static void getcd(bool, int);
-void imove(void)
-/* movement execution for warp, impule, supernova, and tractor-beam events */
+void imove(bool novapush)
+/* movement execution for warp, impulse, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
finald, stopegy, probf;
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) {
+ if (game.nenhere != 0 && !novapush) {
newcnd();
- for_local_enemies(m) {
+ for (m = 1; m <= game.nenhere; m++) {
finald = distance(w, game.ks[m]);
game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
}
* are present and your skill is good.
*/
if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
- attack(0);
- if (game.alldone) return;
+ attack(false);
+ if (game.alldone)
+ return;
}
/* compute final position -- new quadrant and sector */
x = QUADSIZE*(game.quadrant.x-1)+game.sector.x;
w.y = (GALSIZE*QUADSIZE*2)+1 - w.y;
kink = 1;
}
- if (kink) kinks = 1;
+ if (kink)
+ kinks = 1;
} while (kink);
if (kinks) {
prout(_("YOU WILL BE DESTROYED."));
}
/* Compute final position in new quadrant */
- if (trbeam) return; /* Don't bother if we are to be beamed */
+ if (trbeam) /* Don't bother if we are to be beamed */
+ return;
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);
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);
+ if (game.skill>SKILL_NOVICE)
+ attack(false);
return;
}
iquad = game.quad[w.x][w.y];
/* No quadrant change -- compute new avg enemy distances */
game.quad[game.sector.x][game.sector.y] = game.ship;
if (game.nenhere) {
- for_local_enemies(m) {
+ for (m = 1; m <= game.nenhere; 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.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
- attack(0);
- for_local_enemies(m) game.kavgd[m] = game.kdist[m];
+ sortklings();
+ if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
+ attack(false);
+ for (m = 1; m <= game.nenhere; m++)
+ game.kavgd[m] = game.kdist[m];
}
newcnd();
- game.iattak = 0;
drawmaps(0);
setwnd(message_window);
return;
prout(_("You must first leave standard orbit."));
return;
}
- if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
+ if (!is_valid(game.base) || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
crmshp();
prout(_(" not adjacent to base."));
return;
}
game.condition = docked;
- if (verbose) prout(_("Docked."));
+ if (verbose)
+ prout(_("Docked."));
game.ididit = true;
- if (game.energy < game.inenrg) game.energy = game.inenrg;
+ if (game.energy < game.inenrg)
+ game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
(is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
/* get attack report from base */
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
}
/*
* 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
+ * cartesian coordinates. So we need to convert. Probably
* "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
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;
if (game.landed && !isprobe) {
prout(_("(Manual navigation assumed.)"));
else
prout(_("(Manual movement assumed.)"));
- navmode = automatic;
+ navmode = manual;
break;
}
}
cramlc(sector, incr));
}
}
- else prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
+ else
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""));
}
deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y);
deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y);
}
game.dist = sqrt(deltax*deltax + deltay*deltay);
game.direc = atan2(deltax, deltay)*1.90985932;
- if (game.direc < 0.0) game.direc += 12.0;
+ if (game.direc < 0.0)
+ game.direc += 12.0;
chew();
return;
}
-void impuls(void)
+void impulse(void)
/* move under impulse power */
{
double power;
if (game.energy > 30.0) {
getcd(false, 0);
- if (game.direc == -1.0) return;
+ if (game.direc == -1.0)
+ return;
power = 20.0 + 100.0*game.dist;
}
else
