More uses of distance() macro. Eliminate some magic numbers.
[super-star-trek.git] / src / moving.c
index 99c18916da63bfaea1a42a31084b3d08ea53e4b0..348d1655a193c1db69ac5fd7bc73c0fe8fdb0c95 100644 (file)
@@ -8,10 +8,10 @@ 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;
+        finald, stopegy, probf;
     int n, m, kink, kinks, iquad;
-    coord w;
-    bool trbeam = 0;
+    coord w, final;
+    bool trbeam = false;
 
     w.x = w.y = 0;
     if (game.inorbit) {
@@ -53,9 +53,8 @@ void imove(void)
                if (game.nenhere != 0 && game.iattak != 2) {
                    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
@@ -123,8 +122,7 @@ void imove(void)
            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 +130,9 @@ void imove(void)
                case IHS:
                case IHR:
                case IHQUEST:
-                   game.sector.x = w.x;
-                   game.sector.y = w.y;
+                   game.sector = w;
                    ram(0, iquad, game.sector);
-                   finalx = game.sector.x;
-                   finaly = game.sector.y;
+                   final = game.sector;
                    break;
                case IHBLANK:
                    skip(1);
@@ -174,10 +170,9 @@ 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;
@@ -187,20 +182,16 @@ 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;
        }
@@ -718,7 +709,7 @@ void atover(bool igrab)
            }
            else {
                prout(_("saved."));
-               game.icrystl = 1;
+               game.icrystl = true;
            }
        }
     }