#include "sstlinux.h"
#include "sst.h"
-static void getcd(int, int);
+static void getcd(bool, int);
void imove(void)
{
double angle, deltax, deltay, bigger, x, y,
finald, finalx, finaly, stopegy, probf;
- int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
+ int trbeam = 0, n, l, kink, kinks, iquad;
+ coord w;
- if (inorbit) {
+ w.x = w.y = 0;
+ if (game.inorbit) {
prout("Helmsman Sulu- \"Leaving standard orbit.\"");
- inorbit = FALSE;
+ game.inorbit = false;
}
- angle = ((15.0 - direc) * 0.5235988);
+ angle = ((15.0 - game.direc) * 0.5235988);
deltax = -sin(angle);
deltay = cos(angle);
if (fabs(deltax) > fabs(deltay))
deltax /= bigger;
/* If tractor beam is to occur, don't move full distance */
- if (game.state.date+Time >= game.future[FTBEAM]) {
+ if (game.state.date+game.optime >= scheduled(FTBEAM)) {
trbeam = 1;
- condit = IHRED;
- dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;
- Time = game.future[FTBEAM] - game.state.date + 1e-5;
+ game.condit = IHRED;
+ game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
}
/* Move within the quadrant */
- game.quad[sectx][secty] = IHDOT;
- x = sectx;
- y = secty;
- n = 10.0*dist*bigger+0.5;
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
+ x = game.sector.x;
+ y = game.sector.y;
+ n = 10.0*game.dist*bigger+0.5;
if (n > 0) {
for (l = 1; l <= n; l++) {
- ix = (x += deltax) + 0.5;
- iy = (y += deltay) + 0.5;
- if (!VALID_SECTOR(ix, iy)) {
+ w.x = (x += deltax) + 0.5;
+ w.y = (y += deltay) + 0.5;
+ if (!VALID_SECTOR(w.x, w.y)) {
/* Leaving quadrant -- allow final enemy attack */
/* Don't do it if being pushed by Nova */
- if (nenhere != 0 && iattak != 2) {
+ if (game.nenhere != 0 && game.iattak != 2) {
newcnd();
for_local_enemies(l) {
- finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
- (iy-game.ky[l])*(double)(iy-game.ky[l]));
+ finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
+ (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
}
/*
- * Stas Sergeev added the condition
+ * Stas Sergeev added the game.condition
* that attacks only happen if Klingons
* are present and your skill is good.
*/
- if (skill > SKILL_GOOD && klhere > 0 && !game.state.galaxy[quadx][quady].supernova)
+ if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
attack(0);
- if (alldone) return;
+ if (game.alldone) return;
}
/* compute final position -- new quadrant and sector */
- x = QUADSIZE*(quadx-1)+sectx;
- y = QUADSIZE*(quady-1)+secty;
- ix = x+10.0*dist*bigger*deltax+0.5;
- iy = y+10.0*dist*bigger*deltay+0.5;
+ x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
+ y = QUADSIZE*(game.quadrant.y-1)+game.sector.y;
+ w.x = x+10.0*game.dist*bigger*deltax+0.5;
+ w.y = y+10.0*game.dist*bigger*deltay+0.5;
/* check for edge of galaxy */
kinks = 0;
do {
kink = 0;
- if (ix <= 0) {
- ix = -ix + 1;
+ if (w.x <= 0) {
+ w.x = -w.x + 1;
kink = 1;
}
- if (iy <= 0) {
- iy = -iy + 1;
+ if (w.y <= 0) {
+ w.y = -w.y + 1;
kink = 1;
}
- if (ix > GALSIZE*QUADSIZE) {
- ix = (GALSIZE*QUADSIZE*2)+1 - ix;
+ if (w.x > GALSIZE*QUADSIZE) {
+ w.x = (GALSIZE*QUADSIZE*2)+1 - w.x;
kink = 1;
}
- if (iy > GALSIZE*QUADSIZE) {
- iy = (GALSIZE*QUADSIZE*2)+1 - iy;
+ if (w.y > GALSIZE*QUADSIZE) {
+ w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
kink = 1;
}
if (kink) kinks = 1;
} while (kink);
if (kinks) {
- nkinks += 1;
- if (nkinks == 3) {
+ game.nkinks += 1;
+ if (game.nkinks == 3) {
/* Three strikes -- you're out! */
finish(FNEG3);
return;
}
/* Compute final position in new quadrant */
if (trbeam) return; /* Don't bother if we are to be beamed */
- quadx = (ix+(QUADSIZE-1))/QUADSIZE;
- quady = (iy+(QUADSIZE-1))/QUADSIZE;
- sectx = ix - QUADSIZE*(quadx-1);
- secty = iy - QUADSIZE*(quady-1);
