A bit of documentation swiped and edited from the BSD code.
[super-star-trek.git] / src / moving.c
index f9986c47d6eb3cf9ac560e52fbd093aa6a8ecbbe..cb6e197b51e5c5625693382f65f9fd830767e42f 100644 (file)
@@ -4,12 +4,15 @@
 
 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;
-    coord w;
+        finald, stopegy, probf;
+    int n, m, kink, kinks;
+    feature iquad;
+    coord w, final;
+    bool trbeam = false;
 
     w.x = w.y = 0;
     if (game.inorbit) {
@@ -30,8 +33,8 @@ void imove(void)
 
     /* If tractor beam is to occur, don't move full distance */
     if (game.state.date+game.optime >= scheduled(FTBEAM)) {
-       trbeam = 1;
-       game.condit = IHRED;
+       trbeam = true;
+       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;
     }
@@ -42,7 +45,7 @@ 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)) {
@@ -50,13 +53,12 @@ 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 = 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.
                     */
@@ -113,7 +115,7 @@ void imove(void)
                skip(1);
                prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
                game.quad[game.sector.x][game.sector.y] = game.ship;
-               newqad(0);
+               newqad(false);
                if (game.skill>SKILL_NOVICE) attack(0);
                return;
            }
@@ -121,8 +123,7 @@ 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 */
@@ -130,11 +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);
@@ -150,8 +149,8 @@ void imove(void)
                     * possibility that you'll get timewarped instead.
                     */
                    n=0;
-                   for (l=0;l<NDEVICES;l++)
-                       if (game.damage[l]>0) 
+                   for (m=0;m<NDEVICES;m++)
+                       if (game.damage[m]>0) 
                            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) 
@@ -172,10 +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;
@@ -185,27 +183,23 @@ 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(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 = 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);
-       for_local_enemies(l) game.kavgd[l] = game.kdist[l];
+       for_local_enemies(m) game.kavgd[m] = game.kdist[m];
     }
     newcnd();
     game.iattak = 0;
@@ -214,10 +208,11 @@ no_quad_change:
     return;
 }
 
-void dock(int l) 
+void dock(bool verbose) 
+/* dock our ship at a starbase */
 {
     chew();
-    if (game.condit == IHDOCKED && l) {
+    if (game.condition == docked && verbose) {
        prout(_("Already docked."));
        return;
     }
@@ -230,214 +225,220 @@ void dock(int l)
        prout(_(" not adjacent to base."));
        return;
     }
-    game.condit = IHDOCKED;
-    if (l) prout(_("Docked."));
-    game.ididit=1;
+    game.condition = docked;
+    if (verbose) prout(_("Docked."));
+    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(0);
-       game.iseenit = 1;
+       attakreport(false);
+       game.iseenit = true;
     }
 }
 
-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(DNAVSYS)) {
+           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&sector- "));
+           else
+               proutn(_("Destination sector or quadrant&sector- "));
+           chew();
+           iprompt = true;
+           key = scan();
        }
 
-       if (automatic) {
-               while (key == IHEOL) {
-                       if (isprobe)
-                               proutn(_("Target quadrant or quadrant&sector- "));
-                       else
-                               proutn(_("Destination sector or quadrant&sector- "));
-                       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);
@@ -475,11 +476,11 @@ 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;
@@ -489,13 +490,15 @@ 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);
@@ -520,7 +523,7 @@ 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) {
@@ -552,7 +555,7 @@ 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 */
@@ -560,15 +563,15 @@ 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 */
@@ -595,8 +598,8 @@ 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;
                }
            }
        }
@@ -617,13 +620,14 @@ 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;
@@ -658,7 +662,7 @@ 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;
     }
@@ -674,7 +678,8 @@ void setwrp(void)
     return;
 }
 
-void atover(int igrab) 
+void atover(bool igrab) 
+/* cope with being tossed out of quadrant by supernova or yanked by beam */
 {
     double power, distreq;
 
@@ -698,14 +703,14 @@ void atover(int igrab)
        }
        prout(_("SUCCEEDS!"));
        if (game.imine) {
-           game.imine = 0;
+           game.imine = false;
            proutn(_("The crystals mined were "));
            if (Rand() <= 0.25) {
                prout(_("lost."));
            }
            else {
                prout(_("saved."));
-               game.icrystl = 1;
+               game.icrystl = true;
            }
        }
     }
@@ -768,8 +773,10 @@ void atover(int 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 */
@@ -793,10 +800,10 @@ void timwrp()
 
        /* 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;
+               gotit = true;
                if (game.iscraft==1 && game.ship==IHE) {
                    prout(_("Checkov-  \"Security reports the Galileo has disappeared, Sir!"));
                    game.iscraft = 0;
@@ -805,7 +812,7 @@ void timwrp()
        }
        /* 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==0 && !gotit && game.damage[DSHUTTL] >= 0.0) {
            prout(_("Checkov-  \"Security reports the Galileo has reappeared in the dock!\""));
            game.iscraft = 1;
        }
@@ -823,11 +830,12 @@ void timwrp()
        postpone(FTBEAM, game.optime);
        game.damage[DRADIO] += game.optime;
     }
-    newqad(0);
+    newqad(false);
     events();  /* Stas Sergeev added this -- do pending events */
 }
 
 void probe(void) 
+/* launch deep-space probe */
 {
     double angle, bigger;
     int key;
@@ -850,7 +858,7 @@ 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.\""));
        }
@@ -864,7 +872,7 @@ 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;
@@ -895,19 +903,40 @@ 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;
 }
 
+/*
+ *     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 */
 {
     /* 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 */
-    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;
     }
@@ -929,20 +958,20 @@ 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(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 = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
            if (xdist < ddist) {
                ddist = xdist;
-               line = l;
+               line = m;
            }
        }
        /* Since starbase not in quadrant, set up new quadrant */
        game.quadrant = game.state.baseq[line];
-       newqad(1);
+       newqad(true);
     }
     /* dematerialize starship */
     game.quad[game.sector.x][game.sector.y]=IHDOT;
@@ -951,7 +980,7 @@ 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) {
@@ -968,15 +997,15 @@ 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;
@@ -991,7 +1020,7 @@ void mayday(void)
        delay(500);
        textcolor(DEFAULT);
     }
-    if (l > 3) {
+    if (m > 3) {
        game.quad[ix][iy]=IHQUEST;
        game.alive = 0;
        drawmaps(1);
@@ -1003,7 +1032,7 @@ void mayday(void)
     textcolor(GREEN);
     prout(_("succeeds."));
     textcolor(DEFAULT);
-    dock(0);
+    dock(false);
     skip(1);
     prout(_("Lt. Uhura-  \"Captain, we made it!\""));
 }