#include "sst.h"
-static bool tryexit(int lookx, int looky, int ienm, int loccom, int irun)
+static bool tryexit(coord look, int ienm, int loccom, bool irun)
/* a bad guy attempts to bug out */
{
int n;
coord iq;
- iq.x = game.quadrant.x+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
- iq.y = game.quadrant.y+(looky+(QUADSIZE-1))/QUADSIZE - 1;
+ iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1;
+ iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1;
if (!VALID_QUADRANT(iq.x,iq.y) ||
game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > 8)
return false; /* no can do -- neg energy, supernovae, or >8 Klingons */
if (ienm == IHR) return false; /* Romulans cannot escape! */
- if (irun == 0) {
+ if (!irun) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
for_commanders(n)
/* print escape message and move out of quadrant.
We know this if either short or long range sensors are working */
if (!damaged(DSRSENS) || !damaged(DLRSENS) ||
- game.condit == IHDOCKED) {
- crmena(1, ienm, sector, game.ks[loccom]);
+ game.condition == docked) {
+ crmena(true, ienm, sector, game.ks[loccom]);
prout(_(" escapes to %s (and regains strength)."),
cramlc(quadrant, iq));
}
game.kdist[loccom] = game.kdist[game.nenhere];
game.klhere--;
game.nenhere--;
- if (game.condit != IHDOCKED) newcnd();
+ if (game.condition != docked) newcnd();
/* Handle global matters related to escape */
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
game.state.galaxy[iq.x][iq.y].klingons++;
break;
}
}
- game.comhere = 0;
+ game.comhere = false;
}
return true; /* success */
}
-static void movebaddy(coord com, int loccom, int ienm)
+static void movebaddy(coord com, int loccom, feature ienm)
/* tactical movement for the bad guys */
{
- int motion, mdist, nsteps, mx, my, lookx, looky, ll;
- coord next;
- int irun = 0;
+ int motion, mdist, nsteps, mx, my, ll;
+ coord next, look;
int krawlx, krawly;
- bool success;
+ bool success, irun = false;
int attempts;
/* This should probably be just game.comhere + game.ishere */
int nbaddys = game.skill >= SKILL_EXPERT ?
/* If SC, check with spy to see if should hi-tail it */
if (ienm==IHS &&
- (game.kpower[loccom] <= 500.0 || (game.condit==IHDOCKED && !damaged(DPHOTON)))) {
- irun = 1;
+ (game.kpower[loccom] <= 500.0 || (game.condition==docked && !damaged(DPHOTON)))) {
+ irun = true;
motion = -QUADSIZE;
}
else {
forces += 1000.0;
}
motion = 0;
- if (forces <= 1000.0 && game.condit != IHDOCKED) /* Typical situation */
+ if (forces <= 1000.0 && game.condition != docked) /* Typical situation */
motion = ((forces+200.0*Rand())/150.0) - 5.0;
else {
if (forces > 1000.0) /* Very strong -- move in for kill */
motion = (1.0-square(Rand()))*dist1 + 1.0;
- if (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
+ if (game.condition==docked && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
motion -= game.skill*(2.0-square(Rand()));
}
if (idebug)
if (idebug)
proutn(" %d", ll+1);
/* Check if preferred position available */
- lookx = next.x + mx;
- looky = next.y + my;
+ look.x = next.x + mx;
+ look.y = next.y + my;
krawlx = mx < 0 ? 1 : -1;
krawly = my < 0 ? 1 : -1;
success = false;
attempts = 0; /* Settle mysterious hang problem */
while (attempts++ < 20 && !success) {
- if (lookx < 1 || lookx > QUADSIZE) {
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ if (look.x < 1 || look.x > QUADSIZE) {
+ if (motion < 0 && tryexit(look, ienm, loccom, irun))
return;
if (krawlx == mx || my == 0) break;
- lookx = next.x + krawlx;
+ look.x = next.x + krawlx;
krawlx = -krawlx;
}
- else if (looky < 1 || looky > QUADSIZE) {
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ else if (look.y < 1 || look.y > QUADSIZE) {
+ if (motion < 0 && tryexit(look, ienm, loccom, irun))
return;
if (krawly == my || mx == 0) break;
