From cd1ac5957730cc1646ba29e2252c35d213b3557a Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Tue, 19 Sep 2006 21:00:29 +0000 Subject: [PATCH] More type cleanup. --- src/ai.c | 6 +- src/battle.c | 131 ++++++++------- src/events.c | 18 +-- src/finish.c | 2 +- src/moving.c | 437 ++++++++++++++++++++++++++------------------------ src/planets.c | 14 +- src/sst.c | 18 +-- src/sst.h | 6 +- 8 files changed, 329 insertions(+), 303 deletions(-) diff --git a/src/ai.c b/src/ai.c index 4b73b74..e524a8e 100644 --- a/src/ai.c +++ b/src/ai.c @@ -28,7 +28,7 @@ static bool tryexit(int lookx, int looky, int ienm, int loccom, int irun) 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)); } @@ -507,7 +507,7 @@ void scom(bool *ipage) (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; @@ -588,7 +588,7 @@ void movetho(void) /* 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--; diff --git a/src/battle.c b/src/battle.c index b200f4d..1d62ab1 100644 --- a/src/battle.c +++ b/src/battle.c @@ -1,6 +1,7 @@ #include "sst.h" void doshield(int i) +/* change shield status */ { int key; enum {NONE, SHUP, SHDN, NRG} action = NONE; @@ -27,7 +28,7 @@ void doshield(int i) } if (action==NONE) { proutn(_("Do you wish to change shield energy? ")); - if (ja()) { + if (ja() == true) { proutn(_("Energy to transfer to shields- ")); action = NRG; } @@ -37,7 +38,7 @@ void doshield(int i) } 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; @@ -45,7 +46,7 @@ void doshield(int i) } else { proutn(_("Shields are down. Do you want them up? ")); - if (ja()) action = SHUP; + if (ja() == true) action = SHUP; else { chew(); return; @@ -69,7 +70,7 @@ void doshield(int i) finish(FNRG); return; } - game.ididit=1; + game.ididit=true; return; case SHDN: if (!game.shldup) { @@ -92,7 +93,7 @@ void doshield(int i) 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) { @@ -129,10 +130,11 @@ void doshield(int i) } } -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); @@ -148,7 +150,7 @@ void ram(int ibumpd, int ienm, coord w) 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); @@ -159,13 +161,13 @@ void ram(int ibumpd, int ienm, coord w) 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) { @@ -177,6 +179,7 @@ void ram(int ibumpd, int ienm, coord w) } 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; @@ -248,7 +251,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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; @@ -269,7 +272,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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)); @@ -316,7 +319,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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; @@ -330,7 +333,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int } 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; @@ -350,7 +353,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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 */ @@ -376,7 +379,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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 */ @@ -396,7 +399,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int return; } skip(1); - crmena(1, IHT, 2, w); + crmena(true, IHT, sector, w); if (Rand() > 0.05) { prout(_(" survives photon blast.")); return; @@ -414,7 +417,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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; } @@ -437,10 +440,11 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int 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; @@ -448,18 +452,18 @@ static void fry(double hit) 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 ")); @@ -473,14 +477,15 @@ static void fry(double hit) } } -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; @@ -492,21 +497,21 @@ void attack(int torps_ok) 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 || @@ -517,10 +522,10 @@ void attack(int 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); @@ -528,12 +533,12 @@ void attack(int torps_ok) 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! */ @@ -546,7 +551,7 @@ void attack(int torps_ok) 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; @@ -555,10 +560,10 @@ void attack(int