int key;
enum {NONE, SHUP, SHDN, NRG} action = NONE;
- ididit = 0;
+ game.ididit = 0;
if (i == 2) action = SHUP;
else {
prout("Shields damaged and down.");
return;
}
- else if (shldup) {
+ else if (game.shldup) {
proutn("Shields are up. Do you want them down? ");
if (ja()) action = SHDN;
else {
}
switch (action) {
case SHUP: /* raise shields */
- if (shldup) {
+ if (game.shldup) {
prout("Shields already up.");
return;
}
- shldup = 1;
- shldchg = 1;
- if (condit != IHDOCKED) energy -= 50.0;
+ game.shldup = 1;
+ game.shldchg = 1;
+ if (game.condit != IHDOCKED) game.energy -= 50.0;
prout("Shields raised.");
- if (energy <= 0) {
+ if (game.energy <= 0) {
skip(1);
prout("Shields raising uses up last of energy.");
finish(FNRG);
return;
}
- ididit=1;
+ game.ididit=1;
return;
case SHDN:
- if (shldup==0) {
+ if (game.shldup==0) {
prout("Shields already down.");
return;
}
- shldup=0;
- shldchg=1;
+ game.shldup=0;
+ game.shldchg=1;
prout("Shields lowered.");
- ididit=1;
+ game.ididit=1;
return;
case NRG:
while (scan() != IHREAL) {
}
chew();
if (aaitem==0) return;
- if (aaitem > energy) {
+ if (aaitem > game.energy) {
prout("Insufficient ship energy.");
return;
}
- ididit = 1;
- if (shield+aaitem >= inshld) {
+ game.ididit = 1;
+ if (game.shield+aaitem >= game.inshld) {
prout("Shield energy maximized.");
- if (shield+aaitem > inshld) {
+ if (game.shield+aaitem > game.inshld) {
prout("Excess energy requested returned to ship energy");
}
- energy -= inshld-shield;
- shield = inshld;
+ game.energy -= game.inshld-game.shield;
+ game.shield = game.inshld;
return;
}
- if (aaitem < 0.0 && energy-aaitem > inenrg) {
+ if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) {
/* Prevent shield drain loophole */
skip(1);
prout("Engineering to bridge--");
prout(" Scott here. Power circuit problem, Captain.");
prout(" I can't drain the shields.");
- ididit = 0;
+ game.ididit = 0;
return;
}
- if (shield+aaitem < 0) {
+ if (game.shield+aaitem < 0) {
prout("All shield energy transferred to ship.");
- energy += shield;
- shield = 0.0;
+ game.energy += game.shield;
+ game.shield = 0.0;
return;
}
proutn("Scotty- \"");
prout("Transferring energy to shields.\"");
else
prout("Draining energy from shields.\"");
- shield += aaitem;
- energy -= aaitem;
+ game.shield += aaitem;
+ game.energy -= aaitem;
return;
case NONE:; /* avoid gcc warning */
}
crmena(0, ienm, 2, ix, iy);
if (ibumpd) proutn(" (original position)");
skip(1);
- deadkl(ix, iy, ienm, sectx, secty);
+ deadkl(ix, iy, ienm, game.sectx, game.secty);
proutn("***");
crmshp();
prout(" heavily damaged.");
icas = 10.0+20.0*Rand();
prout("***Sickbay reports %d casualties", icas);
- casual += icas;
+ game.casual += icas;
for (l=0; l < NDEVICES; l++) {
if (l == DDRAY)
continue; // Don't damage deathray
if (game.damage[l] < 0)
continue;
- extradm = (10.0*type*Rand()+1.0)*damfac;
- game.damage[l] += Time + extradm; /* Damage for at least time of travel! */
+ extradm = (10.0*type*Rand()+1.0)*game.damfac;
+ game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */
}
- shldup = 0;
+ game.shldup = 0;
if (KLINGREM) {
pause_game(2);
dreprt();
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
deltay /= bigger;
- if (game.damage[DSRSENS]==0 || condit==IHDOCKED)
+ if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED)
setwnd(srscan_window);
else
