#include "sstlinux.h"
#include "sst.h"
-static void getcd(int, int);
+static void getcd(bool, int);
-void imove(void)
+void imove(void)
+/* movement execution for warp, impule, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
- finald, finalx, finaly, stopegy, probf;
- int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
+ finald, stopegy, probf;
+ int n, m, kink, kinks;
+ feature iquad;
+ coord w, final;
+ bool trbeam = false;
+ w.x = w.y = 0;
if (game.inorbit) {
- prout("Helmsman Sulu- \"Leaving standard orbit.\"");
- game.inorbit = FALSE;
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""));
+ game.inorbit = false;
}
angle = ((15.0 - game.direc) * 0.5235988);
deltax /= bigger;
/* If tractor beam is to occur, don't move full distance */
- if (game.state.date+game.optime >= game.future[FTBEAM]) {
- trbeam = 1;
- game.condit = IHRED;
- game.dist = game.dist*(game.future[FTBEAM]-game.state.date)/game.optime + 0.1;
- game.optime = game.future[FTBEAM] - game.state.date + 1e-5;
+ if (game.state.date+game.optime >= scheduled(FTBEAM)) {
+ trbeam = true;
+ game.condition = red;
+ 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[game.sectx][game.secty] = IHDOT;
- x = game.sectx;
- y = game.secty;
+ 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)) {
+ for (m = 1; m <= n; m++) {
+ 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 (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]));
- game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
+ for_local_enemies(m) {
+ finald = distance(w, game.ks[m]);
+ game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
}
/*
- * Stas Sergeev added the game.condition
+ * Stas Sergeev added the condition
* that attacks only happen if Klingons
* are present and your skill is good.
*/
- if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadx][game.quady].supernova)
+ if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
attack(0);
if (game.alldone) return;
}
/* compute final position -- new quadrant and sector */
- x = QUADSIZE*(game.quadx-1)+game.sectx;
- y = QUADSIZE*(game.quady-1)+game.secty;
- ix = x+10.0*game.dist*bigger*deltax+0.5;
- iy = y+10.0*game.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;
return;
}
skip(1);
- prout("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER");
- prout("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,");
- prout("YOU WILL BE DESTROYED.");
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"));
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"));
+ prout(_("YOU WILL BE DESTROYED."));
}
/* Compute final position in new quadrant */
if (trbeam) return; /* Don't bother if we are to be beamed */
- game.quadx = (ix+(QUADSIZE-1))/QUADSIZE;
- game.quady = (iy+(QUADSIZE-1))/QUADSIZE;
- game.sectx = ix - QUADSIZE*(game.quadx-1);
- game.secty = iy - QUADSIZE*(game.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, game.quadx, game.quady));
- game.quad[game.sectx][game.secty] = game.ship;
- newqad(0);
+ prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
+ game.quad[game.sector.x][game.sector.y] = game.ship;
+ newqad(false);
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*game.dist/game.optime;
- game.dist=0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
- (game.secty-iy)*(double)(game.secty-iy));
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
switch (iquad) {
case IHT: /* Ram a Tholian */
case IHK: /* Ram enemy ship */
case IHS:
case IHR:
case IHQUEST:
- game.sectx = ix;
- game.secty = iy;
- ram(0, iquad, game.sectx, game.secty);
- finalx = game.sectx;
- finaly = game.secty;
+ game.sector = w;
+ ram(false, iquad, game.sector);
+ final = game.sector;
break;
case IHBLANK:
skip(1);
- prouts("***RED ALERT! RED ALERT!");
+ prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
proutn("***");
crmshp();
- proutn(" pulled into black hole at ");
- prout(cramlc(sector, ix, iy));
+ proutn(_(" pulled into black hole at "));
+ prout(cramlc(sector, w));
/*
* Getting pulled into a black hole was certain
* death in Almy's original. Stas Sergeev added a
* possibility that you'll get timewarped instead.
