#include "sst.h"
-void doshield(int i)
+void doshield(bool raise)
+/* change shield status */
{
int key;
enum {NONE, SHUP, SHDN, NRG} action = NONE;
- game.ididit = 0;
+ game.ididit = false;
- if (i == 2) action = SHUP;
+ if (raise)
+ action = SHUP;
else {
key = scan();
if (key == IHALPHA) {
action = NRG;
else {
chew();
- if (game.damage[DSHIELD]) {
+ if (damaged(DSHIELD)) {
prout(_("Shields damaged and down."));
return;
}
}
if (action==NONE) {
proutn(_("Do you wish to change shield energy? "));
- if (ja()) {
+ if (ja() == true) {
proutn(_("Energy to transfer to shields- "));
action = NRG;
}
- else if (game.damage[DSHIELD]) {
+ else if (damaged(DSHIELD)) {
prout(_("Shields damaged and down."));
return;
}
else if (game.shldup) {
proutn(_("Shields are up. Do you want them down? "));
- if (ja()) action = SHDN;
+ if (ja() == true) action = SHDN;
else {
chew();
return;
}
else {
proutn(_("Shields are down. Do you want them up? "));
- if (ja()) action = SHUP;
+ if (ja() == true) action = SHUP;
else {
chew();
return;
prout(_("Shields already up."));
return;
}
- game.shldup = 1;
- game.shldchg = 1;
- if (game.condit != IHDOCKED) game.energy -= 50.0;
+ game.shldup = true;
+ game.shldchg = true;
+ if (game.condition != docked) game.energy -= 50.0;
prout(_("Shields raised."));
if (game.energy <= 0) {
skip(1);
finish(FNRG);
return;
}
- game.ididit=1;
+ game.ididit=true;
return;
case SHDN:
- if (game.shldup==0) {
+ if (!game.shldup) {
prout(_("Shields already down."));
return;
}
- game.shldup=0;
- game.shldchg=1;
+ game.shldup=false;
+ game.shldchg=true;
prout(_("Shields lowered."));
- game.ididit=1;
+ game.ididit = true;
return;
case NRG:
while (scan() != IHREAL) {
prout(_("Insufficient ship energy."));
return;
}
- game.ididit = 1;
+ game.ididit = true;
if (game.shield+aaitem >= game.inshld) {
prout(_("Shield energy maximized."));
if (game.shield+aaitem > game.inshld) {
prout(_("Engineering to bridge--"));
prout(_(" Scott here. Power circuit problem, Captain."));
prout(_(" I can't drain the shields."));
- game.ididit = 0;
+ game.ididit = false;
return;
}
if (game.shield+aaitem < 0) {
}
}
-void ram(int ibumpd, int ienm, coord w)
+static int randdevice(void)
+/* choose a device to damage, at random. */
{
- double type = 1.0, extradm;
- int icas, l;
+ /*
+ * Quoth Eric Allman in the code of BSD-Trek:
+ * "Under certain conditions you can get a critical hit. This
+ * sort of hit damages devices. The probability that a given
+ * device is damaged depends on the device. Well protected
+ * devices (such as the computer, which is in the core of the
+ * ship and has considerable redundancy) almost never get
+ * damaged, whereas devices which are exposed (such as the
+ * warp engines) or which are particularly delicate (such as
+ * the transporter) have a much higher probability of being
+ * damaged."
+ *
+ * This is one place where OPTION_PLAIN does not restore the
+ * original behavior, which was equiprobable damage across
+ * all devices. If we wanted that, we'd return NDEVICES*Rand()
+ * and have done with it. Also, in the original game, DNAVYS
+ * and DCOMPTR were the same device.
+ *
+ * Instead, we use a table of weights similar to the one from BSD Trek.
+ * BSD doesn't have the shuttle, shield controller, death ray, or probes.
