#include "sst.h"
void doshield(int i)
+/* change shield status */
{
int key;
enum {NONE, SHUP, SHDN, NRG} action = NONE;
- game.ididit = 0;
+ game.ididit = false;
if (i == 2) action = SHUP;
else {
}
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.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;
finish(FNRG);
return;
}
- game.ididit=1;
+ game.ididit=true;
return;
case SHDN:
if (!game.shldup) {
game.shldup=false;
game.shldchg=1;
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)
+void ram(bool ibumpd, int ienm, coord w)
+/* make our ship ram something */
{
double type = 1.0, extradm;
- int icas, l;
+ int icas, m;
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
case IHQUEST: type = 4.0; 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);
icas = 10.0+20.0*Rand();
prout(_("***Sickbay reports %d casualties"), icas);
game.casual += icas;
- for (l=0; l < NDEVICES; l++) {
- if (l == DDRAY)
+ game.state.crew -= icas;
+ for (m=0; m < NDEVICES; m++) {
+ if (m == DDRAY)
continue; // Don't damage deathray
- if (game.damage[l] < 0)
+ if (game.damage[m] < 0)
continue;
extradm = (10.0*type*Rand()+1.0)*game.damfac;
- game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
+ game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */
}
game.shldup = false;
if (KLINGREM) {
}
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
+/* let a photon torpedo fly */
{
int l, iquad=0, jx=0, jy=0, shoved=0, ll;
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;
deadkl(w, iquad, w.x, w.y);
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));
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 = NOPLANET;
}
return;
case IHW: /* Hit an inhabited world -- very bad! */
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nworldkl++;
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
nova(w.x, w.y);
return;
}
- crmena(1, IHSTAR, 2, w);
+ crmena(true, IHSTAR, sector, w);
prout(_(" unaffected by photon blast."));
return;
case IHQUEST: /* Hit a thingy */
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;
}
skip(1);
- crmena(1, IHT, 2, w);
+ crmena(true, IHT, sector, w);
if (Rand() > 0.05) {
prout(_(" survives photon blast."));
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;
}
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 && 0 < NDEVICES; loop1++) {
do {
j = NDEVICES*Rand();
/* Cheat to prevent shuttle damage unless on ship */
} while
(game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
- cdam[l] = j;
+ 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 "));
}
}
-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;
game.neutz = 0;
return;
}
- if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
+ if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) return;
pfac = 1.0/game.inshld;
if (game.shldchg == 1) 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.kpower[loop] < 500) r *= 0.25;
+ jay.x = game.ks[loop].x;
+ jay.y = game.ks[loop].y;
iquad = game.quad[jay.x][jay.y];
if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
if (itflag) {
/* Enemy uses phasers */
if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
- attempt = 1; /* Attempt to attack */
+ 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);
proutn(_("***TORPEDO INCOMING"));
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;
+ r += 0.002*game.kpower[loop]*r;
torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 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.condit==IHDOCKED) 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 ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
proutn(_(" on the "));
}
if (!damaged(DSRSENS) && itflag) {
proutn(_(" from "));
- crmena(0, iquad, i, jay);
+ crmena(false, iquad, where, jay);
}
skip(1);
/* Decide if hit is critical */
fry(hit);
game.energy -= hit;
if (game.condit==IHDOCKED)
- dock(0);
+ 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.condit == IHDOCKED)
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 "));
}
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, int type, int ixx, int iyy)
+/* kill a Klingon, Tholian, Romulan, or Thingy */
{
/* Added ixx and iyy allow enemy to "move" before dying */
coord mv;
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 */
}
void photon(void)
+/* launch photon torpedo */
{
double targ[4][3], course[4];
double r, dummy;
int key, n, i, osuabor;
- game.ididit = 0;
+ game.ididit = false;
if (damaged(DPHOTON)) {
prout(_("Photon tubes damaged."));
if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
}
}
- game.ididit = 1;
+ game.ididit = true;
/* Loop for moving <n> torpedoes */
osuabor = 0;
for (i = 1; i <= n && !osuabor; i++) {
-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)
+/* check shield control */
{
double hit;
int icas;
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."));
void phasers(void)
+/* fire phasers */
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
}
if (powrem > 0.0) extra += powrem;
hittem(hits);
- game.ididit=1;
+ game.ididit = true;
}
if (extra > 0 && game.alldone == 0) {
if (game.ithere) {
else proutn("??");
proutn(") ");
proutn(_("units to fire at "));
- crmena(0, ienm, 2, aim);
+ crmena(false, ienm, sector, aim);
proutn("- ");
key = scan();
}
if (checkshctrl(rpow)) return;
}
hittem(hits);
- game.ididit=1;
+ game.ididit = true;
case NOTSET:; /* avoid gcc warning */
}
/* Say shield raised or malfunction, if necessary */
}
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;
proutn(_("Very small hit on "));
ienm = game.quad[w.x][w.y];
if (ienm==IHQUEST) iqengry=1;
- crmena(0,ienm,2,w);
+ crmena(false,ienm,sector,w);
skip(1);
if (kpow == 0) {
deadkl(w, ienm, w.x, w.y);