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;
+ if (ja() == false)
+ return;
}
/* Activate impulse engines and pay the cost */
- imove();
+ imove(false);
game.ididit = true;
- if (game.alldone) return;
+ 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);
+ if (game.energy <= 0)
+ finish(FNRG);
return;
}
if (game.damage[DWARPEN] > 10.0) {
chew();
skip(1);
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""));
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""));
return;
}
if (damaged(DWARPEN) && game.warpfac > 4.0) {
/* Read in course and distance */
getcd(false, 0);
- if (game.direc == -1.0) return;
+ if (game.direc == -1.0)
+ return;
/* Make sure starship has enough energy for the trip */
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
100.0*game.optime/game.state.remtime);
prout(_(" percent of our"));
proutn(_(" remaining time. Are you sure this is wise?\" "));
- if (ja() == false) { game.ididit = false; game.optime=0; return;}
+ if (ja() == false) {
+ game.ididit = false;
+ game.optime=0;
+ return;
+ }
}
}
/* Entry WARPX */
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 = true;
+ 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 (ja() == true)
+ twarp = true;
}
if (blooey || twarp) {
/* If time warp or engine damage, check path */
ix = x + 0.5;
y += deltay;
iy = y +0.5;
- if (!VALID_SECTOR(ix, iy)) break;
+ if (!VALID_SECTOR(ix, iy))
+ break;
if (game.quad[ix][iy] != IHDOT) {
blooey = false;
twarp = false;
/* Activate Warp Engines and pay the cost */
- imove();
- if (game.alldone) return;
+ imove(false);
+ if (game.alldone)
+ return;
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
- if (game.energy <= 0) finish(FNRG);
+ if (game.energy <= 0)
+ finish(FNRG);
game.optime = 10.0*game.dist/game.wfacsq;
- if (twarp) timwrp();
+ if (twarp)
+ timwrp();
if (blooey) {
game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
skip(1);
-void setwrp(void)
+void setwarp(void)
/* change the warp factor */
{
int key;
}
}
}
- if (igrab) return;
+ if (igrab)
+ return;
/* Check to see if captain in shuttle craft */
- if (game.icraft) finish(FSTRACTOR);
- if (game.alldone) return;
+ if (game.icraft)
+ finish(FSTRACTOR);
+ if (game.alldone)
+ return;
/* Inform captain of attempt to reach safety */
skip(1);
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;
+ 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;
warp(true);
if (!game.justin) {
/* This is bad news, we didn't leave quadrant. */
- if (game.alldone) return;
+ if (game.alldone)
+ return;
skip(1);
prout(_("Insufficient energy to leave quadrant."));
finish(FSNOVAED);
} while
/* Repeat if another snova */
(game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
- if (KLINGREM==0)
+ if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0)
finish(FWON); /* Snova killed remaining enemy. */
}
/* next snapshot will be sooner */
schedule(FSNAP, expran(0.25*game.state.remtime));
- if (game.state.nscrem) schedule(FSCMOVE, 0.2777);
+ if (game.state.nscrem)
+ schedule(FSCMOVE, 0.2777);
game.isatb = 0;
unschedule(FCDBAS);
unschedule(FSCDBAS);
- game.battle.x = game.battle.y = 0;
+ invalidate(game.battle);
/* Make sure Galileo is consistant -- Snapshot may have been taken
when on planet, which would give us two Galileos! */
gotit = false;
for (l = 0; l < game.inplan; l++) {
- if (game.state.plnets[l].known == shuttle_down) {
+ if (game.state.planets[l].known == shuttle_down) {
gotit = true;
if (game.iscraft == onship && game.ship==IHE) {
prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
}
}
}
- /* Likewise, if in the original time the Galileo was abandoned, but
- was on ship earlier, it would have vanished -- lets restore it */
+ // Likewise, if in the original time the Galileo was abandoned, but
+ // was on ship earlier, it would have vanished -- let's restore it.