+ * We don't have a cloaking device. The shuttle got the allocation
+ * for the cloaking device, then we shaved a half-percent off
+ * everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+ */
+ static int weights[NDEVICES] = {
+ 105, /* DSRSENS: short range scanners 10.5% */
+ 105, /* DLRSENS: long range scanners 10.5% */
+ 120, /* DPHASER: phasers 12.0% */
+ 120, /* DPHOTON: photon torpedoes 12.0% */
+ 25, /* DLIFSUP: life support 2.5% */
+ 65, /* DWARPEN: warp drive 6.5% */
+ 70, /* DIMPULS: impulse engines 6.5% */
+ 145, /* DSHIELD: deflector shields 14.5% */
+ 30, /* DRADIO: subspace radio 3.0% */
+ 45, /* DSHUTTL: shuttle 4.5% */
+ 15, /* DCOMPTR: computer 1.5% */
+ 20, /* NAVCOMP: navigation system 2.0% */
+ 75, /* DTRANSP: transporter 7.5% */
+ 20, /* DSHCTRL: high-speed shield controller 2.0% */
+ 10, /* DDRAY: death ray 1.0% */
+ 30, /* DDSP: deep-space probes 3.0% */
+ };
+ int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */
+
+ for (i = sum = 0; i < NDEVICES; i++) {
+ sum += weights[i];
+ if (idx < sum)
+ return i;
+ }
+ return -1; /* we should never get here, but this quiets GCC */
+}
+
+void ram(bool ibumpd, feature ienm, coord w)
+/* make our ship ram something */
+{
+ double hardness, extradm;
+ int icas, m, ncrits;
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
proutn("***");
crmshp();
switch (ienm) {
- case IHR: type = 1.5; break;
- case IHC: type = 2.0; break;
- case IHS: type = 2.5; break;
- case IHT: type = 0.5; break;
- case IHQUEST: type = 4.0; break;
+ case IHR: hardness = 1.5; break;
+ case IHC: hardness = 2.0; break;
+ case IHS: hardness = 2.5; break;
+ case IHT: hardness = 0.5; break;
+ case IHQUEST: hardness = 4.0; break;
+ default: hardness = 1.0; break;
}
proutn(ibumpd ? _(" rammed by ") : _(" rams "));
- crmena(0, ienm, 2, w);
+ 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."));
icas = 10.0+20.0*Rand();
prout(_("***Sickbay reports %d casualties"), icas);
game.casual += icas;
- for (l=0; l < NDEVICES; l++) {
- if (l == DDRAY)
- continue; // Don't damage deathray
- if (game.damage[l] < 0)
+ game.state.crew -= icas;
+ /*
+ * In the pre-SST2K version, all devices got equiprobably damaged,
+ * which was silly. Instead, pick up to half the devices at
+ * random according to our weighting table,
+ */
+ ncrits = Rand() * (NDEVICES/2);
+ for (m=0; m < ncrits; m++) {
+ int dev = randdevice();
+ if (game.damage[dev] < 0)
continue;
- extradm = (10.0*type*Rand()+1.0)*game.damfac;
- game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
+ extradm = (10.0*hardness*Rand()+1.0)*game.damfac;
+ /* Damage for at least time of travel! */
+ game.damage[dev] += game.optime + extradm;
}
- game.shldup = 0;
+ game.shldup = false;
+ prout(_("***Shields are down."));
if (KLINGREM) {
- pause_game(2);
+ pause_game(true);
dreprt();
}
else finish(FWON);
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, shoved=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;
- coord w;
+ struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ 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;
deltay /= bigger;
- if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED)
+ if (!damaged(DSRSENS) || game.condition==docked)
setwnd(srscan_window);
else
setwnd(message_window);
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 (game.landed==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */
+ if (game.landed || game.condition==docked)
+ return; /* Cheat if on a planet */
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
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 = 1;
+ shoved = true;
break;
case IHC: /* Hit a commander */
case IHS:
if (Rand() <= 0.05) {
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
prout(_(" uses anti-photon device;"));
prout(_(" torpedo neutralized."));
return;
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(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
/* If enemy damaged but not destroyed, try to displace */
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
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;
- shoved = 1;
+ game.ks[ll] = jw;
+ shoved = true;
break;
case IHB: /* Hit a base */
skip(1);
prout(_("***STARBASE DESTROYED.."));
