We know this if either short or long range sensors are working */
if (!damaged(DSRSENS) || !damaged(DLRSENS) ||
game.condit == IHDOCKED) {
- crmena(1, ienm, 2, game.ks[loccom]);
+ crmena(1, ienm, sector, game.ks[loccom]);
prout(_(" escapes to %s (and regains strength)."),
cramlc(quadrant, iq));
}
(int)scheduled(FSCDBAS));
if (!game.resting) return;
prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja()==0) return;
+ if (ja() == false) return;
game.resting = false;
game.optime = 0.0; /* actually finished */
return;
/* All plugged up -- Tholian splits */
game.quad[game.tholian.x][game.tholian.y]=IHWEB;
dropin(IHBLANK, &dummy);
- crmena(1,IHT, 2, game.tholian);
+ crmena(true, IHT, sector, game.tholian);
prout(_(" completes web."));
game.ithere = game.tholian.x = game.tholian.y = 0;
game.nenhere--;
#include "sst.h"
void doshield(int i)
+/* change shield status */
{
int key;
enum {NONE, SHUP, SHDN, NRG} action = NONE;
}
if (action==NONE) {
proutn(_("Do you wish to change shield energy? "));
- if (ja()) {
+ if (ja() == true) {
proutn(_("Energy to transfer to shields- "));
action = NRG;
}
}
else if (game.shldup) {
proutn(_("Shields are up. Do you want them down? "));
- if (ja()) action = SHDN;
+ if (ja() == true) action = SHDN;
else {
chew();
return;
}
else {
proutn(_("Shields are down. Do you want them up? "));
- if (ja()) action = SHUP;
+ if (ja() == true) action = SHUP;
else {
chew();
return;
finish(FNRG);
return;
}
- game.ididit=1;
+ game.ididit=true;
return;
case SHDN:
if (!game.shldup) {
prout(_("Insufficient ship energy."));
return;
}
- game.ididit = 1;
+ game.ididit = true;
if (game.shield+aaitem >= game.inshld) {
prout(_("Shield energy maximized."));
if (game.shield+aaitem > game.inshld) {
}
}
-void ram(int ibumpd, int ienm, coord w)
+void ram(bool ibumpd, int ienm, coord w)
+/* make our ship ram something */
{
double type = 1.0, extradm;
- int icas, l;
+ int icas, m;
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
case IHQUEST: type = 4.0; break;
}
proutn(ibumpd ? _(" rammed by ") : _(" rams "));
- crmena(0, ienm, 2, w);
+ crmena(false, ienm, sector, w);
if (ibumpd) proutn(_(" (original position)"));
skip(1);
deadkl(w, ienm, game.sector.x, game.sector.y);
prout(_("***Sickbay reports %d casualties"), icas);
game.casual += icas;
game.state.crew -= icas;
- for (l=0; l < NDEVICES; l++) {
- if (l == DDRAY)
+ for (m=0; m < NDEVICES; m++) {
+ if (m == DDRAY)
continue; // Don't damage deathray
- if (game.damage[l] < 0)
+ if (game.damage[m] < 0)
continue;
extradm = (10.0*type*Rand()+1.0)*game.damfac;
- game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
+ game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */
}
game.shldup = false;
if (KLINGREM) {
}
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n)
+/* let a photon torpedo fly */
{
int l, iquad=0, jx=0, jy=0, shoved=0, ll;
case IHC: /* Hit a commander */
case IHS:
if (Rand() <= 0.05) {
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
prout(_(" uses anti-photon device;"));
prout(_(" torpedo neutralized."));
return;
deadkl(w, iquad, w.x, w.y);
return;
}
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
/* If enemy damaged but not destroyed, try to displace */
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
newcnd();
return;
case IHP: /* Hit a planet */
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nplankl++;
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
}
return;
case IHW: /* Hit an inhabited world -- very bad! */
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nworldkl++;
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
nova(w.x, w.y);
return;
}
- crmena(1, IHSTAR, 2, w);
+ crmena(true, IHSTAR, sector, w);
prout(_(" unaffected by photon blast."));
return;
case IHQUEST: /* Hit a thingy */
return;
case IHBLANK: /* Black hole */
skip(1);
- crmena(1, IHBLANK, 2, w);
+ crmena(true, IHBLANK, sector, w);