+ game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE;
+ game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE;
+ game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1);
+ game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1);
skip(1);
- prout("Entering %s.",
- cramlc(quadrant, quadx, quady));
- game.quad[sectx][secty] = ship;
+ prout("Entering %s.", cramlc(quadrant, game.quadrant));
+ game.quad[game.sector.x][game.sector.y] = game.ship;
newqad(0);
- if (skill>SKILL_NOVICE) attack(0);
+ if (game.skill>SKILL_NOVICE) attack(0);
return;
}
- iquad = game.quad[ix][iy];
+ iquad = game.quad[w.x][w.y];
if (iquad != IHDOT) {
/* object encountered in flight path */
- stopegy = 50.0*dist/Time;
- dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
- (secty-iy)*(double)(secty-iy));
+ stopegy = 50.0*game.dist/game.optime;
+ game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
+ (game.sector.y-w.y)*(double)(game.sector.y-w.y));
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
case IHS:
case IHR:
case IHQUEST:
- sectx = ix;
- secty = iy;
- ram(0, iquad, sectx, secty);
- finalx = sectx;
- finaly = secty;
+ game.sector.x = w.x;
+ game.sector.y = w.y;
+ ram(0, iquad, game.sector);
+ finalx = game.sector.x;
+ finaly = game.sector.y;
break;
case IHBLANK:
skip(1);
proutn("***");
crmshp();
proutn(" pulled into black hole at ");
- prout(cramlc(sector, ix, iy));
+ prout(cramlc(sector, w));
/*
* Getting pulled into a black hole was certain
* death in Almy's original. Stas Sergeev added a
for (l=0;l<NDEVICES;l++)
if (game.damage[l]>0)
n++;
- probf=pow(1.4,(energy+shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
+ probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
if ((game.options & OPTION_BLKHOLE) && Rand()>probf)
timwrp();
else
proutn(" encounters Tholian web at ");
else
proutn(" blocked by object at ");
- proutn(cramlc(sector, ix,iy));
+ proutn(cramlc(sector, w));
prout(";");
proutn("Emergency stop required ");
prout("%2d units of energy.", (int)stopegy);
- energy -= stopegy;
+ game.energy -= stopegy;
finalx = x-deltax+0.5;
- sectx = finalx;
+ game.sector.x = finalx;
finaly = y-deltay+0.5;
- secty = finaly;
- if (energy <= 0) {
+ game.sector.y = finaly;
+ if (game.energy <= 0) {
finish(FNRG);
return;
}
goto no_quad_change; /* sorry! */
}
}
- dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
- (secty-iy)*(double)(secty-iy));
- sectx = ix;
- secty = iy;
+ game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
+ (game.sector.y-w.y)*(double)(game.sector.y-w.y));
+ game.sector.x = w.x;
+ game.sector.y = w.y;
}
- finalx = sectx;
- finaly = secty;
+ finalx = game.sector.x;
+ finaly = game.sector.y;
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
- game.quad[sectx][secty] = ship;
- if (nenhere) {
+ game.quad[game.sector.x][game.sector.y] = game.ship;
+ if (game.nenhere) {
for_local_enemies(l) {
- finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
- (iy-game.ky[l])*(double)(iy-game.ky[l]));
+ finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) +
+ (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y));
game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
game.kdist[l] = finald;
}
sortkl();
- if (!game.state.galaxy[quadx][quady].supernova && iattak == 0)
+ if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
attack(0);
for_local_enemies(l) game.kavgd[l] = game.kdist[l];
}
newcnd();
- iattak = 0;
+ game.iattak = 0;
drawmaps(0);
setwnd(message_window);
return;
void dock(int l)
{
chew();
- if (condit == IHDOCKED && l) {
+ if (game.condit == IHDOCKED && l) {
prout("Already docked.");
return;
}
- if (inorbit) {
+ if (game.inorbit) {
prout("You must first leave standard orbit.");
