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More boolean-chasing and coord applications.
[super-star-trek.git]
/
src
/
battle.c
diff --git
a/src/battle.c
b/src/battle.c
index 7e1d12454fa7945dc4330d797762b44415888668..ca77cd461236b245176ecd1ece01c966852ed06b 100644
(file)
--- a/
src/battle.c
+++ b/
src/battle.c
@@
-16,7
+16,7
@@
void doshield(int i)
action = NRG;
else {
chew();
action = NRG;
else {
chew();
- if (
!
damaged(DSHIELD)) {
+ if (damaged(DSHIELD)) {
prout(_("Shields damaged and down."));
return;
}
prout(_("Shields damaged and down."));
return;
}
@@
-153,7
+153,7
@@
void ram(bool ibumpd, int ienm, coord w)
crmena(false, ienm, sector, w);
if (ibumpd) proutn(_(" (original position)"));
skip(1);
crmena(false, ienm, sector, w);
if (ibumpd) proutn(_(" (original position)"));
skip(1);
- deadkl(w, ienm, game.sector
.x, game.sector.y
);
+ deadkl(w, ienm, game.sector);
proutn("***");
crmshp();
prout(_(" heavily damaged."));
proutn("***");
crmshp();
prout(_(" heavily damaged."));
@@
-178,19
+178,20
@@
void ram(bool ibumpd, int ienm, coord w)
return;
}
return;
}
-void torpedo(double course, double r,
int inx, int iny
, double *hit, int i, int n)
+void torpedo(double course, double r,
coord in
, double *hit, int i, int n)
/* let a photon torpedo fly */
{
/* let a photon torpedo fly */
{
- int l, iquad=0,
jx=0, jy=0, shoved=0,
ll;
-
+ int l, iquad=0, ll;
+ bool shoved = false;
double ac=course + 0.25*r;
double angle = (15.0-ac)*0.5235988;
double bullseye = (15.0 - course)*0.5235988;
double ac=course + 0.25*r;
double angle = (15.0-ac)*0.5235988;
double bullseye = (15.0 - course)*0.5235988;
- double deltax=-sin(angle), deltay=cos(angle), x=in
x, y=in
y, bigger;
+ double deltax=-sin(angle), deltay=cos(angle), x=in
.x, y=in.
y, bigger;
double ang, temp, xx, yy, kp, h1;
double ang, temp, xx, yy, kp, h1;
- coord w;
+ struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ coord w, jw;
- w.x = w.y = 0;
+ w.x = w.y =
jw.x = jw.y =
0;
bigger = fabs(deltax);
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
bigger = fabs(deltax);
if (fabs(deltay) > bigger) bigger = fabs(deltay);
deltax /= bigger;
@@
-207,7
+208,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
w.y = y + 0.5;
if (!VALID_SECTOR(w.x, w.y)) break;
iquad=game.quad[w.x][w.y];
w.y = y + 0.5;
if (!VALID_SECTOR(w.x, w.y)) break;
iquad=game.quad[w.x][w.y];
- tracktorpedo(w
.x, w.y
, l, i, n, iquad);
+ tracktorpedo(w, l, i, n, iquad);
if (iquad==IHDOT) continue;
/* hit something */
setwnd(message_window);
if (iquad==IHDOT) continue;
/* hit something */
setwnd(message_window);
@@
-220,8
+221,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
crmshp();
prout(".");
*hit = 700.0 + 100.0*Rand() -
crmshp();
prout(".");
*hit = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
+ 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
*hit = fabs(*hit);
newcnd(); /* we're blown out of dock */
/* We may be displaced. */
*hit = fabs(*hit);
newcnd(); /* we're blown out of dock */
/* We may be displaced. */
@@
-231,21
+231,20
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
xx = -sin(ang)/temp;
yy = cos(ang)/temp;
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
xx = -sin(ang)/temp;
yy = cos(ang)/temp;
- jx=w.x+xx+0.5;
- jy=w.y+yy+0.5;
- if (!VALID_SECTOR(j
x, j
y)) return;
- if (game.quad[j
x][j
y]==IHBLANK) {
+ j
w.
