More boolean-chasing and coord applications.
[super-star-trek.git] / src / moving.c
index 64ad0a70efd829d38c93a1c0b42deb5403e4f130..e7e90af01a9cf04057f7005eeb212414f3b204ee 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;
-                   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 +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;
        }
@@ -242,11 +233,11 @@ void dock(bool verbose)
     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;
     }
 }
 
@@ -718,7 +709,7 @@ void atover(bool igrab)
            }
            else {
                prout(_("saved."));
-               game.icrystl = 1;
+               game.icrystl = true;
            }
        }
     }
@@ -783,7 +774,8 @@ 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 */
@@ -807,10 +799,10 @@ 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;
@@ -819,7 +811,7 @@ 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;
        }
@@ -945,12 +937,12 @@ 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;