setwnd(message_window);
*hit = fabs(*hit);
newcnd(); /* we're blown out of dock */
/* We may be displaced. */
- if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */
+ if (game.landed==1 || game.condit==IHDOCKED) return; /* Cheat if on a planet */
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
/* can't move into object */
return;
}
- sectx = jx;
- secty = jy;
+ game.sectx = jx;
+ game.secty = jy;
crmshp();
shoved = 1;
break;
skip(1);
prout("***STARBASE DESTROYED..");
for_starbases(ll) {
- if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {
+ if (game.state.baseqx[ll]==game.quadx && game.state.baseqy[ll]==game.quady) {
game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];
game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];
break;
}
game.quad[ix][iy]=IHDOT;
game.state.rembase--;
- basex=basey=0;
- game.state.galaxy[quadx][quady].starbase--;
- game.state.chart[quadx][quady].starbase--;
+ game.basex=game.basey=0;
+ game.state.galaxy[game.quadx][game.quady].starbase--;
+ game.state.chart[game.quadx][game.quady].starbase--;
game.state.basekl++;
newcnd();
return;
crmena(1, iquad, 2, ix, iy);
prout(" destroyed.");
game.state.nplankl++;
- game.state.galaxy[quadx][quady].planets--;
- DESTROY(&game.state.plnets[iplnet]);
- iplnet = 0;
- plnetx = plnety = 0;
+ game.state.galaxy[game.quadx][game.quady].planet = NULL;
+ DESTROY(&game.state.plnets[game.iplnet]);
+ game.iplnet = 0;
+ game.plnetx = game.plnety = 0;
game.quad[ix][iy] = IHDOT;
- if (landed==1) {
+ if (game.landed==1) {
/* captain perishes on planet */
finish(FDPLANET);
}
h1 = fabs(h1);
if (h1 >= 600) {
game.quad[ix][iy] = IHDOT;
- ithere = 0;
- ithx = ithy = 0;
+ game.ithere = 0;
+ game.ithx = game.ithy = 0;
deadkl(ix, iy, iquad, ix, iy);
return;
}
}
prout(" disappears.");
game.quad[ix][iy] = IHWEB;
- ithere = ithx = ithy = 0;
- nenhere--;
+ game.ithere = game.ithx = game.ithy = 0;
+ game.nenhere--;
{
int dum, my;
dropin(IHBLANK, &dum, &my);
game.quad[ix][iy]=IHDOT;
prout(" displaced by blast to %s ", cramlc(sector, jx, jy));
for_local_enemies(ll)
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));
+ game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sectx-game.kx[ll])+square(game.secty-game.ky[ll]));
sortkl();
return;
}
int ktr=1, l, ll, j, cdam[NDEVICES];
/* a critical hit occured */
- if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return;
+ 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--");
j = NDEVICES*Rand();
/* Cheat to prevent shuttle damage unless on ship */
} while
- (game.damage[j]<0.0 || (j==DSHUTTL && iscraft!=1) || j==DDRAY);
+ (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
cdam[l] = j;
- extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));
+ 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++) ;
proutn(device[j]);
}
prout(" damaged.");
- if (game.damage[DSHIELD] && shldup) {
+ if (game.damage[DSHIELD] && game.shldup) {
prout("***Shields knocked down.");
- shldup=0;
+ game.shldup=0;
}
}
double hit;
double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
- iattak = 1;
- if (alldone) return;
+ game.iattak = 1;
+ if (game.alldone) return;
#ifdef DEBUG
- if (idebug) prout("ATTACK!");
+ if (game.idebug) prout("ATTACK!");
#endif
- if (ithere) movetho();
+ if (game.ithere) movetho();
- if (neutz) { /* The one chance not to be attacked */
