static void getcd(bool, int);
-void imove(void)
+void imove(bool novapush)
+/* movement execution for warp, impulse, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
- finald, finalx, finaly, stopegy, probf;
- int trbeam = 0, n, l, kink, kinks, iquad;
- coord w;
+ finald, stopegy, probf;
+ int n, m, kink, kinks;
+ feature iquad;
+ coord w, final;
+ bool trbeam = false;
w.x = w.y = 0;
if (game.inorbit) {
/* If tractor beam is to occur, don't move full distance */
if (game.state.date+game.optime >= scheduled(FTBEAM)) {
- trbeam = 1;
- game.condit = IHRED;
+ 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;
}
n = 10.0*game.dist*bigger+0.5;
if (n > 0) {
- for (l = 1; l <= n; l++) {
+ 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) {
+ if (game.nenhere != 0 && !novapush) {
newcnd();
- for_local_enemies(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]);
+ for (m = 1; m <= game.nenhere; 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.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];
if (iquad != IHDOT) {
/* object encountered in flight path */
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));
+ 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.sector.x = w.x;
- game.sector.y = w.y;
- ram(0, iquad, game.sector);
- finalx = game.sector.x;
- finaly = game.sector.y;
+ game.sector = w;
+ ram(false, iquad, game.sector);
+ final = game.sector;
break;
case IHBLANK:
skip(1);
* 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)
proutn(_("Emergency stop required "));
prout(_("%2d units of energy."), (int)stopegy);
game.energy -= stopegy;
- finalx = x-deltax+0.5;
- game.sector.x = finalx;
- finaly = y-deltay+0.5;
- game.sector.y = 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.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;
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+ game.sector = w;
}
- finalx = game.sector.x;
- finaly = game.sector.y;
+ final = game.sector;
no_quad_change:
/* No quadrant change -- compute new avg enemy distances */
game.quad[game.sector.x][game.sector.y] = game.ship;
if (game.nenhere) {
- for_local_enemies(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;
+ 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(l) game.kavgd[l] = game.kdist[l];
+ 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;
}
void dock(bool verbose)
+/* dock our ship at a starbase */
{
chew();
- if (game.condit == IHDOCKED && verbose) {
+ if (game.condition == docked && verbose) {
prout(_("Already docked."));
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.condit = IHDOCKED;
- if (verbose) prout(_("Docked."));
- game.ididit=1;
- if (game.energy < game.inenrg) game.energy = game.inenrg;
+ 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;
game.state.crew = FULLCREW;
if (!damaged(DRADIO) &&
- (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
+ (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;
+ attackreport(false);
+ game.iseenit = true;
}
}
-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
- "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. 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
+ * are always displayed y - x, where +y is downward!
+ */
-
- 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. */
+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;
- game.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 == 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 ship."));
+ 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 (damaged(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 = manual;
+ 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;
- 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 = 1;
- }
- if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) {
- huh();
- return;
- }
- skip(1);
- if (!isprobe) {
- if (itemp) {
- if (iprompt) {
- prout(_("Helmsman Sulu- \"Course locked in for %s.\""),
- cramlc(sector, incr));
- }
- }
- 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);
- }
- 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;
}
- game.dist = sqrt(deltax*deltax + deltay*deltay);
- game.direc = atan2(deltax, deltay)*1.90985932;
- if (game.direc < 0.0) game.direc += 12.0;
+ deltax = aaitem;
+ key = scan();
+ if (key != IHREAL) {
+ huh();
+ return;
+ }
+ 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)
+void impulse(void)
+/* move under impulse power */
{
double power;
- game.ididit = 0;
+ game.ididit = false;
if (damaged(DIMPULS)) {
chew();
skip(1);
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() == 0) return;
+ if (ja() == false)
+ return;
}
/* Activate impulse engines and pay the cost */
- imove();
- game.ididit = 1;
- if (game.alldone) return;
+ imove(false);
+ game.ididit = true;
+ 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;
}
-void warp(bool timewarp)
+void warp(bool timewarp)
+/* move under warp drive */
{
- int blooey=0, twarp=0, iwarp;
+ int iwarp;
+ bool blooey = false, twarp = false;
double power;
if (!timewarp) { /* Not WARPX entry */
- game.ididit = 0;
+ 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 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);
if (power >= game.energy) {
/* Insufficient power for trip */
- game.ididit = 0;
+ game.ididit = false;
skip(1);
prout(_("Engineering to bridge--"));
if (!game.shldup || 0.5*power > game.energy) {
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;}
+ 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;
- if (idebug && game.warpfac==10 && twarp==0) {
- blooey=0;
+ 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()==1) twarp=1;
+ 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 = 0;
- twarp = 0;
+ 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);
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)
+void setwarp(void)
+/* change the warp factor */
{
int key;
double oldfac;
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;
}
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.landed) {