prout(_(" swallows torpedo."));
return;
case IHWEB: /* hit the web */
return;
}
skip(1);
- crmena(1, IHT, 2, w);
+ crmena(true, IHT, sector, w);
if (Rand() > 0.05) {
prout(_(" survives photon blast."));
return;
default: /* Problem! */
skip(1);
proutn("Don't know how to handle collision with ");
- crmena(1, iquad, 2, w);
+ crmena(true, iquad, sector, w);
skip(1);
return;
}
return;
}
-static void fry(double hit)
+static void fry(double hit)
+/* critical-hit resolution */
{
double ncrit, extradm;
- int ktr=1, l, ll, j, cdam[NDEVICES];
+ int ktr=1, loop1, loop2, j, cdam[NDEVICES];
/* a critical hit occured */
if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return;
ncrit = 1.0 + hit/(500.0+100.0*Rand());
proutn(_("***CRITICAL HIT--"));
/* Select devices and cause damage */
- for (l = 0; l < ncrit && 0 < NDEVICES; l++) {
+ for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) {
do {
j = NDEVICES*Rand();
/* Cheat to prevent shuttle damage unless on ship */
} while
(game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
- cdam[l] = j;
+ cdam[loop1] = j;
extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
game.damage[j] += extradm;
- if (l > 0) {
- for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;
- if (ll<=l) continue;
+ if (loop1 > 0) {
+ for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ;
+ if (loop2<=loop1) continue;
ktr += 1;
if (ktr==3) skip(1);
proutn(_(" and "));
}
}
-void attack(int torps_ok)
+void attack(bool torps_ok)
+/* bad guy attacks us */
{
- /* torps_ok == 0 forces use of phasers in an attack */
- int percent, ihurt=0, l, i=0, iquad, itflag;
- int atackd = 0, attempt = 0;
- double hit;
- double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
+ /* torps_ok == false forces use of phasers in an attack */
+ int percent, loop, iquad;
+ bool itflag, atackd = false, attempt = false, ihurt = false;
+ double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
coord jay;
+ enum loctype where = neither;
game.iattak = 1;
if (game.alldone) return;
game.neutz = 0;
return;
}
- if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
+ if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) return;
pfac = 1.0/game.inshld;
if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
skip(1);
- if (game.skill <= SKILL_FAIR) i = 2;
- for_local_enemies(l) {
- if (game.kpower[l] < 0) continue; /* too weak to attack */
+ if (game.skill <= SKILL_FAIR) where = sector;
+ for_local_enemies(loop) {
+ if (game.kpower[loop] < 0) continue; /* too weak to attack */
/* compute hit strength and diminsh shield power */
r = Rand();
/* Increase chance of photon torpedos if docked or enemy energy low */
if (game.condit == IHDOCKED) r *= 0.25;
- if (game.kpower[l] < 500) r *= 0.25;
- jay.x = game.ks[l].x;
- jay.y = game.ks[l].y;
+ if (game.kpower[loop] < 500) r *= 0.25;
+ jay.x = game.ks[loop].x;
+ jay.y = game.ks[loop].y;
iquad = game.quad[jay.x][jay.y];
if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
if (itflag) {
/* Enemy uses phasers */
if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
- attempt = 1; /* Attempt to attack */
+ attempt = true; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
- hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
- game.kpower[l] *= 0.75;
+ hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
+ game.kpower[loop] *= 0.75;
}
else { /* Enemy used photon torpedo */
double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
proutn(_("***TORPEDO INCOMING"));
if (!damaged(DSRSENS)) {
proutn(_(" From "));
- crmena(0, iquad, i, jay);
+ crmena(false, iquad, where, jay);
}
- attempt = 1;
+ attempt = true;
prout(" ");
r = (Rand()+Rand())*0.5 -0.5;
- r += 0.002*game.kpower[l]*r;
+ r += 0.002*game.kpower[loop]*r;
torpedo(course, r, jay.x, jay.y, &hit, 1, 1);
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0);