*/
n=0;
- for (l=0;l<NDEVICES;l++)
- if (game.damage[l]>0)
+ for (m=0;m<NDEVICES;m++)
+ if (game.damage[m]>0)
n++;
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)
skip(1);
crmshp();
if (iquad == IHWEB)
- proutn(" encounters Tholian web at ");
+ proutn(_(" encounters Tholian web at "));
else
- proutn(" blocked by object at ");
- proutn(cramlc(sector, ix,iy));
+ proutn(_(" blocked by object at "));
+ proutn(cramlc(sector, w));
prout(";");
- proutn("Emergency stop required ");
- prout("%2d units of energy.", (int)stopegy);
+ proutn(_("Emergency stop required "));
+ prout(_("%2d units of energy."), (int)stopegy);
game.energy -= stopegy;
- finalx = x-deltax+0.5;
- game.sectx = finalx;
- finaly = y-deltay+0.5;
- game.secty = finaly;
+ final.x = x-deltax+0.5;
+ final.y = y-deltay+0.5;
+ game.sector = final;
if (game.energy <= 0) {
finish(FNRG);
return;
goto no_quad_change; /* sorry! */
}
}
- game.dist = 0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
- (game.secty-iy)*(double)(game.secty-iy));
- game.sectx = ix;
- game.secty = iy;
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+ game.sector = w;
}
- finalx = game.sectx;
- finaly = game.secty;
+ final = game.sector;
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
- game.quad[game.sectx][game.secty] = game.ship;
+ 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]));
- game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
- game.kdist[l] = finald;
+ for_local_enemies(m) {
+ finald = distance(w, game.ks[m]);
+ game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
+ game.kdist[m] = finald;
}
sortkl();
- if (!game.state.galaxy[game.quadx][game.quady].supernova && game.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];
+ for_local_enemies(m) game.kavgd[m] = game.kdist[m];
}
newcnd();
game.iattak = 0;
return;
}
-void dock(int l)
+void dock(bool verbose)
+/* dock our ship at a starbase */
{
chew();
- if (game.condit == IHDOCKED && l) {
- prout("Already docked.");
+ if (game.condition == docked && verbose) {
+ prout(_("Already docked."));
return;
}
if (game.inorbit) {
- prout("You must first leave standard orbit.");
+ prout(_("You must first leave standard orbit."));
return;
}
- if (game.basex==0 || abs(game.sectx-game.basex) > 1 || abs(game.secty-game.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.");
+ prout(_(" not adjacent to base."));
return;
}
- game.condit = IHDOCKED;
- if (l) prout("Docked.");
- game.ididit=1;
+ game.condition = docked;
+ if (verbose) prout(_("Docked."));
+ game.ididit = true;
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 || game.isatb == 1) && game.iseenit == 0) {
+ game.state.crew = FULLCREW;
+ if (!damaged(DRADIO) &&
+ (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
/* get attack report from base */
- prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
- attakreport(0);
- game.iseenit = 1;
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
+ attakreport(false);
+ game.iseenit = true;
}
}
-static void getcd(int 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
- "manual" input should still be done this way -- it's a real
- pain if the computer isn't working! Manual mode is still confusing
- because it involves giving x and y motions, yet the coordinates
- are always displayed y - x, where +y is downward! */
+/*
+ * 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
+ * "manual" input should still be done this way -- it's a real
+ * pain if the computer isn't working! Manual mode is still confusing
+ * because it involves giving x and y motions, yet the coordinates
+ * are always displayed y - x, where +y is downward!