for_starbases(ll) {
- if (game.state.baseq[ll].x==game.quadrant.x && game.state.baseq[ll].y==game.quadrant.y) {
- game.state.baseq[ll].x=game.state.baseq[game.state.rembase].x;
- game.state.baseq[ll].y=game.state.baseq[game.state.rembase].y;
+ if (same(game.state.baseq[ll], game.quadrant)) {
+ game.state.baseq[ll]=game.state.baseq[game.state.rembase];
break;
}
}
game.quad[w.x][w.y]=IHDOT;
game.state.rembase--;
game.base.x=game.base.y=0;
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase--;
+ q->starbase--;
game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
game.state.basekl++;
newcnd();
return;
case IHP: /* Hit a planet */
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nplankl++;
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NULL;
+ q->planet = NOPLANET;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
+ if (game.landed) {
/* captain perishes on planet */
finish(FDPLANET);
}
return;
+ case IHW: /* Hit an inhabited world -- very bad! */
+ crmena(true, iquad, sector, w);
+ prout(_(" destroyed."));
+ game.state.nworldkl++;
+ q->planet = NOPLANET;
+ DESTROY(&game.state.plnets[game.iplnet]);
+ game.iplnet = 0;
+ game.plnet.x = game.plnet.y = 0;
+ game.quad[w.x][w.y] = IHDOT;
+ if (game.landed) {
+ /* captain perishes on planet */
+ finish(FDPLANET);
+ }
+ prout(_("You have just destroyed an inhabited planet."));
+ prout(_("Celebratory rallies are being held on the Klingon homeworld."));
+ return;
case IHSTAR: /* Hit a star */
if (Rand() > 0.10) {
- nova(w.x, w.y);
+ nova(w);
return;
}
- crmena(1, IHSTAR, 2, w);
+ crmena(true, IHSTAR, sector, w);
prout(_(" unaffected by photon blast."));
return;
case IHQUEST: /* Hit a thingy */
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
* you can shove the Thingy and piss it off.
* It then becomes an enemy and may fire at you.
*/
- iqengry=1;
- shoved=1;
+ iqengry = true;
+ shoved = true;
}
return;
case IHBLANK: /* Black hole */
skip(1);
- crmena(1, IHBLANK, 2, w);
+ crmena(true, IHBLANK, sector, w);
prout(_(" swallows torpedo."));
return;
case IHWEB: /* hit the web */
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 = 0;
- game.tholian.x = game.tholian.y = 0;
- deadkl(w, iquad, w.x, w.y);
+ game.ithere = false;
+ deadkl(w, iquad, w);
return;
}
skip(1);
- crmena(1, IHT, 2, w);
+ crmena(true, IHT, sector, w);
if (Rand() > 0.05) {
prout(_(" survives photon blast."));
return;
}
prout(_(" disappears."));
game.quad[w.x][w.y] = IHWEB;
- game.ithere = game.tholian.x = game.tholian.y = 0;
+ game.ithere = false;
game.nenhere--;
- {
- coord dummy;
- dropin(IHBLANK, &dummy);
- }
+ dropin(IHBLANK);
return;
default: /* Problem! */
skip(1);
proutn("Don't know how to handle collision with ");
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
skip(1);
return;
}
setwnd(message_window);
}
if (shoved) {
- coord w;
- w.x = jx; w.y = jy;
- game.quad[jx][jy]=iquad;
game.quad[w.x][w.y]=IHDOT;
- 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;
}
return;
}
-static void fry(double hit)
+static void fry(double hit)
+/* critical-hit resolution */
{
double ncrit, extradm;
- int ktr=1, l, ll, j, cdam[NDEVICES];
+ int ktr=1, loop1, loop2, j, cdam[NDEVICES];
/* a critical hit occured */
if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return;
ncrit = 1.0 + hit/(500.0+100.0*Rand());
proutn(_("***CRITICAL HIT--"));
/* Select devices and cause damage */
- for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
+ for (loop1 = 0; loop1 < ncrit; loop1++) {
do {
- j = NDEVICES*Rand();
+ j = randdevice();
/* Cheat to prevent shuttle damage unless on ship */
} while
- (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
- cdam[l] = j;
+ (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship));
+ cdam[loop1] = j;
extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
game.damage[j] += extradm;
- if (l > 0) {
- for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
- if (ll<=l) continue;
+ if (loop1 > 0) {
+ for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ;
+ if (loop2<=loop1) continue;
ktr += 1;
if (ktr==3) skip(1);
proutn(_(" and "));
proutn(device[j]);
}
prout(_(" damaged."));
- if (game.damage[DSHIELD] && game.shldup) {
+ if (damaged(DSHIELD) && game.shldup) {