- neutz = 0;
+ if (game.neutz) { /* The one chance not to be attacked */
+ game.neutz = 0;
return;
}
- if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom();
- if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return;
- pfac = 1.0/inshld;
- if (shldchg == 1) chgfac = 0.25+0.5*Rand();
+ if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) 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 (skill <= SKILL_FAIR) i = 2;
+ if (game.skill <= SKILL_FAIR) i = 2;
for_local_enemies(l) {
if (game.kpower[l] < 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 (condit == IHDOCKED) r *= 0.25;
+ if (game.condit == IHDOCKED) r *= 0.25;
if (game.kpower[l] < 500) r *= 0.25;
jx = game.kx[l];
jy = game.ky[l];
(iquad==IHQUEST && r > 0.05);
if (itflag) {
/* Enemy uses phasers */
- if (condit == IHDOCKED) continue; /* Don't waste the effort! */
+ if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */
attempt = 1; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);
game.kpower[l] *= 0.75;
}
else { /* Enemy used photon torpedo */
- double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);
+ double course = 1.90985*atan2((double)game.secty-jy, (double)jx-game.sectx);
hit = 0;
proutn("***TORPEDO INCOMING");
if (game.damage[DSRSENS] <= 0.0) {
torpedo(course, r, jx, jy, &hit, 1, 1);
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
- if (game.state.galaxy[quadx][quady].supernova || alldone)
+ if (game.state.galaxy[game.quadx][game.quady].supernova || game.alldone)
return; /* Supernova or finished */
if (hit == 0) continue;
}
- if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) {
+ if (game.shldup != 0 || game.shldchg != 0 || game.condit==IHDOCKED) {
/* shields will take hits */
- double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0);
+ 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;
absorb = 0.8*hitsh;
- if (absorb > shield) absorb = shield;
- shield -= absorb;
+ if (absorb > game.shield) absorb = game.shield;
+ game.shield -= absorb;
hit -= hitsh;
- if (condit==IHDOCKED) dock(0);
- if (propor > 0.1 && hit < 0.005*energy) continue;
+ if (game.condit==IHDOCKED) dock(0);
+ 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
doesn't make any sense, so I've fixed it */
ihurt = 1;
proutn("%d unit hit", (int)hit);
- if ((game.damage[DSRSENS] > 0 && itflag) || skill<=SKILL_FAIR) {
+ if ((game.damage[DSRSENS] > 0 && itflag) || game.skill<=SKILL_FAIR) {
proutn(" on the ");
crmshp();
}
if (hit > hitmax) hitmax = hit;
hittot += hit;
fry(hit);
- prout("Hit %g energy %g", hit, energy);
- energy -= hit;
- if (condit==IHDOCKED)
+ prout("Hit %g energy %g", hit, game.energy);
+ game.energy -= hit;
+ if (game.condit==IHDOCKED)
dock(0);
}
- if (energy <= 0) {
+ if (game.energy <= 0) {
/* Returning home upon your shield, not with it... */
finish(FBATTLE);
return;
}
- if (attempt == 0 && condit == IHDOCKED)
+ if (attempt == 0 && game.condit == IHDOCKED)
prout("***Enemies decide against attacking your ship.");
if (atackd == 0) return;
- percent = 100.0*pfac*shield+0.5;
+ percent = 100.0*pfac*game.shield+0.5;
if (ihurt==0) {
/* Shields fully protect ship */
proutn("Enemy attack reduces shield strength to ");
else {
/* Print message if starship suffered hit(s) */
skip(1);
- proutn("Energy left %2d shields ", (int)energy);
- if (shldup) proutn("up ");