if (damaged(DTRANSP)) {
finish(FPNOVA);
return;
}
prout(_("SUCCEEDS!"));
if (game.imine) {
- game.imine = 0;
+ game.imine = false;
proutn(_("The crystals mined were "));
if (Rand() <= 0.25) {
prout(_("lost."));
}
else {
prout(_("saved."));
- game.icrystl = 1;
+ game.icrystl = true;
}
}
}
- 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. */
}
void timwrp()
+/* let's do the time warp again */
{
- int l, gotit;
+ 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."),
(int)(game.state.date-game.snapsht.date));
game.state = game.snapsht;
- game.state.snap = 0;
+ game.state.snap = false;
if (game.state.remcom) {
schedule(FTBEAM, expran(game.intime/game.state.remcom));
schedule(FBATTAK, expran(0.3*game.intime));
/* 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 = 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) {
+ 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!"));
- game.iscraft = 0;
+ 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) {
+ // 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 = 1;
+ game.iscraft = onship;
}
/*
* There used to be code to do the actual reconstrction here,
}
void probe(void)
+/* launch deep-space probe */
{
double angle, bigger;
int key;
if (is_scheduled(FDSPROB)) {
chew();
skip(1);
- if (damaged(DRADIO) && game.condit != IHDOCKED) {
+ if (damaged(DRADIO) && game.condition != docked) {
prout(_("Spock- \"Records show the previous probe has not yet"));
prout(_(" reached its destination.\""));
}
/* 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;
+ 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);
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 = 1;
+ 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) {
+ /* Test for conditions which prevent calling for help */
+ if (game.condition == docked) {
prout(_("Lt. Uhura- \"But Captain, we're already docked.\""));
return;
}
prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
return;
}
- if (game.landed == 1) {
+ if (game.landed) {
proutn(_("You must be aboard the "));
crmshp();
prout(".");
game.nhelp++;
if (game.base.x!=0) {
/* There's one in this quadrant */
- ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
+ ddist = distance(game.base, game.sector);
}
else {
ddist = FOREVER;
- for_starbases(l) {
- xdist=10.0*sqrt(square(game.state.baseq[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.y));
+ for (m = 1; m <= game.state.rembase; 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 */
/* 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;
- for (l = 1; l <= 5; l++) {
+ 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) {
break;
}
}
- if (game.sector.x==0){
+ if (!is_valid(game.sector)){
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) {
+ 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 "));
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;
+ if (Rand() > probf)
+ break;
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);
textcolor(GREEN);
prout(_("succeeds."));
textcolor(DEFAULT);
- dock(0);
+ dock(false);
skip(1);
prout(_("Lt. Uhura- \"Captain, we made it!\""));
}
+
+/*
+ * 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 abandon(void)
+/* abandon ship */
+{
+ int nb, l;
+ struct quadrant *q;
+
+ chew();
+ if (game.condition==docked) {
+ if (game.ship!=IHE) {
+ prout(_("You cannot abandon Ye Faerie Queene."));
+ return;
+ }
+ }
+ else {
+ /* Must take shuttle craft to exit */
+ if (game.damage[DSHUTTL]==-1) {
+ prout(_("Ye Faerie Queene has no shuttle craft."));
+ return;
+ }
+ if (game.damage[DSHUTTL]<0) {
+ prout(_("Shuttle craft now serving Big Macs."));
+ return;
+ }
+ if (game.damage[DSHUTTL]>0) {
+ prout(_("Shuttle craft damaged."));
+ return;
+ }
+ if (game.landed) {
+ prout(_("You must be aboard the ship."));
+ return;
+ }
+ if (game.iscraft != onship) {
+ prout(_("Shuttle craft not currently available."));
+ return;
+ }
+ /* Print abandon ship messages */
+ skip(1);
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
+ skip(1);
+ prouts(_("***ALL HANDS ABANDON SHIP!"));
+ skip(2);
+ prout(_("Captain and crew escape in shuttle craft."));
+ if (game.state.rembase==0) {
+ /* Oops! no place to go... */
+ finish(FABANDN);
+ return;
+ }
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ /* Dispose of crew */
+ if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
+ 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 to %s."),
+ systnames[q->planet]);
+ } else {
+ prout(_("Entire crew of %d left to die in outer space."),
+ game.state.crew);
+ game.casual += game.state.crew;
+ game.abandoned += game.state.crew;
+ }
+
+ /* If at least one base left, give 'em the Faerie Queene */
+ skip(1);
+ game.icrystl = false; /* crystals are lost */
+ game.nprobes = 0; /* No probes */
+ prout(_("You are captured by Klingons and released to"));
+ prout(_("the Federation in a prisoner-of-war exchange."));
+ nb = Rand()*game.state.rembase+1;
+ /* Set up quadrant and position FQ adjacient to base */
+ if (!same(game.quadrant, game.state.baseq[nb])) {
+ game.quadrant = game.state.baseq[nb];
+ game.sector.x = game.sector.y = 5;
+ newqad(true);
+ }
+ for (;;) {
+ /* position next to base by trial and error */
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
+ 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 */
+ game.sector.x=QUADSIZE/2;
+ game.sector.y=QUADSIZE/2;
+ newqad(true);
+ }
+ }
+ /* Get new commission */
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
+ game.state.crew = FULLCREW;
+ 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."));
+ game.imine = false;
+ game.iscraft = offship; /* Galileo disappears */
+ /* Resupply ship */
+ game.condition=docked;
+ for (l = 0; l < NDEVICES; l++)
+ game.damage[l] = 0.0;
+ game.damage[DSHUTTL] = -1;
+ game.energy = game.inenrg = 3000.0;
+ game.shield = game.inshld = 1250.0;
+ game.torps = game.intorps = 6;
+ game.lsupres=game.inlsr=3.0;
+ game.shldup=false;
+ game.warpfac=5.0;
+ game.wfacsq=25.0;
+ return;
+}