+ */
-
- int irowq=game.quadx, icolq=game.quady, irows, icols, itemp=0, iprompt=0, key=0;
- double xi, xj, xk, xl;
- double deltax, deltay;
- int automatic = -1;
+static void getcd(bool isprobe, int akey)
+/* get course and distance */
+{
+ int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0;
+ double xi, xj, xk, xl;
+ double deltax, deltay;
+ enum {unspecified, manual, automatic} navmode = unspecified;
+ enum {curt, normal, verbose} itemp = curt;
+ coord incr;
+ bool iprompt = false;
- /* Get course direction and distance. If user types bad values, return
- with DIREC = -1.0. */
+ /* Get course direction and distance. If user types bad values, return
+ with DIREC = -1.0. */
- game.direc = -1.0;
+ game.direc = -1.0;
- if (game.landed == 1 && !isprobe) {
- prout("Dummy! You can't leave standard orbit until you");
- proutn("are back aboard the ");
- crmshp();
- prout(".");
+ if (game.landed && !isprobe) {
+ prout(_("Dummy! You can't leave standard orbit until you"));
+ proutn(_("are back aboard the "));
+ crmshp();
+ prout(".");
+ chew();
+ return;
+ }
+ while (navmode == unspecified) {
+ if (damaged(DNAVSYS)) {
+ if (isprobe)
+ prout(_("Computer damaged; manual navigation only"));
+ else
+ prout(_("Computer damaged; manual movement only"));
+ chew();
+ navmode = manual;
+ key = IHEOL;
+ break;
+ }
+ if (isprobe && akey != -1) {
+ /* For probe launch, use pre-scanned value first time */
+ key = akey;
+ akey = -1;
+ }
+ else
+ key = scan();
+
+ if (key == IHEOL) {
+ proutn(_("Manual or automatic- "));
+ iprompt = true;
+ chew();
+ }
+ else if (key == IHALPHA) {
+ if (isit("manual")) {
+ navmode = manual;
+ key = scan();
+ break;
+ }
+ else if (isit("automatic")) {
+ navmode = automatic;
+ key = scan();
+ break;
+ }
+ else {
+ huh();
chew();
return;
+ }
}
- while (automatic == -1) {
- if (game.damage[DCOMPTR]) {
- if (isprobe)
- prout("Computer damaged; manual navigation only");
- else
- prout("Computer damaged; manual movement only");
- chew();
- automatic = 0;
- key = IHEOL;
- break;
- }
- if (isprobe && akey != -1) {
- /* For probe launch, use pre-scaned value first time */
- key = akey;
- akey = -1;
- }
- else
- key = scan();
+ else { /* numeric */
+ if (isprobe)
+ prout(_("(Manual navigation assumed.)"));
+ else
+ prout(_("(Manual movement assumed.)"));
+ navmode = automatic;
+ break;
+ }
+ }
- if (key == IHEOL) {
- proutn("Manual or automatic- ");
- iprompt = 1;
- chew();
- }
- else if (key == IHALPHA) {
- if (isit("manual")) {
- automatic =0;
- key = scan();
- break;
- }
- else if (isit("automatic")) {
- automatic = 1;
- key = scan();
- break;
- }
- else {
- huh();
- chew();
- return;
- }
- }
- else { /* numeric */
- if (isprobe)
- prout("(Manual navigation assumed.)");
- else
- prout("(Manual movement assumed.)");
- automatic = 0;
- break;
- }
+ if (navmode == automatic) {
+ while (key == IHEOL) {
+ if (isprobe)
+ proutn(_("Target quadrant or quadrant§or- "));
+ else
+ proutn(_("Destination sector or quadrant§or- "));
+ chew();
+ iprompt = true;
+ key = scan();
}
- if (automatic) {
- while (key == IHEOL) {
- if (isprobe)
- proutn("Target quadrant or quadrant§or- ");
- else
- proutn("Destination sector or quadrant§or- ");
- chew();
- iprompt = 1;
- key = scan();
- }
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ xi = aaitem;
+ key = scan();
+ if (key != IHREAL){
+ huh();
+ return;
+ }
+ xj = aaitem;
+ key = scan();
+ if (key == IHREAL) {
+ /* both quadrant and sector specified */
+ xk = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ xl = aaitem;
- if (key != IHREAL) {
- huh();
- return;
- }
- xi = aaitem;
- key = scan();
- if (key != IHREAL){
- huh();
- return;
- }
- xj = aaitem;
- key = scan();
- if (key == IHREAL) {
- /* both quadrant and sector specified */
- xk = aaitem;
- key = scan();
- if (key != IHREAL) {
- huh();
- return;
- }
- xl = aaitem;
-
- irowq = xi + 0.5;
- icolq = xj + 0.5;
- irows = xk + 0.5;
- icols = 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;
- }
- else {
- irows = xi + 0.5;
- icols = xj + 0.5;
- }
- itemp = 1;
- }
- if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(icols,irows)) {
- huh();
- return;
- }
- skip(1);
- if (!isprobe) {
- if (itemp) {
- if (iprompt) {
- prout("Helmsman Sulu- \"Course locked in for %s.\"",
- cramlc(sector, irows, icols));
- }
- }
- else prout("Ensign Chekov- \"Course laid in, Captain.\"");