prout(_("***Shields knocked down."));
- game.shldup=0;
+ game.shldup=false;
}
}
-void attack(int torps_ok)
+void attack(bool torps_ok)
+/* bad guy attacks us */
{
- /* torps_ok == 0 forces use of phasers in an attack */
- int percent, ihurt=0, l, i=0, iquad, itflag;
- int atackd = 0, attempt = 0;
- double hit;
- double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
+ /* torps_ok == false forces use of phasers in an attack */
+ int percent, loop, iquad;
+ bool itflag, atackd = false, attempt = false, ihurt = false;
+ double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
coord jay;
+ enum loctype where = neither;
game.iattak = 1;
if (game.alldone) return;
if (game.ithere) movetho();
if (game.neutz) { /* The one chance not to be attacked */
- game.neutz = 0;
+ game.neutz = false;
return;
}
- if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
- if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) return;
+ if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
+ if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
pfac = 1.0/game.inshld;
- if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
+ if (game.shldchg) chgfac = 0.25+0.5*Rand();
skip(1);
- if (game.skill <= SKILL_FAIR) i = 2;
- for_local_enemies(l) {
- if (game.kpower[l] < 0) continue; /* too weak to attack */
+ if (game.skill <= SKILL_FAIR) where = sector;
+ for_local_enemies(loop) {
+ if (game.kpower[loop] < 0) continue; /* too weak to attack */
/* compute hit strength and diminsh shield power */
r = Rand();
/* Increase chance of photon torpedos if docked or enemy energy low */
- if (game.condit == IHDOCKED) r *= 0.25;
- if (game.kpower[l] < 500) r *= 0.25;
- jay.x = game.ks[l].x;
- jay.y = game.ks[l].y;
+ if (game.condition == docked) r *= 0.25;
+ if (game.kpower[loop] < 500) r *= 0.25;
+ jay = game.ks[loop];
iquad = game.quad[jay.x][jay.y];
if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
(iquad==IHQUEST && r > 0.05);
if (itflag) {
/* Enemy uses phasers */
- if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
- attempt = 1; /* Attempt to attack */
+ if (game.condition == docked) continue; /* Don't waste the effort! */
+ attempt = true; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
- hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
- game.kpower[l] *= 0.75;
+ hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
+ game.kpower[loop] *= 0.75;
}
else { /* Enemy used photon torpedo */
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);
+ crmena(false, iquad, where, jay);
}
- attempt = 1;
+ attempt = true;
prout(" ");
r = (Rand()+Rand())*0.5 -0.5;
- r += 0.002*game.kpower[l]*r;
- torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
+ r += 0.002*game.kpower[loop]*r;
+ 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; /* Supernova or finished */
if (hit == 0) continue;
}
- if (game.shldup != 0 || game.shldchg != 0 || game.condit==IHDOCKED) {
+ if (game.shldup || game.shldchg || game.condition==docked) {
/* shields will take hits */
- double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0);
+ double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0);
if(propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
- atackd=1;
+ atackd = true;
absorb = 0.8*hitsh;
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
hit -= hitsh;
- if (game.condit==IHDOCKED) dock(0);
+ if (game.condition==docked) dock(false);
if (propor > 0.1 && hit < 0.005*game.energy) continue;
}
/* It's a hit -- print out hit size */
- atackd = 1; /* We weren't going to check casualties, etc. if
+ atackd = true; /* We weren't going to check casualties, etc. if
shields were down for some strange reason. This
- doesn't make any sense, so I've fw.xed it */
- ihurt = 1;
+ doesn't make any sense, so I've fixed it */
+ ihurt = true;
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();
}
- if (game.damage[DSRSENS] <= 0.0 && itflag) {
+ if (!damaged(DSRSENS) && itflag) {
proutn(_(" from "));
- crmena(0, iquad, i, jay);
+ crmena(false, iquad, where, jay);
}
skip(1);
/* Decide if hit is critical */
hittot += hit;
fry(hit);
game.energy -= hit;
- if (game.condit==IHDOCKED)
- dock(0);
+ if (game.condition==docked)
+ dock(false);
}
if (game.energy <= 0) {