- looky = next.y + krawly;
+ look.y = next.y + krawly;
krawly = -krawly;
}
- else if ((game.options & OPTION_RAMMING) && game.quad[lookx][looky] != IHDOT) {
+ else if ((game.options & OPTION_RAMMING) && game.quad[look.x][look.y] != IHDOT) {
/* See if we should ram ship */
- if (game.quad[lookx][looky] == game.ship &&
+ if (game.quad[look.x][look.y] == game.ship &&
(ienm == IHC || ienm == IHS)) {
- ram(1, ienm, com);
+ ram(true, ienm, com);
return;
}
if (krawlx != mx && my != 0) {
- lookx = next.x + krawlx;
+ look.x = next.x + krawlx;
krawlx = -krawlx;
}
else if (krawly != my && mx != 0) {
- looky = next.y + krawly;
+ look.y = next.y + krawly;
krawly = -krawly;
}
else break; /* we have failed */
else success = true;
}
if (success) {
- next.x = lookx;
- next.y = looky;
+ next = look;
if (idebug)
proutn(cramlc(neither, next));
}
/* Put commander in place within same quadrant */
game.quad[com.x][com.y] = IHDOT;
game.quad[next.x][next.y] = ienm;
- if (next.x != com.x || next.y != com.y) {
+ if (!same(next, com)) {
/* it moved */
- game.ks[loccom].x = next.x;
- game.ks[loccom].y = next.y;
- game.kdist[loccom] = game.kavgd[loccom] =
- sqrt(square(game.sector.x-next.x)+square(game.sector.y-next.y));
- if (!damaged(DSRSENS) || game.condit == IHDOCKED) {
+ game.ks[loccom] = next;
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next);
+ if (!damaged(DSRSENS) || game.condition == docked) {
proutn("***");
cramen(ienm);
proutn(_(" from %s"), cramlc(2, com));
game.kpower[i] = game.kpower[game.nenhere];
game.klhere--;
game.nenhere--;
- if (game.condit!=IHDOCKED) newcnd();
+ if (game.condition!=docked) newcnd();
sortkl();
}
/* check for a helpful planet */
/* destroy the planet */
DESTROY(&game.state.plnets[i]);
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
- if (!damaged(DRADIO) || game.condit == IHDOCKED) {
- if (*ipage==0) pause_game(1);
+ if (!damaged(DRADIO) || game.condition == docked) {
+ if (*ipage==0) pause_game(true);
*ipage = 1;
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" a planet in "));
sc = game.state.kscmdr;
for_starbases(i) {
basetbl[i] = i;
- ibq.x = game.state.baseq[i].x;
- ibq.y = game.state.baseq[i].y;
- bdist[i] = sqrt(square(ibq.x-sc.x) + square(ibq.y-sc.y));
+ bdist[i] = distance(game.state.baseq[i], sc);
}
if (game.state.rembase > 1) {
/* sort into nearest first order */
if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
/* attack the base */
if (flag) return; /* no, don't attack base! */
- game.iseenit = 0;
+ game.iseenit = false;
game.isatb = 1;
schedule(FSCDBAS, 1.0 +2.0*Rand());
if (is_scheduled(FCDBAS))
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
- if (damaged(DRADIO) && game.condit != IHDOCKED)
+ if (damaged(DRADIO) && game.condition != docked)
return; /* no warning */
- game.iseenit = 1;
- if (*ipage == 0) pause_game(1);
+ game.iseenit = true;
+ if (*ipage == 0) pause_game(true);
*ipage=1;
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
proutn(cramlc(quadrant, game.state.kscmdr));
if (
!idebug &&
(Rand() > 0.2 ||
- (damaged(DRADIO) && game.condit != IHDOCKED) ||
+ (damaged(DRADIO) && game.condition != docked) ||
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
return;
- if (*ipage==0) pause_game(1);
+ if (*ipage==0) pause_game(true);
*ipage = 1;
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" the Super-commander is in "));
/* move the Tholian */
{
int idx, idy, im, i;
- coord dummy;
/* Move the Tholian */
if (!game.ithere || game.justin) return;
}
/* All plugged up -- Tholian splits */
game.quad[game.tholian.x][game.tholian.y]=IHWEB;
- dropin(IHBLANK, &dummy);
+ dropin(IHBLANK);
crmena(true, IHT, sector, game.tholian);
prout(_(" completes web."));
game.ithere = false;
- game.tholian.x = game.tholian.y = 0;
game.nenhere--;
return;
}