- }
- deltax = icolq - game.quady + 0.1*(icols-game.secty);
- deltay = game.quadx - irowq + 0.1*(game.sectx-irows);
- }
- else { /* manual */
- while (key == IHEOL) {
- proutn("X and Y displacements- ");
- chew();
- iprompt = 1;
- key = scan();
- }
- itemp = 2;
- if (key != IHREAL) {
- huh();
- return;
- }
- deltax = aaitem;
- key = scan();
- if (key != IHREAL) {
- huh();
- return;
+ irowq = xi + 0.5;
+ icolq = xj + 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;
+ incr.y = incr.x = 5;
+ }
+ else {
+ incr.y = xi + 0.5;
+ incr.x = xj + 0.5;
+ }
+ itemp = normal;
+ }
+ if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
+ huh();
+ return;
+ }
+ skip(1);
+ if (!isprobe) {
+ if (itemp > curt) {
+ if (iprompt) {
+ prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
+ cramlc(sector, incr));
}
- deltay = aaitem;
+ }
+ else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
}
- /* Check for zero movement */
- if (deltax == 0 && deltay == 0) {
- chew();
- return;
+ 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) {
+ proutn(_("X and Y displacements- "));
+ chew();
+ iprompt = true;
+ key = scan();
}
- if (itemp == 2 && !isprobe) {
- skip(1);
- prout("Helmsman Sulu- \"Aye, Sir.\"");
+ itemp = verbose;
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ deltax = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
}
- game.dist = sqrt(deltax*deltax + deltay*deltay);
- game.direc = atan2(deltax, deltay)*1.90985932;
- if (game.direc < 0.0) game.direc += 12.0;
+ deltay = aaitem;
+ }
+ /* Check for zero movement */
+ if (deltax == 0 && deltay == 0) {
chew();
return;
-
+ }
+ if (itemp == verbose && !isprobe) {
+ skip(1);
+ prout(_("Helmsman Sulu- \"Aye, Sir.\""));
+ }
+ 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;
}
void impuls(void)
+/* move under impulse power */
{
double power;
- game.ididit = 0;
- if (game.damage[DIMPULS]) {
+ game.ididit = false;
+ if (damaged(DIMPULS)) {
chew();
skip(1);
- prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
return;
}
if (game.energy > 30.0) {
- getcd(FALSE, 0);
+ getcd(false, 0);
if (game.direc == -1.0) return;
power = 20.0 + 100.0*game.dist;
}
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");
+ prout(_("First Officer Spock- \"Captain, the impulse engines"));
+ prout(_("require 20.0 units to engage, plus 100.0 units per"));
if (game.energy > 30) {
- proutn("quadrant. We can go, therefore, a maximum of %d",
+ proutn(_("quadrant. We can go, therefore, a maximum of %d"),
(int)(0.01 * (game.energy-20.0)-0.05));
- prout(" quadrants.\"");
+ prout(_(" quadrants.\""));
}
else {
- prout("quadrant. They are, therefore, useless.\"");
+ prout(_("quadrant. They are, therefore, useless.\""));
}
chew();
return;
/* Make sure enough time is left for the trip */
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?\" ");
- if (ja() == 0) return;
+ 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?\" "));
+ if (ja() == false) return;
}
/* Activate impulse engines and pay the cost */
imove();
- game.ididit = 1;
+ game.ididit = true;
if (game.alldone) return;
power = 20.0 + 100.0*game.dist;
game.energy -= power;
}
-void warp(int i)
+void warp(bool timewarp)
+/* move under warp drive */
{
- int blooey=0, twarp=0, iwarp;
+ int iwarp;
+ bool blooey = false, twarp = false;
double power;
- if (i!=2) { /* Not WARPX entry */
- game.ididit = 0;
+ if (!timewarp) { /* Not WARPX entry */
+ game.ididit = false;
if (game.damage[DWARPEN] > 10.0) {
chew();
skip(1);
- prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
return;
}
- if (game.damage[DWARPEN] > 0.0 && game.warpfac > 4.0) {
+ if (damaged(DWARPEN) && game.warpfac > 4.0) {
chew();
skip(1);
- prout("Engineer Scott- \"Sorry, Captain. Until this damage");
- prout(" is repaired, I can only give you warp 4.\"");
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"));
+ prout(_(" is repaired, I can only give you warp 4.\""));
return;
}
/* Read in course and distance */
- getcd(FALSE, 0);
+ getcd(false, 0);
if (game.direc == -1.0) return;
/* Make sure starship has enough energy for the trip */
if (power >= game.energy) {
/* Insufficient power for trip */
- game.ididit = 0;
+ game.ididit = false;
skip(1);
- prout("Engineering to bridge--");
- if (game.shldup==0 || 0.5*power > game.energy) {
+ prout(_("Engineering to bridge--"));
+ if (!game.shldup || 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.");
