);
}
/* dematerialize starship */
- game.quad[game.sect
x][game.sect
y]=IHDOT;
- proutn("Starbase in %s responds--", cramlc(quadrant, game.quad
x, game.quady
));
+ game.quad[game.sect
or.x][game.sector.
y]=IHDOT;
+ proutn("Starbase in %s responds--", cramlc(quadrant, game.quad
rant
));
proutn("");
crmshp();
prout(" dematerializes.");
proutn("");
crmshp();
prout(" dematerializes.");
- game.sectx=0;
+ 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){
+ if (game.sect
or.
x==0){
prout("You have been lost in space...");
finish(FMATERIALIZE);
return;
prout("You have been lost in space...");
finish(FMATERIALIZE);
return;