x=w.x+xx+0.5;
+ j
w.
y=w.y+yy+0.5;
+ if (!VALID_SECTOR(j
w.x, jw.
y)) return;
+ if (game.quad[j
w.x][jw.
y]==IHBLANK) {
finish(FHOLE);
return;
}
finish(FHOLE);
return;
}
- if (game.quad[j
x][j
y]!=IHDOT) {
+ if (game.quad[j
w.x][jw.
y]!=IHDOT) {
/* can't move into object */
return;
}
/* can't move into object */
return;
}
- game.sector.x = jx;
- game.sector.y = jy;
+ game.sector = jw;
crmshp();
crmshp();
- shoved =
1
;
+ shoved =
true
;
break;
case IHC: /* Hit a commander */
break;
case IHC: /* Hit a commander */
@@
-260,16
+259,16
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
case IHK:
/* find the enemy */
for_local_enemies(ll)
case IHK:
/* find the enemy */
for_local_enemies(ll)
- if (w.x==game.ks[ll].x && w.y==game.ks[ll].y) break;
+ if (same(w, game.ks[ll]))
+ break;
kp = fabs(game.kpower[ll]);
h1 = 700.0 + 100.0*Rand() -
kp = fabs(game.kpower[ll]);
h1 = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
+ 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
h1 = fabs(h1);
if (kp < h1) h1 = kp;
game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
if (game.kpower[ll] == 0) {
h1 = fabs(h1);
if (kp < h1) h1 = kp;
game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);
if (game.kpower[ll] == 0) {
- deadkl(w, iquad, w
.x, w.y
);
+ deadkl(w, iquad, w);
return;
}
crmena(true, iquad, sector, w);
return;
}
crmena(true, iquad, sector, w);
@@
-279,41
+278,39
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
xx = -sin(ang)/temp;
yy = cos(ang)/temp;
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
xx = -sin(ang)/temp;
yy = cos(ang)/temp;
- jx=w.x+xx+0.5;
- jy=w.y+yy+0.5;
- if (!VALID_SECTOR(j
x, j
y)) {
+ j
w.
x=w.x+xx+0.5;
+ j
w.
y=w.y+yy+0.5;
+ if (!VALID_SECTOR(j
w.x, jw.
y)) {
prout(_(" damaged but not destroyed."));
return;
}
prout(_(" damaged but not destroyed."));
return;
}
- if (game.quad[j
x][j
y]==IHBLANK) {
+ if (game.quad[j
w.x][jw.
y]==IHBLANK) {
prout(_(" buffeted into black hole."));
prout(_(" buffeted into black hole."));
- deadkl(w, iquad, j
x, jy
);
+ deadkl(w, iquad, j
w
);
return;
}
return;
}
- if (game.quad[j
x][j
y]!=IHDOT) {
+ if (game.quad[j
w.x][jw.
y]!=IHDOT) {
/* can't move into object */
prout(_(" damaged but not destroyed."));
return;
}
proutn(_(" damaged--"));
/* can't move into object */
prout(_(" damaged but not destroyed."));
return;
}
proutn(_(" damaged--"));
- game.ks[ll].x = jx;
- game.ks[ll].y = jy;
- shoved = 1;
+ game.ks[ll] = jw;
+ shoved = true;
break;
case IHB: /* Hit a base */
skip(1);
prout(_("***STARBASE DESTROYED.."));
for_starbases(ll) {
break;
case IHB: /* Hit a base */
skip(1);
prout(_("***STARBASE DESTROYED.."));
for_starbases(ll) {
- if (game.state.baseq[ll].x==game.quadrant.x && game.state.baseq[ll].y==game.quadrant.y) {
- game.state.baseq[ll].x=game.state.baseq[game.state.rembase].x;
- game.state.baseq[ll].y=game.state.baseq[game.state.rembase].y;
+ if (same(game.state.baseq[ll], game.quadrant)) {
+ game.state.baseq[ll]=game.state.baseq[game.state.rembase];
break;
}
}
game.quad[w.x][w.y]=IHDOT;
game.state.rembase--;
game.base.x=game.base.y=0;
break;
}
}
game.quad[w.x][w.y]=IHDOT;
game.state.rembase--;
game.base.x=game.base.y=0;
-
game.state.galaxy[game.quadrant.x][game.quadrant.y].