+ prout(_("We can't do it, Captain. We don't have enough energy."));
}
else {
- proutn("We haven't the energy, but we could do it at warp %d", iwarp);
+ proutn(_("We don't have enough energy, but we could do it at warp %d"), iwarp);
if (game.shldup) {
prout(",");
- prout("if you'll lower the shields.");
+ prout(_("if you'll lower the shields."));
}
else
prout(".");
}
}
else
- prout("We haven't the energy to go that far with the shields up.");
+ prout(_("We haven't the energy to go that far with the shields up."));
return;
}
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",
+ prout(_("First Officer Spock- \"Captain, I compute that such"));
+ proutn(_(" a trip would require approximately %2.0f"),
100.0*game.optime/game.state.remtime);
- prout(" percent of our");
- proutn(" remaining time. Are you sure this is wise?\" ");
- if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
+ prout(_(" percent of our"));
+ proutn(_(" remaining time. Are you sure this is wise?\" "));
+ if (ja() == false) { game.ididit = false; game.optime=0; return;}
}
}
/* Entry WARPX */
/* Decide if engine damage will occur */
double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
if (prob > Rand()) {
- blooey = 1;
+ blooey = true;
game.dist = Rand()*game.dist;
}
/* Decide if time warp will occur */
- if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
-#ifdef DEBUG
- if (game.idebug &&game.warpfac==10 && twarp==0) {
- blooey=0;
- proutn("Force time warp? ");
- if (ja()==1) twarp=1;
- }
-#endif
+ if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp = true;
+ if (idebug && game.warpfac==10 && !twarp) {
+ blooey = false;
+ proutn("=== Force time warp? ");
+ if (ja() == true) twarp = true;
+ }
if (blooey || twarp) {
/* If time warp or engine damage, check path */
/* If it is obstructed, don't do warp or damage */
deltax /= bigger;
deltay /= bigger;
n = 10.0 * game.dist * bigger +0.5;
- x = game.sectx;
- y = game.secty;
+ x = game.sector.x;
+ y = game.sector.y;
for (l = 1; l <= n; l++) {
x += deltax;
ix = x + 0.5;
iy = y +0.5;
if (!VALID_SECTOR(ix, iy)) break;
if (game.quad[ix][iy] != IHDOT) {
- blooey = 0;
- twarp = 0;
+ blooey = false;
+ twarp = false;
}
}
}
if (blooey) {
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.");
+ prout(_("Engineering to bridge--"));
+ prout(_(" Scott here. The warp engines are damaged."));
+ prout(_(" We'll have to reduce speed to warp 4."));
}
- game.ididit = 1;
+ game.ididit = true;
return;
}
void setwrp(void)
+/* change the warp factor */
{
int key;
double oldfac;
while ((key=scan()) == IHEOL) {
chew();
- proutn("Warp factor- ");
+ proutn(_("Warp factor- "));
}
chew();
if (key != IHREAL) {
return;
}
if (game.damage[DWARPEN] > 10.0) {
- prout("Warp engines inoperative.");
+ prout(_("Warp engines inoperative."));
return;
}
- if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {
- prout("Engineer Scott- \"I'm doing my best, Captain,");
- prout(" but right now we can only go warp 4.\"");
+ if (damaged(DWARPEN) && aaitem > 4.0) {
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"));
+ prout(_(" but right now we can only go warp 4.\""));
return;
}
if (aaitem > 10.0) {
- prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"");
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""));
return;
}
if (aaitem < 1.0) {
- prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""));
return;
}
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.\"",
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
(int)game.warpfac);
return;
}
if (game.warpfac < 8.00) {
- prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""));
return;
}
if (game.warpfac == 10.0) {
- prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""));
return;
}
- prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"");
+ prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""));
return;
}
-void atover(int igrab)
+void atover(bool igrab)
+/* cope with being tossed out of quadrant by supernova or yanked by beam */
{
double power, distreq;
chew();
/* is captain on planet? */
- if (game.landed==1) {
- if (game.damage[DTRANSP]) {
+ if (game.landed) {
+ if (damaged(DTRANSP)) {
finish(FPNOVA);
return;
}
- prout("Scotty rushes to the transporter controls.");
+ prout(_("Scotty rushes to the transporter controls."));
if (game.shldup) {
