Abstract away the operations involving a sentinel value for coordinates.
[super-star-trek.git] / src / moving.c
index 222f86fea524ea19c05318b98685fbbe54583d67..3373b37b0738d29c4f65c4800fa99afcf41a736f 100644 (file)
@@ -4,14 +4,15 @@
 
 static void getcd(bool, int);
 
-void imove(void)
-/* movement execution for warp, impule, supernova, and tractor-beam events */
+void imove(bool novapush)
+/* movement execution for warp, impulse, supernova, and tractor-beam events */
 {
     double angle, deltax, deltay, bigger, x, y,
-        finald, finalx, finaly, stopegy, probf;
-    int n, m, kink, kinks, iquad;
-    coord w;
-    bool trbeam = 0;
+        finald, stopegy, probf;
+    int n, m, kink, kinks;
+    feature iquad;
+    coord w, final;
+    bool trbeam = false;
 
     w.x = w.y = 0;
     if (game.inorbit) {
@@ -33,7 +34,7 @@ void imove(void)
     /* If tractor beam is to occur, don't move full distance */
     if (game.state.date+game.optime >= scheduled(FTBEAM)) {
        trbeam = true;
-       game.condit = IHRED;
+       game.condition = red;
        game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1;
        game.optime = scheduled(FTBEAM) - game.state.date + 1e-5;
     }
@@ -50,20 +51,19 @@ void imove(void)
            if (!VALID_SECTOR(w.x, w.y)) {
                /* Leaving quadrant -- allow final enemy attack */
                /* Don't do it if being pushed by Nova */
-               if (game.nenhere != 0 && game.iattak != 2) {
+               if (game.nenhere != 0 && !novapush) {
                    newcnd();
                    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]);
+                       finald = distance(w, game.ks[m]);
+                       game.kavgd[m] = 0.5 * (finald + game.kdist[m]);
                    }
                    /*
-                    * Stas Sergeev added the game.condition
+                    * Stas Sergeev added the condition
                     * that attacks only happen if Klingons
                     * are present and your skill is good.
                     */
                    if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
-                       attack(0);
+                       attack(false);
                    if (game.alldone) return;
                }
                /* compute final position -- new quadrant and sector */
@@ -116,15 +116,14 @@ void imove(void)
                prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
                game.quad[game.sector.x][game.sector.y] = game.ship;
                newqad(false);
-               if (game.skill>SKILL_NOVICE) attack(0);
+               if (game.skill>SKILL_NOVICE) attack(false);
                return;
            }
            iquad = game.quad[w.x][w.y];
            if (iquad != IHDOT) {
                /* object encountered in flight path */
                stopegy = 50.0*game.dist/game.optime;
-               game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
-                             (game.sector.y-w.y)*(double)(game.sector.y-w.y));
+               game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
                switch (iquad) {
                case IHT: /* Ram a Tholian */
                case IHK: /* Ram enemy ship */
@@ -132,11 +131,9 @@ void imove(void)
                case IHS:
                case IHR:
                case IHQUEST:
-                   game.sector.x = w.x;
-                   game.sector.y = w.y;
-                   ram(0, iquad, game.sector);
-                   finalx = game.sector.x;
-                   finaly = game.sector.y;
+                   game.sector = w;
+                   ram(false, iquad, game.sector);
+                   final = game.sector;
                    break;
                case IHBLANK:
                    skip(1);
@@ -174,10 +171,9 @@ void imove(void)
                    proutn(_("Emergency stop required "));
                    prout(_("%2d units of energy."), (int)stopegy);
                    game.energy -= stopegy;
-                   finalx = x-deltax+0.5;
-                   game.sector.x = finalx;
-                   finaly = y-deltay+0.5;
-                   game.sector.y = finaly;
+                   final.x = x-deltax+0.5;
+                   final.y = y-deltay+0.5;
+                   game.sector = final;
                    if (game.energy <= 0) {
                        finish(FNRG);
                        return;
@@ -187,30 +183,25 @@ void imove(void)
                goto no_quad_change;    /* sorry! */
            }
        }
-       game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) +
-                       (game.sector.y-w.y)*(double)(game.sector.y-w.y));
-       game.sector.x = w.x;
-       game.sector.y = w.y;
+       game.dist = distance(game.sector, w) / (QUADSIZE * 1.0);
+       game.sector = w;
     }
-    finalx = game.sector.x;
-    finaly = game.sector.y;
+    final = game.sector;
 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(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));
+           finald = distance(w, game.ks[m]);
            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);
+       if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
+           attack(false);
        for_local_enemies(m) game.kavgd[m] = game.kdist[m];
     }
     newcnd();
-    game.iattak = 0;
     drawmaps(0);
     setwnd(message_window);
     return;
@@ -220,7 +211,7 @@ void dock(bool verbose)
 /* dock our ship at a starbase */
 {
     chew();
-    if (game.condit == IHDOCKED && verbose) {
+    if (game.condition == docked && verbose) {
        prout(_("Already docked."));
        return;
     }
@@ -228,25 +219,25 @@ void dock(bool verbose)
        prout(_("You must first leave standard orbit."));
        return;
     }
-    if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
+    if (!is_valid(game.base) || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) {
        crmshp();
        prout(_(" not adjacent to base."));
        return;
     }
-    game.condit = IHDOCKED;
+    game.condition = docked;
     if (verbose) prout(_("Docked."));
-    game.ididit=true;
+    game.ididit = true;
     if (game.energy < game.inenrg) game.energy = game.inenrg;
     game.shield = game.inshld;
     game.torps = game.intorps;
     game.lsupres = game.inlsr;
     game.state.crew = FULLCREW;
     if (!damaged(DRADIO) &&
-       (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
+       (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
        /* get attack report from base */
        prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
        attakreport(false);
-       game.iseenit = 1;
+       game.iseenit = true;
     }
 }
 