starbase--;
+
q->
starbase--;
game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
game.state.basekl++;
newcnd();
game.state.chart[game.quadrant.x][game.quadrant.y].starbase--;
game.state.basekl++;
newcnd();
@@
-322,7
+319,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nplankl++;
crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nplankl++;
-
game.state.galaxy[game.quadrant.x][game.quadrant.y].
planet = NOPLANET;
+
q->
planet = NOPLANET;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
@@
-336,7
+333,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nworldkl++;
crmena(true, iquad, sector, w);
prout(_(" destroyed."));
game.state.nworldkl++;
-
game.state.galaxy[game.quadrant.x][game.quadrant.y].
planet = NOPLANET;
+
q->
planet = NOPLANET;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
game.plnet.x = game.plnet.y = 0;
@@
-350,7
+347,7
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
return;
case IHSTAR: /* Hit a star */
if (Rand() > 0.10) {
return;
case IHSTAR: /* Hit a star */
if (Rand() > 0.10) {
- nova(w
.x, w.y
);
+ nova(w);
return;
}
crmena(true, IHSTAR, sector, w);
return;
}
crmena(true, IHSTAR, sector, w);
@@
-366,15
+363,15
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
proutn(_("Mr. Spock-"));
prouts(_(" \"Fascinating!\""));
skip(1);
proutn(_("Mr. Spock-"));
prouts(_(" \"Fascinating!\""));
skip(1);
- deadkl(w, iquad, w
.x, w.y
);
+ deadkl(w, iquad, w);
} else {
/*
* Stas Sergeev added the possibility that
* you can shove the Thingy and piss it off.
* It then becomes an enemy and may fire at you.
*/
} else {
/*
* Stas Sergeev added the possibility that
* you can shove the Thingy and piss it off.
* It then becomes an enemy and may fire at you.
*/
- iqengry
=1
;
- shoved
=1
;
+ iqengry
= true
;
+ shoved
= true
;
}
return;
case IHBLANK: /* Black hole */
}
return;
case IHBLANK: /* Black hole */
@@
-388,14
+385,12
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
return;
case IHT: /* Hit a Tholian */
h1 = 700.0 + 100.0*Rand() -
return;
case IHT: /* Hit a Tholian */
h1 = 700.0 + 100.0*Rand() -
- 1000.0*sqrt(square(w.x-inx)+square(w.y-iny))*
- fabs(sin(bullseye-angle));
+ 1000.0 * distance(w, in) * fabs(sin(bullseye-angle));
h1 = fabs(h1);
if (h1 >= 600) {
game.quad[w.x][w.y] = IHDOT;
h1 = fabs(h1);
if (h1 >= 600) {
game.quad[w.x][w.y] = IHDOT;
- game.ithere = 0;
- game.tholian.x = game.tholian.y = 0;
- deadkl(w, iquad, w.x, w.y);
+ game.ithere = false;
+ deadkl(w, iquad, w);
return;
}
skip(1);
return;
}
skip(1);
@@
-406,12
+401,9
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
}
prout(_(" disappears."));
game.quad[w.x][w.y] = IHWEB;
}
prout(_(" disappears."));
game.quad[w.x][w.y] = IHWEB;
- game.ithere =
game.tholian.x = game.tholian.y = 0
;
+ game.ithere =
false
;
game.nenhere--;
game.nenhere--;
- {
- coord dummy;
- dropin(IHBLANK, &dummy);
- }
+ dropin(IHBLANK);
return;
default: /* Problem! */
return;
default: /* Problem! */
@@
-428,10
+420,10
@@
void torpedo(double course, double r, int inx, int iny, double *hit, int i, int
}
if (shoved) {
game.quad[w.x][w.y]=IHDOT;
}
if (shoved) {
game.quad[w.x][w.y]=IHDOT;
- game.quad[j
x][j
y]=iquad;
- prout(_(" displaced by blast to %s "), cramlc(sector, w));
+ game.quad[j
w.x][jw.