- prout("But with the shields up it's hopeless.");
+ prout(_("But with the shields up it's hopeless."));
finish(FPNOVA);
}
- prouts("His desperate attempt to rescue you . . .");
+ prouts(_("His desperate attempt to rescue you . . ."));
if (Rand() <= 0.5) {
- prout("fails.");
+ prout(_("fails."));
finish(FPNOVA);
return;
}
- prout("SUCCEEDS!");
+ prout(_("SUCCEEDS!"));
if (game.imine) {
- game.imine = 0;
- proutn("The crystals mined were ");
+ game.imine = false;
+ proutn(_("The crystals mined were "));
if (Rand() <= 0.25) {
- prout("lost.");
+ prout(_("lost."));
}
else {
- prout("saved.");
- game.icrystl = 1;
+ prout(_("saved."));
+ game.icrystl = true;
}
}
}
skip(1);
do {
if (game.justin) {
- prouts("***RED ALERT! READ ALERT!");
+ prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
- proutn("The ");
+ proutn(_("The "));
crmshp();
- prout(" has stopped in a quadrant containing");
- prouts(" a supernova.");
+ prout(_(" has stopped in a quadrant containing"));
+ prouts(_(" a supernova."));
skip(2);
}
- proutn("***Emergency automatic override attempts to hurl ");
+ proutn(_("***Emergency automatic override attempts to hurl "));
crmshp();
skip(1);
- prout("safely out of quadrant.");
- if (game.damage[DRADIO] == 0.0)
- game.state.galaxy[game.quadx][game.quady].charted = TRUE;
+ prout(_("safely out of quadrant."));
+ if (!damaged(DRADIO))
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true;
/* Try to use warp engines */
- if (game.damage[DWARPEN]) {
+ if (damaged(DWARPEN)) {
skip(1);
- prout("Warp engines damaged.");
+ prout(_("Warp engines damaged."));
finish(FSNOVAED);
return;
}
game.warpfac = 6.0+2.0*Rand();
game.wfacsq = game.warpfac * game.warpfac;
- prout("Warp factor set to %d", (int)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 < game.dist) game.dist = distreq;
game.optime = 10.0*game.dist/game.wfacsq;
game.direc = 12.0*Rand(); /* How dumb! */
- game.justin = 0;
- game.inorbit = 0;
- warp(2);
- if (game.justin == 0) {
+ game.justin = false;
+ game.inorbit = false;
+ warp(true);
+ if (!game.justin) {
/* This is bad news, we didn't leave quadrant. */
if (game.alldone) return;
skip(1);
- prout("Insufficient energy to leave quadrant.");
+ prout(_("Insufficient energy to leave quadrant."));
finish(FSNOVAED);
return;
}
} while
/* Repeat if another snova */
- (game.state.galaxy[game.quadx][game.quady].supernova);
+ (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
if (KLINGREM==0)
finish(FWON); /* Snova killed remaining enemy. */
}
void timwrp()
+/* let's do the time warp again */
{
- int l, gotit;
- prout("***TIME WARP ENTERED.");
+ int l;
+ bool gotit;
+ prout(_("***TIME WARP ENTERED."));
if (game.state.snap && Rand() < 0.5) {
/* Go back in time */
- prout("You are traveling backwards in time %d stardates.",
+ prout(_("You are traveling backwards in time %d stardates."),
(int)(game.state.date-game.snapsht.date));
game.state = game.snapsht;
- game.state.snap = 0;
+ game.state.snap = false;
if (game.state.remcom) {
- game.future[FTBEAM] = game.state.date + expran(game.intime/game.state.remcom);
- game.future[FBATTAK] = game.state.date + expran(0.3*game.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*game.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;
+ 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;
- game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
- game.batx = game.baty = 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;
+ gotit = false;
for (l = 0; l < game.inplan; l++) {
if (game.state.plnets[l].known == shuttle_down) {
- gotit = 1;
- if (game.iscraft==1 && game.ship==IHE) {
- prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");
- game.iscraft = 0;
+ gotit = true;
+ if (game.iscraft == onship && game.ship==IHE) {
+ prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
+ game.iscraft = offship;
}
}
}
/* Likewise, if in the original time the Galileo was abandoned, but
was on ship earlier, it would have vanished -- lets restore it */
- if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
- prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");
- game.iscraft = 1;
+ if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
+ prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
+ game.iscraft = onship;
}
/*
* There used to be code to do the actual reconstrction here,
* but the starchart is now part of the snapshotted galaxy state.
