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."));
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, jx=0, jy=0, ll;
+ int l, iquad=0, ll;
bool shoved = false;
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=inx, y=iny, 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;
+ coord w, jw;
- w.x = w.y = 0;
+ w.x = w.y = jw.x = jw.y = 0;
bigger = fabs(deltax);
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
w.y = y + 0.5;
if (!VALID_SECTOR(w.x, w.y)) break;
iquad=game.quad[w.x][w.y];
- tracktorpedo(w.x, w.y, l, i, n, iquad);
+ tracktorpedo(w, l, i, n, iquad);
if (iquad==IHDOT) continue;
/* hit something */
setwnd(message_window);
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. */
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
xx = -sin(ang)/temp;
yy = cos(ang)/temp;
- jx=w.x+xx+0.5;
- jy=w.y+yy+0.5;
- if (!VALID_SECTOR(jx, jy)) return;
- if (game.quad[jx][jy]==IHBLANK) {
+ jw.x=w.x+xx+0.5;
+ jw.y=w.y+yy+0.5;
+ if (!VALID_SECTOR(jw.x, jw.y)) return;
+ if (game.quad[jw.x][jw.y]==IHBLANK) {
finish(FHOLE);
return;
}
- if (game.quad[jx][jy]!=IHDOT) {
+ if (game.quad[jw.x][jw.y]!=IHDOT) {
/* can't move into object */
return;
}
- game.sector.x = jx;
- game.sector.y = jy;
+ game.sector = jw;
crmshp();
shoved = true;
break;
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() -
- 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) {
- deadkl(w, iquad, w.x, w.y);
+ deadkl(w, iquad, w);
return;
}
crmena(true, iquad, sector, w);
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
xx = -sin(ang)/temp;
yy = cos(ang)/temp;
- jx=w.x+xx+0.5;
- jy=w.y+yy+0.5;
- if (!VALID_SECTOR(jx, jy)) {
+ jw.x=w.x+xx+0.5;
+ jw.y=w.y+yy+0.5;
+ if (!VALID_SECTOR(jw.x, jw.y)) {
prout(_(" damaged but not destroyed."));
return;
}
- if (game.quad[jx][jy]==IHBLANK) {
+ if (game.quad[jw.x][jw.y]==IHBLANK) {
prout(_(" buffeted into black hole."));
- deadkl(w, iquad, jx, jy);
+ deadkl(w, iquad, jw);
return;
}
- if (game.quad[jx][jy]!=IHDOT) {
+ if (game.quad[jw.x][jw.y]!=IHDOT) {
/* can't move into object */
prout(_(" damaged but not destroyed."));
return;
}
proutn(_(" damaged--"));
- game.ks[ll].x = jx;
- game.ks[ll].y = jy;
+ game.ks[ll] = jw;
shoved = true;
break;
case IHB: /* Hit a base */
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
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;
game.tholian.x = game.tholian.y = 0;
- deadkl(w, iquad, w.x, w.y);
+ deadkl(w, iquad, w);
return;
}
skip(1);
game.ithere = false;
game.tholian.x = game.tholian.y = 0;
game.nenhere--;
- {
- coord dummy;
- dropin(IHBLANK, &dummy);
- }
+ dropin(IHBLANK);
return;
default: /* Problem! */
}
if (shoved) {
game.quad[w.x][w.y]=IHDOT;
- game.quad[jx][jy]=iquad;
- prout(_(" displaced by blast to %s "), cramlc(sector, w));
+ game.quad[jw.x][jw.y]=iquad;
+ prout(_(" displaced by blast to %s "), cramlc(sector, jw));
for_local_enemies(ll)
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sector.x-game.ks[ll].x)+square(game.sector.y-game.ks[ll].y));
+ game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
sortkl();
return;
}
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;
}
-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 */
{
- /* Added ixx and iyy allow enemy to "move" before dying */
- coord mv;
+ /* Added mv to allow enemy to "move" before dying */
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 */
}
if (game.shldup || game.condit == IHDOCKED)
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;
}
w = game.ks[kk];
if (hit > 0.005) {
if (!damaged(DSRSENS))
- boom(w.x, w.y);
+ boom(w);
proutn(_("%d unit hit on "), (int)hit);
}
else
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 */