return;
}
- if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
+ if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
crmshp();
prout(" not adjacent to base.");
return;
}
- condit = IHDOCKED;
+ game.condit = IHDOCKED;
if (l) prout("Docked.");
- ididit=1;
- if (energy < inenrg) energy = inenrg;
- shield = inshld;
- torps = intorps;
- lsupres = inlsr;
+ game.ididit=1;
+ if (game.energy < game.inenrg) game.energy = game.inenrg;
+ game.shield = game.inshld;
+ game.torps = game.intorps;
+ game.lsupres = game.inlsr;
if (game.damage[DRADIO] == 0.0 &&
- (game.future[FCDBAS] < FOREVER || isatb == 1) && iseenit == 0) {
+ (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
/* get attack report from base */
prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
attakreport(0);
- iseenit = 1;
+ game.iseenit = 1;
}
}
-static void getcd(int isprobe, int akey) {
+static void getcd(bool isprobe, int akey) {
/* This program originally required input in terms of a (clock)
direction and distance. Somewhere in history, it was changed to
cartesian coordinates. So we need to convert. I think
are always displayed y - x, where +y is downward! */
- int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key=0;
+ int irowq=game.quadrant.x, icolq=game.quadrant.y, itemp=0, iprompt=0, key=0;
double xi, xj, xk, xl;
double deltax, deltay;
int automatic = -1;
+ coord incr;
/* Get course direction and distance. If user types bad values, return
with DIREC = -1.0. */
- direc = -1.0;
+ game.direc = -1.0;
- if (landed == 1 && !isprobe) {
+ if (game.landed == 1 && !isprobe) {
prout("Dummy! You can't leave standard orbit until you");
proutn("are back aboard the ");
crmshp();
irowq = xi + 0.5;
icolq = xj + 0.5;
- irows = xk + 0.5;
- icols = xl + 0.5;
+ incr.y = xk + 0.5;
+ incr.x = xl + 0.5;
}
else {
if (isprobe) {
/* only quadrant specified -- go to center of dest quad */
irowq = xi + 0.5;
icolq = xj + 0.5;
- irows = icols = 5;
+ incr.y = incr.x = 5;
}
else {
- irows = xi + 0.5;
- icols = xj + 0.5;
+ incr.y = xi + 0.5;
+ incr.x = xj + 0.5;
}
itemp = 1;
}
- if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(icols,irows)) {
+ if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
huh();
return;
}
if (itemp) {
if (iprompt) {
prout("Helmsman Sulu- \"Course locked in for %s.\"",
- cramlc(sector, irows, icols));
+ cramlc(sector, incr));
}
}
else prout("Ensign Chekov- \"Course laid in, Captain.\"");
}
- deltax = icolq - quady + 0.1*(icols-secty);
- deltay = quadx - irowq + 0.1*(sectx-irows);
+ deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
+ deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
}
else { /* manual */
while (key == IHEOL) {
skip(1);
prout("Helmsman Sulu- \"Aye, Sir.\"");
}
- dist = sqrt(deltax*deltax + deltay*deltay);
- direc = atan2(deltax, deltay)*1.90985932;
- if (direc < 0.0) direc += 12.0;
+ game.dist = sqrt(deltax*deltax + deltay*deltay);
+ game.direc = atan2(deltax, deltay)*1.90985932;
+ if (game.direc < 0.0) game.direc += 12.0;
chew();
return;
{
double power;
- ididit = 0;
+ game.ididit = 0;
if (game.damage[DIMPULS]) {
chew();
skip(1);
return;
}
- if (energy > 30.0) {
- getcd(FALSE, 0);
- if (direc == -1.0) return;
- power = 20.0 + 100.0*dist;
+ if (game.energy > 30.0) {
+ getcd(false, 0);
+ if (game.direc == -1.0) return;
+ power = 20.0 + 100.0*game.dist;
}
else
power = 30.0;
- if (power >= energy) {
+ if (power >= game.energy) {
/* Insufficient power for trip */
skip(1);
prout("First Officer Spock- \"Captain, the impulse engines");
prout("require 20.0 units to engage, plus 100.0 units per");
- if (energy > 30) {
+ if (game.energy > 30) {
proutn("quadrant. We can go, therefore, a maximum of %d",
- (int)(0.01 * (energy-20.0)-0.05));