if(propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
- atackd=1;
+ atackd = true;
absorb = 0.8*hitsh;
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
if (propor > 0.1 && hit < 0.005*game.energy) continue;
}
/* It's a hit -- print out hit size */
- atackd = 1; /* We weren't going to check casualties, etc. if
+ atackd = true; /* We weren't going to check casualties, etc. if
shields were down for some strange reason. This
doesn't make any sense, so I've fixed it */
- ihurt = 1;
+ ihurt = true;
proutn(_("%d unit hit"), (int)hit);
if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
proutn(_(" on the "));
}
if (!damaged(DSRSENS) && itflag) {
proutn(_(" from "));
- crmena(0, iquad, i, jay);
+ crmena(false, iquad, where, jay);
}
skip(1);
/* Decide if hit is critical */
finish(FBATTLE);
return;
}
- if (attempt == 0 && game.condit == IHDOCKED)
+ if (!attempt && game.condit == IHDOCKED)
prout(_("***Enemies decide against attacking your ship."));
- if (atackd == 0) return;
+ if (!atackd) return;
percent = 100.0*pfac*game.shield+0.5;
- if (ihurt==0) {
+ if (!ihurt) {
/* Shields fully protect ship */
proutn(_("Enemy attack reduces shield strength to "));
}
}
}
/* After attack, reset average distance to enemies */
- for_local_enemies(l)
- game.kavgd[l] = game.kdist[l];
+ for_local_enemies(loop)
+ game.kavgd[loop] = game.kdist[loop];
sortkl();
return;
}
-void deadkl(coord w, int type, int ixx, int iyy)
+void deadkl(coord w, int type, int ixx, int iyy)
+/* kill a Klingon, Tholian, Romulan, or Thingy */
{
/* Added ixx and iyy allow enemy to "move" before dying */
coord mv;
mv.x = ixx; mv.y = iyy;
skip(1);
- crmena(1, type, 2, mv);
+ crmena(true, type, sector, mv);
/* Decide what kind of enemy it is and update approriately */
if (type == IHR) {
/* chalk up a Romulan */
}
void photon(void)
+/* launch photon torpedo */
{
double targ[4][3], course[4];
double r, dummy;
-static void overheat(double rpow)
+static void overheat(double rpow)
+/* check for phasers overheating */
{
if (rpow > 1500) {
double chekbrn = (rpow-1500.)*0.00038;
}
static int checkshctrl(double rpow)
+/* check shield control */
{
double hit;
int icas;
void phasers(void)
+/* fire phasers */
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
else proutn("??");
proutn(") ");
proutn(_("units to fire at "));
- crmena(0, ienm, 2, aim);
+ crmena(false, ienm, sector, aim);
proutn("- ");
key = scan();
}
}
void hittem(double *hits)
+/* register a phaser hit on Klingons and Romulans */
{
double kp, kpow, wham, hit, dustfac, kpini;
int nenhr2=game.nenhere, k=1, kk=1, ienm;
proutn(_("Very small hit on "));
ienm = game.quad[w.x][w.y];
if (ienm==IHQUEST) iqengry=1;
- crmena(0,ienm,2,w);
+ crmena(false,ienm,sector,w);
skip(1);
if (kpow == 0) {
deadkl(w, ienm, w.x, w.y);
if (game.resting) {
skip(1);
proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja()) {
+ if (ja() == true) {
game.resting = false;
game.optime = 0.0;
return true;
if (delay <= 0.0) return;
if (delay >= game.state.remtime || game.nenhere != 0) {
proutn(_("Are you sure? "));
- if (ja() == 0) return;
+ if (ja() == false) return;
}
/* Alternate resting periods (events) with attacks */
/* handle initial nova */
game.quad[ix][iy] = IHDOT;
- crmena(1, IHSTAR, 2, nov);
+ crmena(false, IHSTAR, sector, nov);
prout(_(" novas."));
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--;
game.state.starkl++;
hits[top2][2]=scratch.y;
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
game.state.starkl++;
- crmena(1, IHSTAR, 2, scratch);
+ crmena(true, IHSTAR, sector, scratch);
prout(_(" novas."));
game.quad[scratch.x][scratch.y] = IHDOT;
break;
case IHP: /* Destroy planet */
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
game.state.nplankl++;
- crmena(1, IHP, 2, scratch);
+ crmena(true, IHP, sector, scratch);
prout(_(" destroyed."));
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = game.plnet.x = game.plnet.y = 0;