*/
- prout("Spock has reconstructed a correct star chart from memory");
+ prout(_("Spock has reconstructed a correct star chart from memory"));
}
else {
/* Go forward in time */
game.optime = -0.5*game.intime*log(Rand());
- prout("You are traveling forward in time %d stardates.", (int)game.optime);
+ 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] += game.optime;
+ postpone(FTBEAM, game.optime);
game.damage[DRADIO] += game.optime;
}
- newqad(0);
+ newqad(false);
events(); /* Stas Sergeev added this -- do pending events */
}
void probe(void)
+/* launch deep-space probe */
{
double angle, bigger;
int key;
chew();
skip(1);
if (game.ship == IHE)
- prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""));
else
- prout("Ye Faerie Queene has no deep space probes.");
+ prout(_("Ye Faerie Queene has no deep space probes."));
return;
}
- if (game.damage[DDSP] != 0.0) {
+ if (damaged(DDSP)) {
chew();
skip(1);
- prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");
+ 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 && game.condit != IHDOCKED) {
- prout("Spock- \"Records show the previous probe has not yet");
- prout(" reached its destination.\"");
+ if (damaged(DRADIO) && game.condition != docked) {
+ prout(_("Spock- \"Records show the previous probe has not yet"));
+ prout(_(" reached its destination.\""));
}
else
- prout("Uhura- \"The previous probe is still reporting data, Sir.\"");
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""));
return;
}
key = scan();
if (key == IHEOL) {
/* slow mode, so let Kirk know how many probes there are left */
- 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;
+ prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes);
+ proutn(_("Are you sure you want to fire a probe? "));
+ if (ja() == false) return;
}
- game.isarmed = FALSE;
+ game.isarmed = false;
if (key == IHALPHA && strcmp(citem,"armed") == 0) {
- game.isarmed = TRUE;
+ game.isarmed = true;
key = scan();
}
else if (key == IHEOL) {
- proutn("Arm NOVAMAX warhead? ");
+ proutn(_("Arm NOVAMAX warhead? "));
game.isarmed = ja();
}
- getcd(TRUE, key);
+ getcd(true, key);
if (game.direc == -1.0) return;
game.nprobes--;
angle = ((15.0 - game.direc) * 0.5235988);
game.probeiny /= bigger;
game.probeinx /= bigger;
game.proben = 10.0*game.dist*bigger +0.5;
- game.probex = game.quadx*QUADSIZE + game.sectx - 1; // We will use better packing than original
- game.probey = game.quady*QUADSIZE + game.secty - 1;
- game.probecx = game.quadx;
- game.probecy = game.quady;
- game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
- prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");
- game.ididit = 1;
+ 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.\""));
+ game.ididit = true;
return;
}
+/*
+ * Here's how the mayday code works:
+ *
+ * First, the closest starbase is selected. If there is a
+ * a starbase in your own quadrant, you are in good shape.
+ * This distance takes quadrant distances into account only.
+ *
+ * A magic number is computed based on the distance which acts
+ * as the probability that you will be rematerialized. You
+ * get three tries.
+ *
+ * When it is determined that you should be able to be remater-
+ * ialized (i.e., when the probability thing mentioned above
+ * comes up positive), you are put into that quadrant (anywhere).
+ * Then, we try to see if there is a spot adjacent to the star-
+ * base. If not, you can't be rematerialized!!! Otherwise,
+ * it drops you there. It only tries five times to find a spot
+ * to drop you. After that, it's your problem.