+ proutn("Energy left %2d shields ", (int)game.energy);
+ if (game.shldup) proutn("up ");
else if (game.damage[DSHIELD] == 0) proutn("down ");
else proutn("damaged, ");
}
- prout("%d%%, torpedoes left %d", percent, torps);
+ prout("%d%%, torpedoes left %d", percent, game.torps);
/* Check if anyone was hurt */
if (hitmax >= 200 || hittot >= 500) {
int icas= hittot*Rand()*0.015;
skip(1);
prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas);
prout(" in that last attack.\"");
- casual += icas;
+ game.casual += icas;
}
}
/* After attack, reset average distance to enemies */
/* Decide what kind of enemy it is and update approriately */
if (type == IHR) {
/* chalk up a Romulan */
- game.state.galaxy[quadx][quady].romulans--;
- irhere--;
+ game.state.galaxy[game.quadx][game.quady].romulans--;
+ game.irhere--;
game.state.nromrem--;
}
else if (type == IHT) {
/* Killed a Tholian */
- ithere = 0;
+ game.ithere = 0;
}
else if (type == IHQUEST) {
/* Killed a Thingy */
}
else {
/* Some type of a Klingon */
- game.state.galaxy[quadx][quady].klingons--;
- klhere--;
+ game.state.galaxy[game.quadx][game.quady].klingons--;
+ game.klhere--;
switch (type) {
case IHC:
- comhere = 0;
+ game.comhere = 0;
for_commanders (i)
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
+ if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) break;
game.state.cx[i] = game.state.cx[game.state.remcom];
game.state.cy[i] = game.state.cy[game.state.remcom];
game.state.cx[game.state.remcom] = 0;
game.state.remcom--;
game.future[FTBEAM] = FOREVER;
if (game.state.remcom != 0)
- game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);
+ game.future[FTBEAM] = game.state.date + expran(1.0*game.incom/game.state.remcom);
break;
case IHK:
game.state.remkl--;
break;
case IHS:
game.state.nscrem--;
- ishere = game.state.isx = game.state.isy = isatb = iscate = 0;
+ game.ishere = game.state.isx = game.state.isy = game.isatb = game.iscate = 0;
game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
break;
}
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
- /* Remove enemy ship from arrays describing local conditions */
- if (game.future[FCDBAS] < FOREVER && batx==quadx && baty==quady && type==IHC)
+ /* Remove enemy ship from arrays describing local game.conditions */
+ if (game.future[FCDBAS] < FOREVER && game.batx==game.quadx && game.baty==game.quady && type==IHC)
game.future[FCDBAS] = FOREVER;
for_local_enemies(i)
if (game.kx[i]==ix && game.ky[i]==iy) break;
- nenhere--;
- if (i <= nenhere) {
- for (j=i; j<=nenhere; j++) {
+ game.nenhere--;
+ if (i <= game.nenhere) {
+ for (j=i; j<=game.nenhere; j++) {
game.kx[j] = game.kx[j+1];
game.ky[j] = game.ky[j+1];
game.kpower[j] = game.kpower[j+1];
game.kavgd[j] = game.kdist[j] = game.kdist[j+1];
}
}
- game.kx[nenhere+1] = 0;
- game.ky[nenhere+1] = 0;
- game.kdist[nenhere+1] = 0;
- game.kavgd[nenhere+1] = 0;
- game.kpower[nenhere+1] = 0;
+ game.kx[game.nenhere+1] = 0;
+ game.ky[game.nenhere+1] = 0;
+ game.kdist[game.nenhere+1] = 0;
+ game.kavgd[game.nenhere+1] = 0;
+ game.kpower[game.nenhere+1] = 0;
return;
}
huh();
return 1;
}
- deltx = 0.1*(y - secty);
- delty = 0.1*(sectx - x);
+ deltx = 0.1*(y - game.secty);
+ delty = 0.1*(game.sectx - x);
if (deltx==0 && delty== 0) {
skip(1);
prout("Spock- \"Bridge to sickbay. Dr. McCoy,");
double r, dummy;
int key, n, i, osuabor;