@@ -276,16 +267,14 @@ static void getcd(bool isprobe, int akey)
 
     game.direc = -1.0;
        
-    if (game.landed == 1 && !isprobe) {
+    if (game.landed && !isprobe) {
        prout(_("Dummy! You can't leave standard orbit until you"));
-       proutn(_("are back aboard the "));
-       crmshp();
-       prout(".");
+       proutn(_("are back aboard the ship."));
        chew();
        return;
     }
     while (navmode == unspecified) {
-       if (damaged(DCOMPTR)) {
+       if (damaged(DNAVSYS)) {
            if (isprobe)
                prout(_("Computer damaged; manual navigation only"));
            else
@@ -487,7 +476,7 @@ void impuls(void)
        if (ja() == false) return;
     }
     /* Activate impulse engines and pay the cost */
-    imove();
+    imove(false);
     game.ididit = true;
     if (game.alldone) return;
     power = 20.0 + 100.0*game.dist;
@@ -615,7 +604,7 @@ void warp(bool timewarp)
                                
 
     /* Activate Warp Engines and pay the cost */
-    imove();
+    imove(false);
     if (game.alldone) return;
     game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
     if (game.energy <= 0) finish(FNRG);
@@ -670,7 +659,7 @@ void setwrp(void)
     game.warpfac = aaitem;
     game.wfacsq=game.warpfac*game.warpfac;
     if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
-       proutn(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
+       prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""),
               (int)game.warpfac);
        return;
     }
@@ -693,7 +682,7 @@ void atover(bool igrab)
 
     chew();
     /* is captain on planet? */
-    if (game.landed==1) {
+    if (game.landed) {
        if (damaged(DTRANSP)) {
            finish(FPNOVA);
            return;
@@ -718,7 +707,7 @@ void atover(bool igrab)
            }
            else {
                prout(_("saved."));
-               game.icrystl = 1;
+               game.icrystl = true;
            }
        }
     }
@@ -783,14 +772,15 @@ void atover(bool igrab)
 void timwrp() 
 /* let's do the time warp again */
 {
-    int l, gotit;
+    int l;
+    bool gotit;
     prout(_("***TIME WARP ENTERED."));
     if (game.state.snap && Rand() < 0.5) {
        /* Go back in time */
        prout(_("You are traveling backwards in time %d stardates."),
              (int)(game.state.date-game.snapsht.date));
        game.state = game.snapsht;
-       game.state.snap = 0;
+       game.state.snap = false;
        if (game.state.remcom) {
            schedule(FTBEAM, expran(game.intime/game.state.remcom));
            schedule(FBATTAK, expran(0.3*game.intime));
@@ -803,25 +793,25 @@ void timwrp()
        game.isatb = 0;
        unschedule(FCDBAS);
        unschedule(FSCDBAS);
-       game.battle.x = game.battle.y = 0;
+       invalidate(game.battle);
 
