{
/* torps_ok == false forces use of phasers in an attack */
int percent, loop, iquad;
- bool itflag, atackd = false, attempt = false, ihurt = false;
+ bool usephasers, 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;
- if (game.alldone) return;
- if (idebug) prout("=== ATTACK!");
+ /* game could be over at this point, check */
+ if (game.alldone)
+ return;
+
+ if (idebug)
+ prout("=== ATTACK!");
- if (game.ithere) movetho();
+ /* Tholian gewts to move before attacking */
+ if (game.ithere)
+ movetho();
+ /* if you have just entered the RNZ, you'll get a warning */
if (game.neutz) { /* The one chance not to be attacked */
game.neutz = false;
return;
}
- if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
- if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
+
+ /* commanders get a chance to tac-move towards you */
+ if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok)
+ movcom();
+
+ /* if no enemies remain after movement, we're done */
+ if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry))
+ return;
+
+ /* set up partial hits if attack happens during shield status change */
pfac = 1.0/game.inshld;
if (game.shldchg) chgfac = 0.25+0.5*Rand();
+
skip(1);
- if (game.skill <= SKILL_FAIR) where = sector;
+
+ /* message verbosity control */
+ 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 */
+ /* compute hit strength and diminish shield power */
r = Rand();
/* Increase chance of photon torpedos if docked or enemy energy low */
if (game.condition == docked) r *= 0.25;
jay = game.ks[loop];
iquad = game.quad[jay.x][jay.y];
if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
- itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
+ /* different enemies have different probabilities of throwing a torp */
+ usephasers = !torps_ok || \
+ (iquad == IHK && r > 0.0005) ||
(iquad==IHC && r > 0.015) ||
(iquad==IHR && r > 0.3) ||
(iquad==IHS && r > 0.07) ||
(iquad==IHQUEST && r > 0.05);
- if (itflag) {
- /* Enemy uses phasers */
+ if (usephasers) { /* Enemy uses phasers */
if (game.condition == docked) continue; /* Don't waste the effort! */
attempt = true; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
game.kpower[loop] *= 0.75;
}
- else { /* Enemy used photon torpedo */
+ else { /* Enemy uses photon torpedo */
double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
hit = 0;
proutn(_("***TORPEDO INCOMING"));
return; /* Supernova or finished */
if (hit == 0) continue;
}
+ /* incoming phaser or torpedo, shields may dissipate it */
if (game.shldup || game.shldchg || game.condition==docked) {
/* shields will take hits */
double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0);
- if(propor < 0.1) propor = 0.1;
+ if (propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
- atackd = true;
absorb = 0.8*hitsh;
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
hit -= hitsh;
- if (game.condition==docked) dock(false);
- if (propor > 0.1 && hit < 0.005*game.energy) continue;
+ /* taking a hit blasts us out of a starbase dock */
+ if (game.condition == docked)
+ dock(false);
+ /* but the shields may take care of it */
+ if (propor > 0.1 && hit < 0.005*game.energy)
+ continue;
}
- /* It's a hit -- print out hit size */
- 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 */
+ /* hit from this opponent got through shields, so take damage */
ihurt = true;
proutn(_("%d unit hit"), (int)hit);
- if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
+ if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) {
proutn(_(" on the "));
crmshp();
}
- if (!damaged(DSRSENS) && itflag) {
+ if (!damaged(DSRSENS) && usephasers) {
proutn(_(" from "));
crmena(false, iquad, where, jay);
}
hittot += hit;
fry(hit);
game.energy -= hit;
- if (game.condition==docked)
- dock(false);
}
if (game.energy <= 0) {
/* Returning home upon your shield, not with it... */
skip(1);
crmena(true, type, sector, mv);
- /* Decide what kind of enemy it is and update approriately */
+ /* Decide what kind of enemy it is and update appropriately */
if (type == IHR) {
/* chalk up a Romulan */
game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
case IHC:
game.comhere = false;
for_commanders (i)
- if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
+ if (same(game.state.kcmdr[i], game.quadrant))
+ break;
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
game.state.kcmdr[game.state.remcom].x = 0;
game.state.kcmdr[game.state.remcom].y = 0;
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
/* Remove enemy ship from arrays describing local conditions */
- if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
+ if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC)
unschedule(FCDBAS);
for_local_enemies(i)
if (same(game.ks[i], w)) break;
skip(1);
for (i = 0; i < game.inplan; i++) {
if ((game.state.plnets[i].known != unknown
- && game.state.plnets[i].crystals != 0)
+ && game.state.plnets[i].crystals != absent)
|| (idebug && game.state.plnets[i].w.x !=0)
) {
iknow = true;
proutn(_(" class "));
proutn(classes[game.state.plnets[i].pclass]);
proutn(" ");
- if (game.state.plnets[i].crystals <= 0) proutn(_("no "));
+ if (game.state.plnets[i].crystals != present) proutn(_("no "));
prout(_("dilithium crystals present."));
if (game.state.plnets[i].known==shuttle_down)
prout(_(" Shuttle Craft Galileo on surface."));
if (game.state.plnets[game.iplnet].known==shuttle_down)
prout(_(" Sensors show Galileo still on surface."));
proutn(_(" Readings indicate"));
- if (game.state.plnets[game.iplnet].crystals == 0) proutn(_(" no"));
+ if (game.state.plnets[game.iplnet].crystals != present) proutn(_(" no"));
prout(_(" dilithium crystals present.\""));
if (game.state.plnets[game.iplnet].known == unknown) game.state.plnets[game.iplnet].known = known;
}
}
else {
/* Going to planet */
- if (game.state.plnets[game.iplnet].crystals==0) {
+ if (game.state.plnets[game.iplnet].crystals==absent) {
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?\" "));
prout(_("Mining party not on planet."));
return;
}
- if (game.state.plnets[game.iplnet].crystals == MINED) {
+ if (game.state.plnets[game.iplnet].crystals == mined) {
prout(_("This planet has already been strip-mined for dilithium."));
return;
}
- else if (game.state.plnets[game.iplnet].crystals == 0) {
+ else if (game.state.plnets[game.iplnet].crystals == absent) {
prout(_("No dilithium crystals on this planet."));
return;
}
game.optime = (0.1+0.2*Rand())*game.state.plnets[game.iplnet].pclass;
if (consumeTime()) return;
prout(_("Mining operation complete."));
- game.state.plnets[game.iplnet].crystals = MINED;
+ game.state.plnets[game.iplnet].crystals = mined;
game.imine = game.ididit = true;
}