+ (int)(0.01 * (game.energy-20.0)-0.05));
prout(" quadrants.\"");
}
else {
return;
}
/* Make sure enough time is left for the trip */
- Time = dist/0.095;
- if (Time >= game.state.remtime) {
+ game.optime = game.dist/0.095;
+ if (game.optime >= game.state.remtime) {
prout("First Officer Spock- \"Captain, our speed under impulse");
prout("power is only 0.95 sectors per stardate. Are you sure");
proutn("we dare spend the time?\" ");
}
/* Activate impulse engines and pay the cost */
imove();
- ididit = 1;
- if (alldone) return;
- power = 20.0 + 100.0*dist;
- energy -= power;
- Time = dist/0.095;
- if (energy <= 0) finish(FNRG);
+ game.ididit = 1;
+ if (game.alldone) return;
+ power = 20.0 + 100.0*game.dist;
+ game.energy -= power;
+ game.optime = game.dist/0.095;
+ if (game.energy <= 0) finish(FNRG);
return;
}
-void warp(int i)
+void warp(bool timewarp)
{
int blooey=0, twarp=0, iwarp;
double power;
- if (i!=2) { /* Not WARPX entry */
- ididit = 0;
+ if (!timewarp) { /* Not WARPX entry */
+ game.ididit = 0;
if (game.damage[DWARPEN] > 10.0) {
chew();
skip(1);
prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
return;
}
- if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
+ if (game.damage[DWARPEN] > 0.0 && game.warpfac > 4.0) {
chew();
skip(1);
prout("Engineer Scott- \"Sorry, Captain. Until this damage");
}
/* Read in course and distance */
- getcd(FALSE, 0);
- if (direc == -1.0) return;
+ getcd(false, 0);
+ if (game.direc == -1.0) return;
/* Make sure starship has enough energy for the trip */
- power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
+ power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
- if (power >= energy) {
+ if (power >= game.energy) {
/* Insufficient power for trip */
- ididit = 0;
+ game.ididit = 0;
skip(1);
prout("Engineering to bridge--");
- if (shldup==0 || 0.5*power > energy) {
- iwarp = pow((energy/(dist+0.05)), 0.333333333);
+ if (game.shldup==0 || 0.5*power > game.energy) {
+ iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
if (iwarp <= 0) {
prout("We can't do it, Captain. We haven't the energy.");
}
else {
proutn("We haven't the energy, but we could do it at warp %d", iwarp);
- if (shldup) {
+ if (game.shldup) {
prout(",");
prout("if you'll lower the shields.");
}
}
/* Make sure enough time is left for the trip */
- Time = 10.0*dist/wfacsq;
- if (Time >= 0.8*game.state.remtime) {
+ game.optime = 10.0*game.dist/game.wfacsq;
+ if (game.optime >= 0.8*game.state.remtime) {
skip(1);
prout("First Officer Spock- \"Captain, I compute that such");
proutn(" a trip would require approximately %2.0f",
- 100.0*Time/game.state.remtime);
+ 100.0*game.optime/game.state.remtime);
prout(" percent of our");
proutn(" remaining time. Are you sure this is wise?\" ");
- if (ja() == 0) { ididit = 0; Time=0; return;}
+ if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
}
}
/* Entry WARPX */
- if (warpfac > 6.0) {
+ if (game.warpfac > 6.0) {
/* Decide if engine damage will occur */
- double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
+ double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
if (prob > Rand()) {
blooey = 1;
- dist = Rand()*dist;
+ game.dist = Rand()*game.dist;
}
/* Decide if time warp will occur */
- if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
-#ifdef DEBUG
- if (idebug &&warpfac==10 && twarp==0) {
+ if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
+ if (idebug && game.warpfac==10 && twarp==0) {
blooey=0;
- proutn("Force time warp? ");
+ proutn("=== Force time warp? ");
if (ja()==1) twarp=1;
}
-#endif
if (blooey || twarp) {
/* If time warp or engine damage, check path */
/* If it is obstructed, don't do warp or damage */