if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
game.iscraft = onship;
/* 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() == false) return;
+ if (ja() == false)
+ return;
}
game.isarmed = false;
game.isarmed = ja();
}
getcd(true, key);
- if (game.direc == -1.0) return;
+ if (game.direc == -1.0)
+ return;
game.nprobes--;
angle = ((15.0 - game.direc) * 0.5235988);
game.probeinx = -sin(angle);
}
else {
ddist = FOREVER;
- for_starbases(m) {
+ for (m = 1; m <= game.state.rembase; m++) {
xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
if (xdist < ddist) {
ddist = xdist;
/* dematerialize starship */
game.quad[game.sector.x][game.sector.y]=IHDOT;
proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant));
- proutn("");
crmshp();
prout(_(" dematerializes."));
game.sector.x=0;
break;
}
}
- if (game.sector.x==0){
+ if (!is_valid(game.sector)){
prout(_("You have been lost in space..."));
finish(FMATERIALIZE);
return;
}
textcolor(RED);
warble();
- if (Rand() > probf) break;
+ if (Rand() > probf)
+ break;
prout(_("fails."));
delay(500);
textcolor(DEFAULT);
}
/*
-** Abandon Ship
-**
-** The ship is abandoned. If your current ship is the Faire
-** Queene, or if your shuttlecraft is dead, you're out of
-** luck. You need the shuttlecraft in order for the captain
-** (that's you!!) to escape.
-**
-** Your crew can beam to an inhabited starsystem in the
-** quadrant, if there is one and if the transporter is working.
-** If there is no inhabited starsystem, or if the transporter
-** is out, they are left to die in outer space.
-**
-** If there are no starbases left, you are captured by the
-** Klingons, who torture you mercilessly. However, if there
-** is at least one starbase, you are returned to the
-** Federation in a prisoner of war exchange. Of course, this
-** can't happen unless you have taken some prisoners.
-**
-*/
+ * Abandon Ship
+ *
+ * The ship is abandoned. If your current ship is the Faire
+ * Queene, or if your shuttlecraft is dead, you're out of
+ * luck. You need the shuttlecraft in order for the captain
+ * (that's you!!) to escape.
+ *
+ * Your crew can beam to an inhabited starsystem in the
+ * quadrant, if there is one and if the transporter is working.
+ * If there is no inhabited starsystem, or if the transporter
+ * is out, they are left to die in outer space.
+ *
+ * If there are no starbases left, you are captured by the
+ * Klingons, who torture you mercilessly. However, if there
+ * is at least one starbase, you are returned to the
+ * Federation in a prisoner of war exchange. Of course, this
+ * can't happen unless you have taken some prisoners.
+ *
+ */
-void abandn(void)
+void abandon(void)
/* abandon ship */
{
int nb, l;
return;
}
if (game.landed) {
- prout(_("You must be aboard the Enterprise."));
+ prout(_("You must be aboard the ship."));
return;
}
if (game.iscraft != onship) {
prout(_("Remainder of ship's complement beam down"));
prout(_("to nearest habitable planet."));
} else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
- prout(_("Remainder of ship's complement beam down"));
- prout(_("to %s."), systnames[q->planet]);
+ prout(_("Remainder of ship's complement beam down to %s."),
+ systnames[q->planet]);
} else {
- prout(_("Entire crew of %d left to die in outer space."));
+ prout(_("Entire crew of %d left to die in outer space."),
+ game.state.crew);
game.casual += game.state.crew;
game.abandoned += game.state.crew;
}
for (;;) {
/* position next to base by trial and error */
game.quad[game.sector.x][game.sector.y] = IHDOT;
- for_sectors(l) {
+ for (l = 1; l <= QUADSIZE; l++) {
game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
if (VALID_SECTOR(game.sector.x, game.sector.y) &&
game.quad[game.sector.x][game.sector.y] == IHDOT) break;
}
- if (l < QUADSIZE+1) break; /* found a spot */
+ if (l < QUADSIZE+1)
+ break; /* found a spot */
game.sector.x=QUADSIZE/2;
game.sector.y=QUADSIZE/2;
newqad(true);
prout(_("Starfleet puts you in command of another ship,"));
prout(_("the Faerie Queene, which is antiquated but,"));
prout(_("still useable."));
- if (game.icrystl) prout(_("The dilithium crystals have been moved."));
+ if (game.icrystl)
+ prout(_("The dilithium crystals have been moved."));
game.imine = false;
game.iscraft = offship; /* Galileo disappears */
/* Resupply ship */