y]=iquad;
+ prout(_(" displaced by blast to %s "), cramlc(sector,
j
w));
for_local_enemies(ll)
for_local_enemies(ll)
- game.kdist[ll] = game.kavgd[ll] =
sqrt(square(game.sector.x-game.ks[ll].x)+square(game.sector.y-game.ks[ll].y)
);
+ game.kdist[ll] = game.kavgd[ll] =
distance(game.sector,game.ks[ll]
);
sortkl();
return;
}
sortkl();
return;
}
@@
-494,11
+486,11
@@
void attack(bool torps_ok)
if (game.ithere) movetho();
if (game.neutz) { /* The one chance not to be attacked */
if (game.ithere) movetho();
if (game.neutz) { /* The one chance not to be attacked */
- game.neutz =
0
;
+ game.neutz =
false
;
return;
}
if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
return;
}
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;
+ if (game.nenhere==0 || (game.nenhere==1 && iqhere &&
!iqengry
)) return;
pfac = 1.0/game.inshld;
if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
skip(1);
pfac = 1.0/game.inshld;
if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
skip(1);
@@
-510,8
+502,7
@@
void attack(bool torps_ok)
/* Increase chance of photon torpedos if docked or enemy energy low */
if (game.condit == IHDOCKED) r *= 0.25;
if (game.kpower[loop] < 500) r *= 0.25;
/* Increase chance of photon torpedos if docked or enemy energy low */
if (game.condit == IHDOCKED) r *= 0.25;
if (game.kpower[loop] < 500) r *= 0.25;
- jay.x = game.ks[loop].x;
- jay.y = game.ks[loop].y;
+ 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 ||
iquad = game.quad[jay.x][jay.y];
if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
@@
-539,7
+530,7
@@
void attack(bool torps_ok)
prout(" ");
r = (Rand()+Rand())*0.5 -0.5;
r += 0.002*game.kpower[loop]*r;
prout(" ");
r = (Rand()+Rand())*0.5 -0.5;
r += 0.002*game.kpower[loop]*r;
- torpedo(course, r, jay
.x, jay.y
, &hit, 1, 1);
+ torpedo(course, r, jay, &hit, 1, 1);
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone)
if (KLINGREM==0)
finish(FWON); /* Klingons did themselves in! */
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone)
@@
-622,14
+613,12
@@
void attack(bool torps_ok)
return;
}
return;
}
-void deadkl(coord w, int type,
int ixx, int iyy
)
+void deadkl(coord w, int type,
coord mv
)
/* kill a Klingon, Tholian, Romulan, or Thingy */
{
/* kill a Klingon, Tholian, Romulan, or Thingy */
{
- /* Added ixx and iyy allow enemy to "move" before dying */
- coord mv;
+ /* Added mv to allow enemy to "move" before dying */
int i,j;
int i,j;
- mv.x = ixx; mv.y = iyy;
skip(1);
crmena(true, type, sector, mv);
/* Decide what kind of enemy it is and update approriately */
skip(1);
crmena(true, type, sector, mv);
/* Decide what kind of enemy it is and update approriately */
@@
-641,11
+630,12
@@
void deadkl(coord w, int type, int ixx, int iyy)
}
else if (type == IHT) {
/* Killed a Tholian */
}
else if (type == IHT) {
/* Killed a Tholian */
- game.ithere =
0
;
+ game.ithere =
false
;
}
else if (type == IHQUEST) {
/* Killed a Thingy */
}
else if (type == IHQUEST) {
/* Killed a Thingy */
- iqhere=iqengry=thing.x=thing.y=0;
+ iqhere = iqengry = false;
+ thing.x =thing.y = 0;
}
else {
/* Some type of a Klingon */
}
else {
/* Some type of a Klingon */
@@
-653,7
+643,7
@@
void deadkl(coord w, int type, int ixx, int iyy)
game.klhere--;
switch (type) {
case IHC:
game.klhere--;
switch (type) {
case IHC:
- game.comhere =
0
;
+ game.comhere =
false
;
for_commanders (i)
if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
for_commanders (i)
if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
@@