game.base.x = game.base.y = 0;
game.state.basekl++;
newcnd();
- crmena(1, IHB, 2, scratch);
+ crmena(true, IHB, sector, scratch);
prout(_(" destroyed."));
game.quad[scratch.x][scratch.y] = IHDOT;
break;
}
newc.x = scratch.x + scratch.x - hits[mm][1];
newc.y = scratch.y + scratch.y - hits[mm][2];
- crmena(1, iquad, 2, scratch);
+ crmena(true, iquad, sector, scratch);
proutn(_(" damaged"));
if (!VALID_SECTOR(newc.x, newc.y)) {
/* can't leave quadrant */
iquad1 = game.quad[newc.x][newc.y];
if (iquad1 == IHBLANK) {
proutn(_(", blasted into "));
- crmena(0, IHBLANK, 2, newc);
+ crmena(false, IHBLANK, sector, newc);
skip(1);
deadkl(scratch, iquad, newc.x, newc.y);
break;
}
if (idebug) {
proutn("=== Super nova here?");
- if (ja()==1) {
+ if (ja() == true) {
nq.x = game.quadrant.x;
nq.y = game.quadrant.y;
}
else {
proutn(_("Do you want your Commodore Emeritus Citation printed? "));
chew();
- if (ja()) {
+ if (ja() == true) {
igotit = 1;
}
}
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, kink, kinks, iquad;
+ int n, m, kink, kinks, iquad;
coord w;
+ bool trbeam = 0;
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;
+ trbeam = true;
game.condit = IHRED;
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)) {
/* Don't do it if being pushed by Nova */
if (game.nenhere != 0 && game.iattak != 2) {
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_local_enemies(m) {
+ finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
+ (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
+ game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
}
/*
* Stas Sergeev added the game.condition
* 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)
/* 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_local_enemies(m) {
+ finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) +
+ (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y));
+ 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];
+ for_local_enemies(m) game.kavgd[m] = game.kdist[m];
}
newcnd();
game.iattak = 0;
}
void dock(bool verbose)
+/* dock our ship at a starbase */
{
chew();
if (game.condit == IHDOCKED && verbose) {
}
game.condit = IHDOCKED;
if (verbose) prout(_("Docked."));
- game.ididit=1;
+ game.ididit=true;
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
}
}
-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. 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.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;
+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 == 1 && !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(DCOMPTR)) {
+ 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 = 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;
- 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)
+/* move under impulse power */
{
double power;
- game.ididit = 0;
+ game.ididit = false;
if (damaged(DIMPULS)) {
chew();
skip(1);
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;
+ game.ididit = true;
if (game.alldone) return;
power = 20.0 + 100.0*game.dist;
game.energy -= power;
}
-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);
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 */
iy = y +0.5;
if (!VALID_SECTOR(ix, iy)) break;
if (game.quad[ix][iy] != IHDOT) {
- blooey = 0;
- twarp = 0;
+ blooey = false;
+ twarp = false;
}
}
}
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;
}
void atover(bool igrab)
+/* cope with being tossed out of quadrant by supernova or yanked by beam */
{
double power, distreq;
}
void timwrp()
+/* let's do the time warp again */
{
int l, gotit;
prout(_("***TIME WARP ENTERED."));
}
void probe(void)
+/* launch deep-space probe */
{
double angle, bigger;
int key;
/* 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.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;
}
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 */