- ididit = 0;
+ game.ididit = 0;
if (game.damage[DPHOTON]) {
prout("Photon tubes damaged.");
chew();
return;
}
- if (torps == 0) {
+ if (game.torps == 0) {
prout("No torpedoes left.");
chew();
return;
return;
}
else if (key == IHEOL) {
- prout("%d torpedoes left.", torps);
+ prout("%d torpedoes left.", game.torps);
proutn("Number of torpedoes to fire- ");
key = scan();
}
key = IHEOL;
return;
}
- if (n <= torps) break;
+ if (n <= game.torps) break;
chew();
key = IHEOL;
}
if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
}
}
- ididit = 1;
+ game.ididit = 1;
/* Loop for moving <n> torpedoes */
osuabor = 0;
for (i = 1; i <= n && !osuabor; i++) {
- if (condit != IHDOCKED) torps--;
+ if (game.condit != IHDOCKED) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
/* misfire! */
osuabor=1;
if (Rand() <= 0.2) {
prout("***Photon tubes damaged by misfire.");
- game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());
+ game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
break;
}
}
- if (shldup || condit == IHDOCKED)
- r *= 1.0 + 0.0001*shield;
- torpedo(course[i], r, sectx, secty, &dummy, i, n);
- if (alldone || game.state.galaxy[quadx][quady].supernova)
+ if (game.shldup || game.condit == IHDOCKED)
+ r *= 1.0 + 0.0001*game.shield;
+ torpedo(course[i], r, game.sectx, game.secty, &dummy, i, n);
+ if (game.alldone || game.state.galaxy[game.quadx][game.quady].supernova)
return;
}
if (KLINGREM==0) finish(FWON);
double chekbrn = (rpow-1500.)*0.00038;
if (Rand() <= chekbrn) {
prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");
- game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);
+ game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn);
}
}
}
/* Something bad has happened */
prouts("***RED ALERT! RED ALERT!");
skip(2);
- hit = rpow*shield/inshld;
- energy -= rpow+hit*0.8;
- shield -= hit*0.2;
- if (energy <= 0.0) {
+ hit = rpow*game.shield/game.inshld;
+ game.energy -= rpow+hit*0.8;
+ game.shield -= hit*0.2;
+ if (game.energy <= 0.0) {
prouts("Sulu- \"Captain! Shield malf***********************\"");
skip(1);
stars();
skip(1);
prout("McCoy to bridge- \"Severe radiation burns, Jim.");
prout(" %d casualties so far.\"", icas);
- casual -= icas;
+ game.casual -= icas;
}
skip(1);
prout("Phaser energy dispersed by shields.");
skip(1);
/* SR sensors and Computer */
if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;
- if (condit == IHDOCKED) {
+ if (game.condit == IHDOCKED) {
prout("Phasers can't be fired through base shields.");
chew();
return;
chew();
return;
}
- if (shldup) {
+ if (game.shldup) {
if (game.damage[DSHCTRL]) {
prout("High speed shield control damaged.");
chew();
return;
}
- if (energy <= 200.0) {
+ if (game.energy <= 200.0) {
prout("Insufficient energy to activate high-speed shield control.");
chew();
return;
key=scan();
if (key == IHALPHA) {
if (isit("manual")) {
- if (nenhere==0) {
+ if (game.nenhere==0) {
prout("There is no enemy present to select.");
chew();
key = IHEOL;
}
}
else if (isit("automatic")) {
- if ((!ipoop) && nenhere != 0) {
+ if ((!ipoop) && game.nenhere != 0) {
automode = FORCEMAN;
}
else {
- if (nenhere==0)
+ if (game.nenhere==0)
prout("Energy will be expended into space.");
automode = AUTOMATIC;
key = scan();
}
}
else if (key == IHREAL) {
- if (nenhere==0) {
+ if (game.nenhere==0) {