- double angle = ((15.0-direc)*0.5235998);
+ double angle = ((15.0-game.direc)*0.5235998);
double deltax = -sin(angle);
double deltay = cos(angle);
double bigger, x, y;
deltax /= bigger;
deltay /= bigger;
- n = 10.0 * dist * bigger +0.5;
- x = sectx;
- y = secty;
+ n = 10.0 * game.dist * bigger +0.5;
+ x = game.sector.x;
+ y = game.sector.y;
for (l = 1; l <= n; l++) {
x += deltax;
ix = x + 0.5;
/* Activate Warp Engines and pay the cost */
imove();
- if (alldone) return;
- energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
- if (energy <= 0) finish(FNRG);
- Time = 10.0*dist/wfacsq;
+ if (game.alldone) return;
+ game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
+ if (game.energy <= 0) finish(FNRG);
+ game.optime = 10.0*game.dist/game.wfacsq;
if (twarp) timwrp();
if (blooey) {
- game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);
+ game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
skip(1);
prout("Engineering to bridge--");
prout(" Scott here. The warp engines are damaged.");
prout(" We'll have to reduce speed to warp 4.");
}
- ididit = 1;
+ game.ididit = 1;
return;
}
prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
return;
}
- oldfac = warpfac;
- warpfac = aaitem;
- wfacsq=warpfac*warpfac;
- if (warpfac <= oldfac || warpfac <= 6.0) {
+ oldfac = game.warpfac;
+ game.warpfac = aaitem;
+ game.wfacsq=game.warpfac*game.warpfac;
+ if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"",
- (int)warpfac);
+ (int)game.warpfac);
return;
}
- if (warpfac < 8.00) {
+ if (game.warpfac < 8.00) {
prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
return;
}
- if (warpfac == 10.0) {
+ if (game.warpfac == 10.0) {
prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
return;
}
chew();
/* is captain on planet? */
- if (landed==1) {
+ if (game.landed==1) {
if (game.damage[DTRANSP]) {
finish(FPNOVA);
return;
}
prout("Scotty rushes to the transporter controls.");
- if (shldup) {
+ if (game.shldup) {
prout("But with the shields up it's hopeless.");
finish(FPNOVA);
}
return;
}
prout("SUCCEEDS!");
- if (imine) {
- imine = 0;
+ if (game.imine) {
+ game.imine = 0;
proutn("The crystals mined were ");
if (Rand() <= 0.25) {
prout("lost.");
}
else {
prout("saved.");
- icrystl = 1;
+ game.icrystl = 1;
}
}
}
if (igrab) return;
/* Check to see if captain in shuttle craft */
- if (icraft) finish(FSTRACTOR);
- if (alldone) return;
+ if (game.icraft) finish(FSTRACTOR);
+ if (game.alldone) return;
/* Inform captain of attempt to reach safety */
skip(1);
do {
- if (justin) {
+ if (game.justin) {
prouts("***RED ALERT! READ ALERT!");
skip(1);
proutn("The ");
skip(1);
prout("safely out of quadrant.");
if (game.damage[DRADIO] == 0.0)
- game.state.galaxy[quadx][quady].charted = TRUE;
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
/* Try to use warp engines */
if (game.damage[DWARPEN]) {
skip(1);
finish(FSNOVAED);
return;
}
- warpfac = 6.0+2.0*Rand();
- wfacsq = warpfac * warpfac;
- prout("Warp factor set to %d", (int)warpfac);
- power = 0.75*energy;
- dist = power/(warpfac*warpfac*warpfac*(shldup+1));
+ game.warpfac = 6.0+2.0*Rand();
+ game.wfacsq = game.warpfac * game.warpfac;
+ prout("Warp factor set to %d", (int)game.warpfac);
+ power = 0.75*game.energy;
+ game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
distreq = 1.4142+Rand();
- if (distreq < dist) dist = distreq;
- Time = 10.0*dist/wfacsq;
- direc = 12.0*Rand(); /* How dumb! */
- justin = 0;
- inorbit = 0;
- warp(2);
- if (justin == 0) {
+ if (distreq < game.dist) game.dist = distreq;
+ game.optime = 10.0*game.dist/game.wfacsq;
+ game.direc = 12.0*Rand(); /* How dumb! */
+ game.justin = false;
+ game.inorbit = false;
+ warp(true);
+ if (!game.justin) {