}
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_starbases(m) {
+ xdist=10.0*sqrt(square(game.state.baseq[m].x-game.quadrant.x)+square(game.state.baseq[m].y-game.quadrant.y));
if (xdist < ddist) {
ddist = xdist;
- line = l;
+ line = m;
}
}
/* Since starbase not in quadrant, set up new quadrant */
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) {
}
/* 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;
delay(500);
textcolor(DEFAULT);
}
- if (l > 3) {
+ if (m > 3) {
game.quad[ix][iy]=IHQUEST;
game.alive = 0;
drawmaps(1);
textcolor(GREEN);
prout(_("succeeds."));
textcolor(DEFAULT);
- dock(0);
+ dock(false);
skip(1);
prout(_("Lt. Uhura- \"Captain, we made it!\""));
}
if (!damaged(DSHUTTL) && (game.state.plnets[game.iplnet].known==shuttle_down || game.iscraft == 1)) {
skip(1);
proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "));
- if (ja() != 0) shuttle();
+ if (ja() == true) shuttle();
}
return;
}
/* Coming from planet */
if (game.state.plnets[game.iplnet].known==shuttle_down) {
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "));
- if (ja() != 0) {
+ if (ja() == true) {
chew();
return;
}
prout(_("Spock- \"Captain, I fail to see the logic in"));
prout(_(" exploring a planet with no dilithium crystals."));
proutn(_(" Are you sure this is wise?\" "));
- if (ja()==0) {
+ if (ja() == false) {
chew();
return;
}
prout(_(" raw dilithium crystals into the ship's power"));
prout(_(" system may risk a severe explosion."));
proutn(_(" Are you sure this is wise?\" "));
- if (ja()==0) {
+ if (ja() == false) {
chew();
return;
}
(int)(100*game.optime/game.state.remtime));
prout(_("remaining time."));
proutn(_("Are you sure this is wise?\" "));
- if (ja()==0) {
+ if (ja() == false) {
game.optime = 0.0;
return;
}
/* Galileo on ship! */
if (!damaged(DTRANSP)) {
proutn(_("Spock- \"Would you rather use the transporter?\" "));
- if (ja() != 0) {
+ if (ja() == true) {
beam();
return;
}
prout(_("Spock- \"Captain, the 'Experimental Death Ray'"));
prout(_(" is highly unpredictible. Considering the alternatives,"));
proutn(_(" are you sure this is wise?\" "));
- if (ja()==0) return;
+ if (ja() == false) return;
prout(_("Spock- \"Acknowledged.\""));
skip(1);
game.ididit=1;
if (game.tourn && game.alldone) {
proutn("Do you want your score recorded?");
- if (ja()) {
+ if (ja() == true) {
chew2();
freeze(false);
}
return buf;
}
-void crmena(int i, int enemy, int key, coord w)
+void crmena(bool stars, int enemy, enum loctype key, coord w)
{
- if (i == 1) proutn("***");
+ if (stars) proutn("***");
cramen(enemy);
proutn(" at ");
proutn(cramlc(key, w));
void debugme(void)
{
proutn("Reset levels? ");
- if (ja() != 0) {
+ if (ja() == true) {
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
}
proutn("Reset damage? ");
- if (ja() != 0) {
+ if (ja() == true) {
int i;
for (i=0; i < NDEVICES; i++)
if (game.damage[i] > 0.0)
game.damage[i] = 0.0;
}
proutn("Toggle debug flag? ");
- if (ja() != 0) {
+ if (ja() == true) {
idebug = !idebug;
if (idebug) prout("Debug output ON");
else prout("Debug output OFF");
}
proutn("Cause selective damage? ");
- if (ja() != 0) {
+ if (ja() == true) {
int i, key;
for (i=0; i < NDEVICES; i++) {
proutn("Kill ");
}
}
proutn("Examine/change events? ");
- if (ja() != 0) {
+ if (ja() == true) {
event *ev;
coord w;
int i;
chew();
}
proutn("Induce supernova here? ");
- if (ja()) {
+ if (ja() == true) {
game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;
atover(true);
}
/* Function prototypes */
void prelim(void);
-void attack(int);
+void attack(bool);
bool choose(bool);
void setup(bool);
void score(void);
void newcnd(void);
void sortkl(void);
void imove(void);
-void ram(int, int, coord);
-void crmena(int, int, int, coord w);
+void ram(bool, int, coord);
+void crmena(bool, int, enum loctype, coord w);
void deadkl(coord, int, int, int);
void timwrp(void);
void movcom(void);