-669,7
+659,8
@@
void deadkl(coord w, int type, int ixx, int iyy)
break;
case IHS:
game.state.nscrem--;
break;
case IHS:
game.state.nscrem--;
- game.ishere = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
+ game.ishere = false;
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
unschedule(FSCMOVE);
unschedule(FSCDBAS);
break;
unschedule(FSCMOVE);
unschedule(FSCDBAS);
break;
@@
-731,7
+722,8
@@
void photon(void)
{
double targ[4][3], course[4];
double r, dummy;
{
double targ[4][3], course[4];
double r, dummy;
- int key, n, i, osuabor;
+ int key, n, i;
+ bool osuabor;
game.ididit = false;
game.ididit = false;
@@
-824,7
+816,7
@@
void photon(void)
}
game.ididit = true;
/* Loop for moving <n> torpedoes */
}
game.ididit = true;
/* Loop for moving <n> torpedoes */
- osuabor =
0
;
+ osuabor =
false
;
for (i = 1; i <= n && !osuabor; i++) {
if (game.condit != IHDOCKED) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
for (i = 1; i <= n && !osuabor; i++) {
if (game.condit != IHDOCKED) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
@@
-838,7
+830,7
@@
void photon(void)
skip(1);
if (i < n)
prout(_(" Remainder of burst aborted."));
skip(1);
if (i < n)
prout(_(" Remainder of burst aborted."));
- osuabor
=1
;
+ osuabor
= true
;
if (Rand() <= 0.2) {
prout(_("***Photon tubes damaged by misfire."));
game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
if (Rand() <= 0.2) {
prout(_("***Photon tubes damaged by misfire."));
game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
@@
-847,7
+839,7
@@
void photon(void)
}
if (game.shldup || game.condit == IHDOCKED)
r *= 1.0 + 0.0001*game.shield;
}
if (game.shldup || game.condit == IHDOCKED)
r *= 1.0 + 0.0001*game.shield;
- torpedo(course[i], r, game.sector
.x, game.sector.y
, &dummy, i, n);
+ torpedo(course[i], r, game.sector, &dummy, i, n);
if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
}
if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
}
@@
-868,7
+860,7
@@
static void overheat(double rpow)
}
}
}
}
-static
int
checkshctrl(double rpow)
+static
bool
checkshctrl(double rpow)
/* check shield control */
{
double hit;
/* check shield control */
{
double hit;
@@
-877,7
+869,7
@@
static int checkshctrl(double rpow)
skip(1);
if (Rand() < .998) {
prout(_("Shields lowered."));
skip(1);
if (Rand() < .998) {
prout(_("Shields lowered."));
- return
0
;
+ return
false
;
}
/* Something bad has happened */
prouts(_("***RED ALERT! RED ALERT!"));
}
/* Something bad has happened */
prouts(_("***RED ALERT! RED ALERT!"));
@@
-890,7
+882,7
@@
static int checkshctrl(double rpow)
skip(1);
stars();
finish(FPHASER);
skip(1);
stars();
finish(FPHASER);
- return
1
;
+ return
true
;
}
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""));
skip(2);
}
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""));
skip(2);
@@
-909,7
+901,7
@@
static int checkshctrl(double rpow)
prout(_("Phaser energy dispersed by shields."));
prout(_("Enemy unaffected."));
overheat(rpow);
prout(_("Phaser energy dispersed by shields."));
prout(_("Enemy unaffected."));
overheat(rpow);
- return
1
;
+ return
true
;
}
}
@@
-918,13
+910,13
@@
void phasers(void)
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
-
int ifast=0, no=0, ipoop=1, msgflag = 1
;
+
bool ifast = false, no = false, ipoop = true, msgflag = true
;
enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
int key=0;
skip(1);
/* SR sensors and Computer */
enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
int key=0;
skip(1);
/* SR sensors and Computer */
