action = NRG;
else {
chew();
- if (game.damage[DSHIELD]) {
+ if (!damaged(DSHIELD)) {
prout(_("Shields damaged and down."));
return;
}
proutn(_("Energy to transfer to shields- "));
action = NRG;
}
- else if (game.damage[DSHIELD]) {
+ else if (damaged(DSHIELD)) {
prout(_("Shields damaged and down."));
return;
}
prout(_("Shields already up."));
return;
}
- game.shldup = 1;
+ game.shldup = true;
game.shldchg = 1;
if (game.condit != IHDOCKED) game.energy -= 50.0;
prout(_("Shields raised."));
game.ididit=1;
return;
case SHDN:
- if (game.shldup==0) {
+ if (!game.shldup) {
prout(_("Shields already down."));
return;
}
- game.shldup=0;
+ game.shldup=false;
game.shldchg=1;
prout(_("Shields lowered."));
game.ididit=1;
icas = 10.0+20.0*Rand();
prout(_("***Sickbay reports %d casualties"), icas);
game.casual += icas;
+ game.state.crew -= icas;
for (l=0; l < NDEVICES; l++) {
if (l == DDRAY)
continue; // Don't damage deathray
extradm = (10.0*type*Rand()+1.0)*game.damfac;
game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
}
- game.shldup = 0;
+ game.shldup = false;
if (KLINGREM) {
pause_game(2);
dreprt();
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
deltay /= bigger;
- if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED)
+ if (!damaged(DSRSENS) || game.condit==IHDOCKED)
setwnd(srscan_window);
else
setwnd(message_window);
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;
+ game.quad[jx][jy]=iquad;
prout(_(" displaced by blast to %s "), cramlc(sector, w));
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));
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;
}
}
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);
}
return; /* Supernova or finished */
if (hit == 0) continue;
}
- if (game.shldup != 0 || game.shldchg != 0 || game.condit==IHDOCKED) {
+ if (game.shldup || game.shldchg != 0 || game.condit==IHDOCKED) {
/* shields will take hits */
double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0);
if(propor < 0.1) propor = 0.1;
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
shields were down for some strange reason. This
- doesn't make any sense, so I've fw.xed it */
+ doesn't make any sense, so I've fixed it */
ihurt = 1;
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);
}
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... */
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 */
game.ididit = 0;
- if (game.damage[DPHOTON]) {
+ if (damaged(DPHOTON)) {
prout(_("Photon tubes damaged."));
chew();
return;
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."));
skip(1);
/* SR sensors and Computer */
- if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
+ if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = 0;
if (game.condit == IHDOCKED) {
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;
case FORCEMAN:
chew();
key = IHEOL;
- if (game.damage[DCOMPTR]!=0)
+ if (damaged(DCOMPTR))
prout(_("Battle comuter damaged, manual file only."));
else {
skip(1);
msgflag = 0;
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."));
(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 "));
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);
}
kpow = game.kpower[kk];
w = game.ks[kk];
if (hit > 0.005) {
- if (game.damage[DSRSENS]==0)
+ if (!damaged(DSRSENS))
boom(w.x, w.y);
proutn(_("%d unit hit on "), (int)hit);
}