+ */
+
void mayday(void)
+/* yell for help from nearest starbase */
{
/* There's more than one way to move in this game! */
double ddist, xdist, probf;
- int line = 0, l, ix, iy;
+ int line = 0, m, ix, iy;
chew();
- /* Test for game.conditions which prevent calling for help */
- if (game.condit == IHDOCKED) {
- prout("Lt. Uhura- \"But Captain, we're already docked.\"");
+ /* Test for conditions which prevent calling for help */
+ if (game.condition == docked) {
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
return;
}
- if (game.damage[DRADIO] != 0) {
- prout("Subspace radio damaged.");
+ if (damaged(DRADIO)) {
+ prout(_("Subspace radio damaged."));
return;
}
if (game.state.rembase==0) {
- prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
return;
}
- if (game.landed == 1) {
- proutn("You must be aboard the ");
+ if (game.landed) {
+ proutn(_("You must be aboard the "));
crmshp();
prout(".");
return;
}
/* OK -- call for help from nearest starbase */
game.nhelp++;
- if (game.basex!=0) {
+ if (game.base.x!=0) {
/* There's one in this quadrant */
- ddist = sqrt(square(game.basex-game.sectx)+square(game.basey-game.secty));
+ ddist = distance(game.base, game.sector);
}
else {
ddist = FOREVER;
- for_starbases(l) {
- xdist=10.0*sqrt(square(game.state.baseqx[l]-game.quadx)+square(game.state.baseqy[l]-game.quady));
+ for_starbases(m) {
+ xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
if (xdist < ddist) {
ddist = xdist;
- line = l;
+ line = m;
}
}
/* Since starbase not in quadrant, set up new quadrant */
- game.quadx = game.state.baseqx[line];
- game.quady = game.state.baseqy[line];
- newqad(1);
+ game.quadrant = game.state.baseq[line];
+ newqad(true);
}
/* dematerialize starship */
- game.quad[game.sectx][game.secty]=IHDOT;
- proutn("Starbase in %s responds--", cramlc(quadrant, game.quadx, game.quady));
+ game.quad[game.sector.x][game.sector.y]=IHDOT;
+ proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
proutn("");
crmshp();
- prout(" dematerializes.");
- game.sectx=0;
- for (l = 1; l <= 5; l++) {
- ix = game.basex+3.0*Rand()-1;
- iy = game.basey+3.0*Rand()-1;
+ prout(_(" dematerializes."));
+ game.sector.x=0;
+ for (m = 1; m <= 5; m++) {
+ 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 */
- game.sectx=ix;
- game.secty=iy;
+ game.sector.x=ix;
+ game.sector.y=iy;
break;
}
}
- if (game.sectx==0){
- prout("You have been lost in space...");
+ if (game.sector.x==0){
+ prout(_("You have been lost in space..."));
finish(FMATERIALIZE);
return;
}
/* Give starbase three chances to rematerialize starship */
probf = pow((1.0 - pow(0.98,ddist)), 0.33333333);
- for (l = 1; l <= 3; l++) {
- switch (l) {
- case 1: proutn("1st"); break;
- case 2: proutn("2nd"); break;
- case 3: proutn("3rd"); break;
+ for (m = 1; m <= 3; m++) {
+ switch (m) {
+ case 1: proutn(_("1st")); break;
+ case 2: proutn(_("2nd")); break;
+ case 3: proutn(_("3rd")); break;
}
- proutn(" attempt to re-materialize ");
+ proutn(_(" attempt to re-materialize "));
crmshp();
- switch (l){
+ switch (m){
case 1: game.quad[ix][iy]=IHMATER0;
break;
case 2: game.quad[ix][iy]=IHMATER1;
textcolor(RED);
warble();
if (Rand() > probf) break;
- prout("fails.");
+ prout(_("fails."));
delay(500);
textcolor(DEFAULT);
}
- if (l > 3) {
+ if (m > 3) {
game.quad[ix][iy]=IHQUEST;
- game.alive = 0;
+ game.alive = false;
drawmaps(1);
setwnd(message_window);
finish(FMATERIALIZE);
}
game.quad[ix][iy]=game.ship;
textcolor(GREEN);
- prout("succeeds.");
+ prout(_("succeeds."));
textcolor(DEFAULT);
- dock(0);
+ dock(false);
skip(1);
- prout("Lt. Uhura- \"Captain, we made it!\"");
+ prout(_("Lt. Uhura- \"Captain, we made it!\""));
}