        /* Make sure Galileo is consistant -- Snapshot may have been taken
           when on planet, which would give us two Galileos! */
-       gotit = 0;
+       gotit = false;
        for (l = 0; l < game.inplan; l++) {
            if (game.state.plnets[l].known == shuttle_down) {
-               gotit = 1;
-               if (game.iscraft==1 && game.ship==IHE) {
+               gotit = true;
+               if (game.iscraft == onship && game.ship==IHE) {
                    prout(_("Checkov-  \"Security reports the Galileo has disappeared, Sir!"));
-                   game.iscraft = 0;
+                   game.iscraft = offship;
                }
            }
        }
        /* Likewise, if in the original time the Galileo was abandoned, but
           was on ship earlier, it would have vanished -- lets restore it */
-       if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
+       if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
            prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""));
-           game.iscraft = 1;
+           game.iscraft = onship;
        }
        /* 
         * There used to be code to do the actual reconstrction here,
@@ -865,7 +855,7 @@ void probe(void)
     if (is_scheduled(FDSPROB)) {
        chew();
        skip(1);
-       if (damaged(DRADIO) && game.condit != IHDOCKED) {
+       if (damaged(DRADIO) && game.condition != docked) {
            prout(_("Spock-  \"Records show the previous probe has not yet"));
            prout(_("   reached its destination.\""));
        }
@@ -914,6 +904,26 @@ void probe(void)
     return;
 }
 
+/*
+ *     Here's how the mayday code works:
+ *
+ *     First, the closest starbase is selected.  If there is a
+ *     a starbase in your own quadrant, you are in good shape.
+ *     This distance takes quadrant distances into account only.
+ *
+ *     A magic number is computed based on the distance which acts
+ *     as the probability that you will be rematerialized.  You
+ *     get three tries.
+ *
+ *     When it is determined that you should be able to be remater-
+ *     ialized (i.e., when the probability thing mentioned above
+ *     comes up positive), you are put into that quadrant (anywhere).
+ *     Then, we try to see if there is a spot adjacent to the star-
+ *     base.  If not, you can't be rematerialized!!!  Otherwise,
+ *     it drops you there.  It only tries five times to find a spot
+ *     to drop you.  After that, it's your problem.
+ */
+
 void mayday(void) 
 /* yell for help from nearest starbase */
 {
@@ -922,8 +932,8 @@ void mayday(void)
     int line = 0, m, ix, iy;
 
