#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;
+ w.x = w.y = 0;
if (game.inorbit) {
prout("Helmsman Sulu- \"Leaving standard orbit.\"");
- game.inorbit = FALSE;
+ 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]) {
+ if (game.state.date+game.optime >= scheduled(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;
+ 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)) {
+ 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]));
+ 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]);
}
/*
* 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;
}
/* 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;
+ prout("Entering %s.", cramlc(quadrant, game.quadrant));
+ game.quad[game.sector.x][game.sector.y] = game.ship;
newqad(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*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=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:
- game.sectx = ix;
- game.secty = iy;
- ram(0, iquad, game.sectx, game.secty);
- finalx = game.sectx;
- finaly = game.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
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);
game.energy -= stopegy;
finalx = x-deltax+0.5;
- game.sectx = finalx;
+ game.sector.x = finalx;
finaly = y-deltay+0.5;
- game.secty = finaly;
+ game.sector.y = finaly;
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 = 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 = game.sectx;
- finaly = game.secty;
+ finalx = game.sector.x;
+ finaly = game.sector.y;
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]));
+ 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[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];
}
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.");
return;
game.torps = game.intorps;
game.lsupres = game.inlsr;
if (game.damage[DRADIO] == 0.0 &&
- (game.future[FCDBAS] < FOREVER || game.isatb == 1) && game.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);
}
}
-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=game.quadx, icolq=game.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. */
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 - game.quady + 0.1*(icols-game.secty);
- deltay = game.quadx - irowq + 0.1*(game.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) {
}
if (game.energy > 30.0) {
- getcd(FALSE, 0);
+ getcd(false, 0);
if (game.direc == -1.0) return;
power = 20.0 + 100.0*game.dist;
}
}
-void warp(int i)
+void warp(bool timewarp)
{
int blooey=0, twarp=0, iwarp;
double power;
- if (i!=2) { /* Not WARPX entry */
+ if (!timewarp) { /* Not WARPX entry */
game.ididit = 0;
if (game.damage[DWARPEN] > 10.0) {
chew();
}
/* 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 */
game.ididit = 0;
skip(1);
prout("Engineering to bridge--");
- if (game.shldup==0 || 0.5*power > game.energy) {
+ 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.");
}
/* 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) {
+ 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 */
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;
skip(1);
prout("safely out of quadrant.");
if (game.damage[DRADIO] == 0.0)
- game.state.galaxy[game.quadx][game.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);
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);
}
} 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. */
}
game.state = game.snapsht;
game.state.snap = 0;
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! */
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] += game.optime;
+ postpone(FTBEAM, game.optime);
game.damage[DRADIO] += game.optime;
}
newqad(0);
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) {
if (ja()==0) 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? ");
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
+ 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 = 1;
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 = 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]-game.quadx)+square(game.state.baseqy[l]-game.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 */
- game.quadx = game.state.baseqx[line];
- game.quady = game.state.baseqy[line];
+ game.quadrant = game.state.baseq[line];
newqad(1);
}
/* 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;
+ game.sector.x=0;
for (l = 1; l <= 5; l++) {
- ix = game.basex+3.0*Rand()-1;
- iy = game.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 */
- game.sectx=ix;
- game.secty=iy;
+ game.sector.x=ix;
+ game.sector.y=iy;
break;
}
}
- if (game.sectx==0){
+ if (game.sector.x==0){
prout("You have been lost in space...");
finish(FMATERIALIZE);
return;