*/
if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
attack(false);
- if (game.alldone) return;
+ 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(_("Entering %s."), cramlc(quadrant, game.quadrant));
game.quad[game.sector.x][game.sector.y] = game.ship;
newqad(false);
- if (game.skill>SKILL_NOVICE) attack(false);
+ if (game.skill>SKILL_NOVICE)
+ attack(false);
return;
}
iquad = game.quad[w.x][w.y];
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;
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;
}
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(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;
}
/* 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);
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(false);
- if (game.alldone) return;
+ 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);
}
}
}
- 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);
/* 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!"));
/* 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);
/* 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);
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 %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;
}
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 */