     chew();
-    /* Test for game.conditions which prevent calling for help */
-    if (game.condit == IHDOCKED) {
+    /* Test for conditions which prevent calling for help */
+    if (game.condition == docked) {
        prout(_("Lt. Uhura-  \"But Captain, we're already docked.\""));
        return;
     }
@@ -935,7 +945,7 @@ void mayday(void)
        prout(_("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\""));
        return;
     }
-    if (game.landed == 1) {
+    if (game.landed) {
        proutn(_("You must be aboard the "));
        crmshp();
        prout(".");
@@ -945,12 +955,12 @@ void mayday(void)
     game.nhelp++;
     if (game.base.x!=0) {
        /* There's one in this quadrant */
-       ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
+       ddist = distance(game.base, game.sector);
     }
     else {
        ddist = FOREVER;
        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));
+           xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
            if (xdist < ddist) {
                ddist = xdist;
                line = m;
@@ -977,7 +987,7 @@ void mayday(void)
            break;
        }
     }
-    if (game.sector.x==0){
+    if (!is_valid(game.sector)){
        prout(_("You have been lost in space..."));
        finish(FMATERIALIZE);
        return;
@@ -1009,7 +1019,7 @@ void mayday(void)
     }
     if (m > 3) {
        game.quad[ix][iy]=IHQUEST;
-       game.alive = 0;
+       game.alive = false;
        drawmaps(1);
        setwnd(message_window);
        finish(FMATERIALIZE);
@@ -1023,3 +1033,137 @@ void mayday(void)
     skip(1);
     prout(_("Lt. Uhura-  \"Captain, we made it!\""));
 }
+
+/*
+**  Abandon Ship
+**
+**     The ship is abandoned.  If your current ship is the Faire
+**     Queene, or if your shuttlecraft is dead, you're out of
+**     luck.  You need the shuttlecraft in order for the captain
+**     (that's you!!) to escape.
+**
+**     Your crew can beam to an inhabited starsystem in the
+**     quadrant, if there is one and if the transporter is working.
+**     If there is no inhabited starsystem, or if the transporter
+**     is out, they are left to die in outer space.
+**
+**     If there are no starbases left, you are captured by the
+**     Klingons, who torture you mercilessly.  However, if there
+**     is at least one starbase, you are returned to the
+**     Federation in a prisoner of war exchange.  Of course, this
+**     can't happen unless you have taken some prisoners.
+**
+*/
+
+void abandn(void) 
+/* abandon ship */
+{
+    int nb, l;
+    struct quadrant *q;
+
+    chew();
+    if (game.condition==docked) {
+       if (game.ship!=IHE) {
+           prout(_("You cannot abandon Ye Faerie Queene."));
+           return;
+       }
+    }
+    else {
+       /* Must take shuttle craft to exit */
+       if (game.damage[DSHUTTL]==-1) {
+           prout(_("Ye Faerie Queene has no shuttle craft."));
+           return;
+       }
+       if (game.damage[DSHUTTL]<0) {
+           prout(_("Shuttle craft now serving Big Macs."));
+           return;
+       }
+       if (game.damage[DSHUTTL]>0) {
+           prout(_("Shuttle craft damaged."));
+           return;
+       }
+       if (game.landed) {
+           prout(_("You must be aboard the Enterprise."));
+           return;
+       }
+       if (game.iscraft != onship) {
+           prout(_("Shuttle craft not currently available."));
+           return;
+       }
+       /* Print abandon ship messages */
+       skip(1);
+       prouts(_("***ABANDON SHIP!  ABANDON SHIP!"));
+       skip(1);
+       prouts(_("***ALL HANDS ABANDON SHIP!"));
+       skip(2);
+       prout(_("Captain and crew escape in shuttle craft."));
+       if (game.state.rembase==0) {
+           /* Oops! no place to go... */
+           finish(FABANDN);
+           return;
+       }
+       q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+       /* Dispose of crew */
+       if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
+           prout(_("Remainder of ship's complement beam down"));
+           prout(_("to nearest habitable planet."));
+       } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
+           prout(_("Remainder of ship's complement beam down"));
+           prout(_("to %s."), systnames[q->planet]);
+       } else {
+           prout(_("Entire crew of %d left to die in outer space."));
+           game.casual += game.state.crew;
+           game.abandoned += game.state.crew;
+       }
+
+       /* If at least one base left, give 'em the Faerie Queene */
+       skip(1);
+       game.icrystl = false; /* crystals are lost */
+       game.nprobes = 0; /* No probes */
+       prout(_("You are captured by Klingons and released to"));
+       prout(_("the Federation in a prisoner-of-war exchange."));
+       nb = Rand()*game.state.rembase+1;
+       /* Set up quadrant and position FQ adjacient to base */
+       if (!same(game.quadrant, game.state.baseq[nb])) {
+           game.quadrant = game.state.baseq[nb];
+           game.sector.x = game.sector.y = 5;
+           newqad(true);
+       }
+       for (;;) {
+           /* position next to base by trial and error */
+           game.quad[game.sector.x][game.sector.y] = IHDOT;
+           for_sectors(l) {
+               game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
+               game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
+               if (VALID_SECTOR(game.sector.x, game.sector.y) &&
+                   game.quad[game.sector.x][game.sector.y] == IHDOT) break;
+           }
+           if (l < QUADSIZE+1) break; /* found a spot */
+           game.sector.x=QUADSIZE/2;
+           game.sector.y=QUADSIZE/2;
+           newqad(true);
+       }
+    }
+    /* Get new commission */
+    game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
+    game.state.crew = FULLCREW;
+    prout(_("Starfleet puts you in command of another ship,"));
+    prout(_("the Faerie Queene, which is antiquated but,"));
+    prout(_("still useable."));
+    if (game.icrystl) prout(_("The dilithium crystals have been moved."));
+    game.imine = false;
+    game.iscraft = offship; /* Galileo disappears */
+    /* Resupply ship */
+    game.condition=docked;
+    for (l = 0; l < NDEVICES; l++) 
+       game.damage[l] = 0.0;
+    game.damage[DSHUTTL] = -1;
+    game.energy = game.inenrg = 3000.0;
+    game.shield = game.inshld = 1250.0;
+    game.torps = game.intorps = 6;
+    game.lsupres=game.inlsr=3.0;
+    game.shldup=false;
+    game.warpfac=5.0;
+    game.wfacsq=25.0;
+    return;
+}