prout("Energy will be expended into space.");
automode = AUTOMATIC;
}
}
else {
/* IHEOL */
- if (nenhere==0) {
+ if (game.nenhere==0) {
prout("Energy will be expended into space.");
automode = AUTOMATIC;
}
no = 1;
key = scan();
}
- if (key != IHREAL && nenhere != 0) {
+ if (key != IHREAL && game.nenhere != 0) {
prout("Phasers locked on target. Energy available: %.2f",
- ifast?energy-200.0:energy,1,2);
+ ifast?game.energy-200.0:game.energy,1,2);
}
irec=0;
do {
key = scan();
if (key!=IHREAL) return;
rpow = aaitem;
- if (rpow > (ifast?energy-200:energy)) {
+ if (rpow > (ifast?game.energy-200:game.energy)) {
proutn("Energy available= %.2f",
- ifast?energy-200:energy);
+ ifast?game.energy-200:game.energy);
skip(1);
key = IHEOL;
}
- } while (rpow > (ifast?energy-200:energy));
+ } while (rpow > (ifast?game.energy-200:game.energy));
if (rpow<=0) {
/* chicken out */
chew();
no = 1;
}
if (ifast) {
- energy -= 200; /* Go and do it! */
+ game.energy -= 200; /* Go and do it! */
if (checkshctrl(rpow)) return;
}
chew();
- energy -= rpow;
+ game.energy -= rpow;
extra = rpow;
- if (nenhere) {
+ if (game.nenhere) {
extra = 0.0;
powrem = rpow;
for_local_enemies(i) {
}
if (powrem > 0.0) extra += powrem;
hittem(hits);
- ididit=1;
+ game.ididit=1;
}
- if (extra > 0 && alldone == 0) {
- if (ithere) {
+ if (extra > 0 && game.alldone == 0) {
+ if (game.ithere) {
proutn("*** Tholian web absorbs ");
- if (nenhere>0) proutn("excess ");
+ if (game.nenhere>0) proutn("excess ");
prout("phaser energy.");
}
else {
}
case MANUAL:
rpow = 0.0;
- for (k = 1; k <= nenhere;) {
+ for (k = 1; k <= game.nenhere;) {
int ii = game.kx[k], jj = game.ky[k];
int ienm = game.quad[ii][jj];
if (msgflag) {
proutn("Energy available= %.2f",
- energy-.006-(ifast?200:0));
+ game.energy-.006-(ifast?200:0));
skip(1);
msgflag = 0;
rpow = 0.0;
}
- if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&
+ if (game.damage[DSRSENS] && !(abs(game.sectx-ii) < 2 && abs(game.secty-jj) < 2) &&
(ienm == IHC || ienm == IHS)) {
cramen(ienm);
prout(" can't be located without short range scan.");
rpow += aaitem;
/* If total requested is too much, inform and start over */
- if (rpow > (ifast?energy-200:energy)) {
+ if (rpow > (ifast?game.energy-200:game.energy)) {
prout("Available energy exceeded -- try again.");
chew();
return;
if (key == IHALPHA && isit("no")) {
no = 1;
}
- energy -= rpow;
+ game.energy -= rpow;
chew();
if (ifast) {
- energy -= 200.0;
+ game.energy -= 200.0;
if (checkshctrl(rpow)) return;
}
hittem(hits);
- ididit=1;
+ game.ididit=1;
case NOTSET:; /* avoid gcc warning */
}
/* Say shield raised or malfunction, if necessary */
- if (alldone)
+ if (game.alldone)
return;
if (ifast) {
skip(1);
prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .");
prouts(" CLICK CLICK POP . . .");
prout(" No response, sir!");
- shldup = 0;
+ game.shldup = 0;
}
else
prout("Shields raised.");
}
else
- shldup = 0;
+ game.shldup = 0;
}
overheat(rpow);
}
void hittem(double *hits)
{
double kp, kpow, wham, hit, dustfac, kpini;
- int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm;
+ int nenhr2=game.nenhere, k=1, kk=1, ii, jj, ienm;
skip(1);
if (kpow == 0) {
deadkl(ii, jj, ienm, ii, jj);
if (KLINGREM==0) finish(FWON);
- if (alldone) return;
+ if (game.alldone) return;
kk--; /* don't do the increment */
}
else /* decide whether or not to emasculate klingon */