- if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop =
0
;
+ if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop =
false
;
if (game.condit == IHDOCKED) {
prout(_("Phasers can't be fired through base shields."));
chew();
if (game.condit == IHDOCKED) {
prout(_("Phasers can't be fired through base shields."));
chew();
@@
-947,7
+939,7
@@
void phasers(void)
return;
}
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""));
return;
}
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""));
- ifast =
1
;
+ ifast =
true
;
}
/* Original code so convoluted, I re-did it all */
}
/* Original code so convoluted, I re-did it all */
@@
-978,7
+970,7
@@
void phasers(void)
}
}
else if (isit("no")) {
}
}
else if (isit("no")) {
- no =
1
;
+ no =
true
;
}
else {
huh();
}
else {
huh();
@@
-1011,7
+1003,7
@@
void phasers(void)
switch (automode) {
case AUTOMATIC:
if (key == IHALPHA && isit("no")) {
switch (automode) {
case AUTOMATIC:
if (key == IHALPHA && isit("no")) {
- no =
1
;
+ no =
true
;
key = scan();
}
if (key != IHREAL && game.nenhere != 0) {
key = scan();
}
if (key != IHREAL && game.nenhere != 0) {
@@
-1044,7
+1036,7
@@
void phasers(void)
return;
}
if ((key=scan()) == IHALPHA && isit("no")) {
return;
}
if ((key=scan()) == IHALPHA && isit("no")) {
- no =
1
;
+ no =
true
;
}
if (ifast) {
game.energy -= 200; /* Go and do it! */
}
if (ifast) {
game.energy -= 200; /* Go and do it! */
@@
-1071,7
+1063,7
@@
void phasers(void)
hittem(hits);
game.ididit = true;
}
hittem(hits);
game.ididit = true;
}
- if (extra > 0 &&
game.alldone == 0
) {
+ if (extra > 0 &&
!game.alldone
) {
if (game.ithere) {
proutn(_("*** Tholian web absorbs "));
if (game.nenhere>0) proutn(_("excess "));
if (game.ithere) {
proutn(_("*** Tholian web absorbs "));
if (game.nenhere>0) proutn(_("excess "));
@@
-1106,7
+1098,7
@@
void phasers(void)
proutn(_("Energy available= %.2f"),
game.energy-.006-(ifast?200:0));
skip(1);
proutn(_("Energy available= %.2f"),
game.energy-.006-(ifast?200:0));
skip(1);
- msgflag =
0
;
+ msgflag =
false
;
rpow = 0.0;
}
if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
rpow = 0.0;
}
if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) &&
@@
-1145,7
+1137,7
@@
void phasers(void)
}
if (key == IHEOL) {
if (k==1) { /* Let me say I'm baffled by this */
}
if (key == IHEOL) {
if (k==1) { /* Let me say I'm baffled by this */
- msgflag =
1
;
+ msgflag =
true
;
}
continue;
}
}
continue;
}
@@
-1172,7
+1164,7
@@
void phasers(void)
return;
}
if (key == IHALPHA && isit("no")) {
return;
}
if (key == IHALPHA && isit("no")) {
- no =
1
;
+ no =
true
;
}
game.energy -= rpow;
chew();
}
game.energy -= rpow;
chew();
@@
-1226,17
+1218,17
@@
void hittem(double *hits)
w = game.ks[kk];
if (hit > 0.005) {
if (!damaged(DSRSENS))
w = game.ks[kk];
if (hit > 0.005) {
if (!damaged(DSRSENS))
- boom(w
.x, w.y
);
+ boom(w);
proutn(_("%d unit hit on "), (int)hit);
}
else
proutn(_("Very small hit on "));
ienm = game.quad[w.x][w.y];
proutn(_("%d unit hit on "), (int)hit);
}
else
proutn(_("Very small hit on "));
ienm = game.quad[w.x][w.y];
- if (ienm==IHQUEST) iqengry
=1
;
+ if (ienm==IHQUEST) iqengry
= true
;
crmena(false,ienm,sector,w);
skip(1);
if (kpow == 0) {
crmena(false,ienm,sector,w);
skip(1);
if (kpow == 0) {
- deadkl(w, ienm, w
.x, w.y
);
+ deadkl(w, ienm, w);
if (KLINGREM==0) finish(FWON);
if (game.alldone) return;
kk--; /* don't do the increment */
if (KLINGREM==0) finish(FWON);
if (game.alldone) return;
kk--; /* don't do the increment */