/* Returning home upon your shield, not with it... */
finish(FBATTLE);
return;
}
- if (attempt == 0 && game.condit == IHDOCKED)
+ if (!attempt && game.condition == docked)
prout(_("***Enemies decide against attacking your ship."));
- if (atackd == 0) return;
+ if (!atackd) return;
percent = 100.0*pfac*game.shield+0.5;
- if (ihurt==0) {
+ if (!ihurt) {
/* Shields fully protect ship */
proutn(_("Enemy attack reduces shield strength to "));
}
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);
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties"), icas);
prout(_(" in that last attack.\""));
game.casual += icas;
+ game.state.crew -= icas;
}
}
/* After attack, reset average distance to enemies */
- for_local_enemies(l)
- game.kavgd[l] = game.kdist[l];
+ for_local_enemies(loop)
+ game.kavgd[loop] = game.kdist[loop];
sortkl();
return;
}
-void deadkl(coord w, int type, int ixx, int iyy)
+void deadkl(coord w, feature 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(1, type, 2, mv);
+ crmena(true, type, sector, mv);
/* Decide what kind of enemy it is and update approriately */
if (type == IHR) {
/* chalk up a Romulan */
}
else if (type == IHT) {
/* Killed a Tholian */
- game.ithere = 0;
+ game.ithere = false;
}
else if (type == IHQUEST) {
/* Killed a Thingy */
- iqhere=iqengry=thing.x=thing.y=0;
+ iqhere = iqengry = false;
+ thing.x =thing.y = 0;
}
else {
/* Some type of a Klingon */
game.klhere--;
switch (type) {
case IHC:
- game.comhere = 0;
+ game.comhere = false;
for_commanders (i)
if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
break;
case IHS:
game.state.nscrem--;
- game.ishere = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
+ game.ishere = false;
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
+ game.iscate = false;
unschedule(FSCMOVE);
unschedule(FSCDBAS);
break;
+ default: /* avoids a gcc warning */
+ prout("*** Internal error, deadkl() called on %c\n", type);
+ break;
}
}
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
- /* Remove enemy ship from arrays describing local game.conditions */
+ /* Remove enemy ship from arrays describing local conditions */
if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
unschedule(FCDBAS);
for_local_enemies(i)
}
void photon(void)
+/* launch photon torpedo */
{
double targ[4][3], course[4];
double r, dummy;
- int key, n, i, osuabor;
+ int key, n, i;
+ bool osuabor;
- game.ididit = 0;
+ game.ididit = false;
- if (game.damage[DPHOTON]) {
+ if (damaged(DPHOTON)) {
prout(_("Photon tubes damaged."));
chew();
return;
if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
}
}
- game.ididit = 1;
+ game.ididit = true;
/* Loop for moving <n> torpedoes */
- osuabor = 0;
+ osuabor = false;
for (i = 1; i <= n && !osuabor; i++) {
- if (game.condit != IHDOCKED) game.torps--;
+ if (game.condition != docked) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
/* misfire! */
skip(1);
if (i < n)
prout(_(" Remainder of burst aborted."));
- osuabor=1;
+ osuabor = true;
if (Rand() <= 0.2) {
prout(_("***Photon tubes damaged by misfire."));
game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
break;
}
}
- if (game.shldup || game.condit == IHDOCKED)
+ if (game.shldup || game.condition == docked)
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;
}
-static void overheat(double rpow)
+static void overheat(double rpow)
+/* check for phasers overheating */
{
if (rpow > 1500) {
double chekbrn = (rpow-1500.)*0.00038;
}
}
-static int checkshctrl(double rpow)
+static bool checkshctrl(double rpow)
+/* check shield control */
{
double hit;
int icas;
skip(1);
- if (Rand() < .998) {
+ if (Rand() < 0.998) {
prout(_("Shields lowered."));
- return 0;
+ return false;
}
/* Something bad has happened */
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
stars();
finish(FPHASER);
- return 1;
+ return true;
}
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""));
skip(2);
skip(1);
prout(_("McCoy to bridge- \"Severe radiation burns, Jim."));
prout(_(" %d casualties so far.\""), icas);
- game.casual -= icas;
+ game.casual += icas;
+ game.state.crew -= icas;
}
skip(1);
prout(_("Phaser energy dispersed by shields."));
prout(_("Enemy unaffected."));
overheat(rpow);
- return 1;