/* This is bad news, we didn't leave quadrant. */
- if (alldone) return;
+ if (game.alldone) return;
skip(1);
prout("Insufficient energy to leave quadrant.");
finish(FSNOVAED);
}
} while
/* Repeat if another snova */
- (game.state.galaxy[quadx][quady].supernova);
+ (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
if (KLINGREM==0)
finish(FWON); /* Snova killed remaining enemy. */
}
game.state = game.snapsht;
game.state.snap = 0;
if (game.state.remcom) {
- game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);
- game.future[FBATTAK] = game.state.date + expran(0.3*intime);
+ schedule(FTBEAM, expran(game.intime/game.state.remcom));
+ schedule(FBATTAK, expran(0.3*game.intime));
}
- game.future[FSNOVA] = game.state.date + expran(0.5*intime);
- game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
- be sooner */
- if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
- isatb = 0;
- game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
- batx = baty = 0;
+ schedule(FSNOVA, expran(0.5*game.intime));
+ /* next snapshot will be sooner */
+ schedule(FSNAP, expran(0.25*game.state.remtime));
+
+ if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
+ game.isatb = 0;
+ unschedule(FCDBAS);
+ unschedule(FSCDBAS);
+ game.battle.x = game.battle.y = 0;
/* Make sure Galileo is consistant -- Snapshot may have been taken
when on planet, which would give us two Galileos! */
gotit = 0;
- for (l = 0; l < inplan; l++) {
+ for (l = 0; l < game.inplan; l++) {
if (game.state.plnets[l].known == shuttle_down) {
gotit = 1;
- if (iscraft==1 && ship==IHE) {
+ if (game.iscraft==1 && game.ship==IHE) {
prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
- iscraft = 0;
+ game.iscraft = 0;
}
}
}
/* Likewise, if in the original time the Galileo was abandoned, but
was on ship earlier, it would have vanished -- lets restore it */
- if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
+ if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
- iscraft = 1;
+ game.iscraft = 1;
}
/*
* There used to be code to do the actual reconstrction here,
}
else {
/* Go forward in time */
- Time = -0.5*intime*log(Rand());
- prout("You are traveling forward in time %d stardates.", (int)Time);
+ game.optime = -0.5*game.intime*log(Rand());
+ prout("You are traveling forward in time %d stardates.", (int)game.optime);
/* cheat to make sure no tractor beams occur during time warp */
- game.future[FTBEAM] += Time;
- game.damage[DRADIO] += Time;
+ postpone(FTBEAM, game.optime);
+ game.damage[DRADIO] += game.optime;
}
newqad(0);
events(); /* Stas Sergeev added this -- do pending events */
double angle, bigger;
int key;
/* New code to launch a deep space probe */
- if (nprobes == 0) {
+ if (game.nprobes == 0) {
chew();
skip(1);
- if (ship == IHE)
+ if (game.ship == IHE)
prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
else
prout("Ye Faerie Queene has no deep space probes.");
prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
return;
}
- if (game.future[FDSPROB] != FOREVER) {
+ if (is_scheduled(FDSPROB)) {
chew();
skip(1);
- if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
+ if (game.damage[DRADIO] != 0 && game.condit != IHDOCKED) {
prout("Spock- \"Records show the previous probe has not yet");
prout(" reached its destination.\"");
}
if (key == IHEOL) {
/* slow mode, so let Kirk know how many probes there are left */
- prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
+ prout(game.nprobes==1 ? "%d probe left." : "%d probes left.", game.nprobes);
proutn("Are you sure you want to fire a probe? ");
if (ja()==0) return;
}
- isarmed = FALSE;
+ game.isarmed = false;
if (key == IHALPHA && strcmp(citem,"armed") == 0) {
- isarmed = TRUE;
+ game.isarmed = true;