torps_ok) 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 ")); @@ -566,7 +571,7 @@ void attack(int torps_ok) } if (!damaged(DSRSENS) && itflag) { proutn(_(" from ")); - crmena(0, iquad, i, jay); + crmena(false, iquad, where, jay); } skip(1); /* Decide if hit is critical */ @@ -582,11 +587,11 @@ void attack(int torps_ok) 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 ")); } @@ -611,13 +616,14 @@ void attack(int torps_ok) } } /* 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; @@ -625,7 +631,7 @@ void deadkl(coord w, int type, int ixx, int iyy) 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 */ @@ -721,6 +727,7 @@ static bool targetcheck(double x, double y, double *course) } void photon(void) +/* launch photon torpedo */ { double targ[4][3], course[4]; double r, dummy; @@ -849,7 +856,8 @@ void photon(void) -static void overheat(double rpow) +static void overheat(double rpow) +/* check for phasers overheating */ { if (rpow > 1500) { double chekbrn = (rpow-1500.)*0.00038; @@ -861,6 +869,7 @@ static void overheat(double rpow) } static int checkshctrl(double rpow) +/* check shield control */ { double hit; int icas; @@ -905,6 +914,7 @@ static int checkshctrl(double rpow) void phasers(void) +/* fire phasers */ { double hits[21], rpow=0, extra, powrem, over, temp; int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ @@ -1120,7 +1130,7 @@ void phasers(void) else proutn("??"); proutn(") "); proutn(_("units to fire at ")); - crmena(0, ienm, 2, aim); + crmena(false, ienm, sector, aim); proutn("- "); key = scan(); } @@ -1196,6 +1206,7 @@ void phasers(void) } 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; @@ -1222,7 +1233,7 @@ void hittem(double *hits) 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); diff --git a/src/events.c b/src/events.c index 3281291..99c51d7 100644 --- a/src/events.c +++ b/src/events.c @@ -46,7 +46,7 @@ static bool cancelrest(void) 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; @@ -562,7 +562,7 @@ void wait(void) 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 */ @@ -615,7 +615,7 @@ void nova(int ix, int iy) /* 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++; @@ -654,14 +654,14 @@ void nova(int ix, int iy) 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; @@ -681,7 +681,7 @@ void nova(int ix, int iy) 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; @@ -724,7 +724,7 @@ void nova(int ix, int iy) } 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 */ @@ -734,7 +734,7 @@ void nova(int ix, int iy) 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; @@ -817,7 +817,7 @@ void snova(int insx, int insy) } if (idebug) { proutn("=== Super nova here?"); - if (ja()==1) { + if (ja() == true) { nq.x = game.quadrant.x; nq.y = game.quadrant.y; } diff --git a/src/finish.c b/src/finish.c index 9c518b6..75425fb 100644 --- a/src/finish.c +++ b/src/finish.c @@ -139,7 +139,7 @@ void finish(FINTYPE ifin) else { proutn(_("Do you want your Commodore Emeritus Citation printed? ")); chew(); - if (ja()) { + if (ja() == true) { igotit = 1; } } diff --git a/src/moving.c b/src/moving.c index 4621a1d..91c74c4 100644 --- a/src/moving.c +++ b/src/moving.c @@ -4,12 +4,14 @@ 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) { @@ -30,7 +32,7 @@ void imove(void) /* 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; @@ -42,7 +44,7 @@ void imove(void) 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)) { @@ -50,10 +52,10 @@ void imove(void) /* 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 @@ -150,8 +152,8 @@ void imove(void) * possibility that you'll get timewarped instead. */ n=0; - for (l=0;l0) + for (m=0;m0) 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) @@ -196,16 +198,16 @@ 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_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; @@ -215,6 +217,7 @@ no_quad_change: } void dock(bool verbose) +/* dock our ship at a starbase */ { chew(); if (game.condit == IHDOCKED && verbose) { @@ -232,7 +235,7 @@ void dock(bool 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; @@ -247,198 +250,203 @@ void dock(bool verbose) } } -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); @@ -476,11 +484,11 @@ void impuls(void) 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; @@ -490,13 +498,15 @@ void impuls(void) } -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); @@ -521,7 +531,7 @@ void warp(bool timewarp) 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) { @@ -553,7 +563,7 @@ void warp(bool timewarp) 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 */ @@ -561,15 +571,15 @@ void warp(bool timewarp) /* 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 */ @@ -596,8 +606,8 @@ void warp(bool timewarp) iy = y +0.5; if (!VALID_SECTOR(ix, iy)) break; if (game.quad[ix][iy] != IHDOT) { - blooey = 0; - twarp = 0; + blooey = false; + twarp = false; } } } @@ -618,13 +628,14 @@ void warp(bool timewarp) 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; @@ -676,6 +687,7 @@ void setwrp(void) } void atover(bool igrab) +/* cope with being tossed out of quadrant by supernova or yanked by beam */ { double power, distreq; @@ -769,6 +781,7 @@ void atover(bool igrab) } void timwrp() +/* let's do the time warp again */ { int l, gotit; prout(_("***TIME WARP ENTERED.")); @@ -829,6 +842,7 @@ void timwrp() } void probe(void) +/* launch deep-space probe */ { double angle, bigger; int key; @@ -865,7 +879,7 @@ void probe(void) /* 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; @@ -896,15 +910,16 @@ void probe(void) 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 */ @@ -934,11 +949,11 @@ void mayday(void) } 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 */ @@ -952,7 +967,7 @@ void mayday(void) 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) { @@ -969,15 +984,15 @@ void mayday(void) } /* 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; @@ -992,7 +1007,7 @@ void mayday(void) delay(500); textcolor(DEFAULT); } - if (l > 3) { + if (m > 3) { game.quad[ix][iy]=IHQUEST; game.alive = 0; drawmaps(1); @@ -1004,7 +1019,7 @@ void mayday(void) textcolor(GREEN); prout(_("succeeds.")); textcolor(DEFAULT); - dock(0); + dock(false); skip(1); prout(_("Lt. Uhura- \"Captain, we made it!\"")); } diff --git a/src/planets.c b/src/planets.c index 8d387af..c7fb440 100644 --- a/src/planets.c +++ b/src/planets.c @@ -118,7 +118,7 @@ void beam(void) 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; } @@ -141,7 +141,7 @@ void beam(void) /* 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; } @@ -160,7 +160,7 @@ void beam(void) 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; } @@ -250,7 +250,7 @@ void usecrystals(void) 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; } @@ -330,7 +330,7 @@ void shuttle(void) (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; } @@ -341,7 +341,7 @@ void shuttle(void) /* Galileo on ship! */ if (!damaged(DTRANSP)) { proutn(_("Spock- \"Would you rather use the transporter?\" ")); - if (ja() != 0) { + if (ja() == true) { beam(); return; } @@ -420,7 +420,7 @@ void deathray(void) 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; diff --git a/src/sst.c b/src/sst.c index 96e5edb..9d5a20c 100644 --- a/src/sst.c +++ b/src/sst.c @@ -656,7 +656,7 @@ int main(int argc, char **argv) if (game.tourn && game.alldone) { proutn("Do you want your score recorded?"); - if (ja()) { + if (ja() == true) { chew2(); freeze(false); } @@ -702,9 +702,9 @@ char *cramlc(enum loctype key, coord w) 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)); @@ -842,27 +842,27 @@ int isit(char *s) 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 "); @@ -876,7 +876,7 @@ void debugme(void) } } proutn("Examine/change events? "); - if (ja() != 0) { + if (ja() == true) { event *ev; coord w; int i; @@ -938,7 +938,7 @@ void debugme(void) chew(); } proutn("Induce supernova here? "); - if (ja()) { + if (ja() == true) { game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true; atover(true); } diff --git a/src/sst.h b/src/sst.h index bccb6c2..8616c41 100644 --- a/src/sst.h +++ b/src/sst.h @@ -328,7 +328,7 @@ enum loctype {neither, quadrant, sector}; /* Function prototypes */ void prelim(void); -void attack(int); +void attack(bool); bool choose(bool); void setup(bool); void score(void); @@ -380,8 +380,8 @@ void dropin(int, coord*); 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); -- 2.31.1