+ return true;
}
void phasers(void)
+/* fire phasers */
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
- int ifast=0, no=0, ipoop=1, msgflag = 1;
+ bool ifast = false, no = false, itarg = true, msgflag = true;
enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
int key=0;
skip(1);
- /* SR sensors and Computer */
- if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
- if (game.condit == IHDOCKED) {
+ /* SR sensors and Computer are needed fopr automode */
+ if (damaged(DSRSENS) || damaged(DCOMPTR))
+ itarg = false;
+ if (game.condition == docked) {
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) {
- if (game.damage[DSHCTRL]) {
+ if (damaged(DSHCTRL)) {
prout(_("High speed shield control damaged."));
chew();
return;
return;
}
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""));
- ifast = 1;
+ ifast = true;
}
/* Original code so convoluted, I re-did it all */
}
}
else if (isit("automatic")) {
- if ((!ipoop) && game.nenhere != 0) {
+ if ((!itarg) && game.nenhere != 0) {
automode = FORCEMAN;
}
else {
}
}
else if (isit("no")) {
- no = 1;
+ no = true;
}
else {
huh();
prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
- else if (!ipoop)
+ else if (!itarg)
automode = FORCEMAN;
else
automode = AUTOMATIC;
prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
- else if (!ipoop)
+ else if (!itarg)
automode = FORCEMAN;
else
proutn(_("Manual or automatic? "));
switch (automode) {
case AUTOMATIC:
if (key == IHALPHA && isit("no")) {
- no = 1;
+ no = true;
key = scan();
}
if (key != IHREAL && game.nenhere != 0) {
irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
(1.01+0.05*Rand()) + 1.0;
kz=1;
- proutn(_("(%d) units required. "), irec);
+ proutn(_("%d units required. "), irec);
chew();
proutn(_("Units to fire= "));
key = scan();
return;
}
if ((key=scan()) == IHALPHA && isit("no")) {
- no = 1;
+ no = true;
}
if (ifast) {
game.energy -= 200; /* Go and do it! */
}
if (powrem > 0.0) extra += powrem;
hittem(hits);
- game.ididit=1;
+ game.ididit = true;
}
- if (extra > 0 && game.alldone == 0) {
+ if (extra > 0 && !game.alldone) {
if (game.ithere) {
proutn(_("*** Tholian web absorbs "));
if (game.nenhere>0) proutn(_("excess "));
case FORCEMAN:
chew();
key = IHEOL;
- if (game.damage[DCOMPTR]!=0)
- prout(_("Battle comuter damaged, manual file only."));
+ if (damaged(DCOMPTR))
+ prout(_("Battle computer damaged, manual file only."));
else {
skip(1);
prouts(_("---WORKING---"));
proutn(_("Energy available= %.2f"),
game.energy-.006-(ifast?200:0));
skip(1);
- msgflag = 0;
+ msgflag = false;
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."));
}
if (key == IHEOL) {
chew();
- if (ipoop && k > kz)
+ if (itarg && k > kz)
irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
(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 "));
- crmena(0, ienm, 2, aim);
+ crmena(false, ienm, sector, aim);
proutn("- ");
key = scan();
}
if (key == IHALPHA && isit("no")) {
- no = 1;
+ no = true;
key = scan();
continue;
}
}
if (key == IHEOL) {
if (k==1) { /* Let me say I'm baffled by this */
- msgflag = 1;
+ msgflag = true;
}
continue;
}
return;
}
if (key == IHALPHA && isit("no")) {
- no = 1;
+ no = true;
}
game.energy -= rpow;
chew();
if (checkshctrl(rpow)) return;
}
hittem(hits);
- game.ididit=1;
+ game.ididit = true;
case NOTSET:; /* avoid gcc warning */
}
/* Say shield raised or malfunction, if necessary */
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."));
prouts(_(" CLICK CLICK POP . . ."));
prout(_(" No response, sir!"));
- game.shldup = 0;
+ game.shldup = false;
}
else
prout(_("Shields raised."));
}
else
- game.shldup = 0;
+ game.shldup = false;
}
overheat(rpow);
}
void hittem(double *hits)
+/* register a phaser hit on Klingons and Romulans */
{
double kp, kpow, wham, hit, dustfac, kpini;
int nenhr2=game.nenhere, k=1, kk=1, ienm;
kpow = game.kpower[kk];
w = game.ks[kk];
if (hit > 0.005) {
- if (game.damage[DSRSENS]==0)
- boom(w.x, w.y);
+ if (!damaged(DSRSENS))
+ boom(w);
proutn(_("%d unit hit on "), (int)hit);
}
else
proutn(_("Very small hit on "));
ienm = game.quad[w.x][w.y];
- if (ienm==IHQUEST) iqengry=1;
- crmena(0,ienm,2,w);
+ if (ienm==IHQUEST) iqengry = true;
+ 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 */