key = scan();
}
else if (key == IHEOL) {
proutn("Arm NOVAMAX warhead? ");
- isarmed = ja();
- }
- getcd(TRUE, key);
- if (direc == -1.0) return;
- nprobes--;
- angle = ((15.0 - direc) * 0.5235988);
- probeinx = -sin(angle);
- probeiny = cos(angle);
- if (fabs(probeinx) > fabs(probeiny))
- bigger = fabs(probeinx);
+ game.isarmed = ja();
+ }
+ getcd(true, key);
+ if (game.direc == -1.0) return;
+ game.nprobes--;
+ angle = ((15.0 - game.direc) * 0.5235988);
+ game.probeinx = -sin(angle);
+ game.probeiny = cos(angle);
+ if (fabs(game.probeinx) > fabs(game.probeiny))
+ bigger = fabs(game.probeinx);
else
- bigger = fabs(probeiny);
+ bigger = fabs(game.probeiny);
- probeiny /= bigger;
- probeinx /= bigger;
- proben = 10.0*dist*bigger +0.5;
- probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original
- probey = quady*QUADSIZE + secty - 1;
- probecx = quadx;
- probecy = quady;
- game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
+ game.probeiny /= bigger;
+ game.probeinx /= bigger;
+ game.proben = 10.0*game.dist*bigger +0.5;
+ game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1; // We will use better packing than original
+ game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1;
+ game.probec = game.quadrant;
+ schedule(FDSPROB, 0.01); // Time to move one sector
prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
- ididit = 1;
+ game.ididit = 1;
return;
}
-void help(void)
+void mayday(void)
{
/* There's more than one way to move in this game! */
double ddist, xdist, probf;
int line = 0, l, ix, iy;
chew();
- /* Test for conditions which prevent calling for help */
- if (condit == IHDOCKED) {
+ /* Test for game.conditions which prevent calling for help */
+ if (game.condit == IHDOCKED) {
prout("Lt. Uhura- \"But Captain, we're already docked.\"");
return;
}
prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
return;
}
- if (landed == 1) {
+ if (game.landed == 1) {
proutn("You must be aboard the ");
crmshp();
prout(".");
return;
}
/* OK -- call for help from nearest starbase */
- nhelp++;
- if (basex!=0) {
+ game.nhelp++;
+ if (game.base.x!=0) {
/* There's one in this quadrant */
- ddist = sqrt(square(basex-sectx)+square(basey-secty));
+ ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
}
else {
ddist = FOREVER;
for_starbases(l) {
- xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
+ xdist=10.0*sqrt(square(game.state.baseq[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.y));
if (xdist < ddist) {
ddist = xdist;
line = l;
}
}
/* Since starbase not in quadrant, set up new quadrant */
- quadx = game.state.baseqx[line];
- quady = game.state.baseqy[line];
+ game.quadrant = game.state.baseq[line];
newqad(1);
}
/* dematerialize starship */
- game.quad[sectx][secty]=IHDOT;
- proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady));
+ game.quad[game.sector.x][game.sector.y]=IHDOT;
+ proutn("Starbase in %s responds--", cramlc(quadrant, game.quadrant));
proutn("");
crmshp();
prout(" dematerializes.");
- sectx=0;
+ game.sector.x=0;
for (l = 1; l <= 5; l++) {
- ix = basex+3.0*Rand()-1;
- iy = basey+3.0*Rand()-1;
+ ix = game.base.x+3.0*Rand()-1;
+ iy = game.base.y+3.0*Rand()-1;
if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
/* found one -- finish up */
- sectx=ix;
- secty=iy;
+ game.sector.x=ix;
+ game.sector.y=iy;
break;
}
}
- if (sectx==0){
+ if (game.sector.x==0){
prout("You have been lost in space...");
finish(FMATERIALIZE);
return;
}
if (l > 3) {
game.quad[ix][iy]=IHQUEST;
- alive = 0;
+ game.alive = 0;
drawmaps(1);
setwnd(message_window);
finish(FMATERIALIZE);
return;
}
- game.quad[ix][iy]=ship;
+ game.quad[ix][iy]=game.ship;
textcolor(GREEN);
prout("succeeds.");
textcolor(DEFAULT);