X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=387bfa9f88449353b2b5f7bc321669981a0adf45;hp=76bbe0c4e7d8520d15cc2abee494788a2b9f12c7;hb=9ae916e9144e84ef1de4a86ea73a45a2bc4cc1be;hpb=3cabc30da8bc015a1c66c63ee7d5250a4b15ea47 diff --git a/src/battle.c b/src/battle.c index 76bbe0c..387bfa9 100644 --- a/src/battle.c +++ b/src/battle.c @@ -39,7 +39,8 @@ void doshield(bool raise) } else if (game.shldup) { proutn(_("Shields are up. Do you want them down? ")); - if (ja() == true) action = SHDN; + if (ja() == true) + action = SHDN; else { chew(); return; @@ -47,7 +48,8 @@ void doshield(bool raise) } else { proutn(_("Shields are down. Do you want them up? ")); - if (ja() == true) action = SHUP; + if (ja() == true) + action = SHUP; else { chew(); return; @@ -63,7 +65,8 @@ void doshield(bool raise) } game.shldup = true; game.shldchg = true; - if (game.condition != docked) game.energy -= 50.0; + if (game.condition != docked) + game.energy -= 50.0; prout(_("Shields raised.")); if (game.energy <= 0) { skip(1); @@ -89,7 +92,8 @@ void doshield(bool raise) proutn(_("Energy to transfer to shields- ")); } chew(); - if (aaitem==0) return; + if (aaitem==0) + return; if (aaitem > game.energy) { prout(_("Insufficient ship energy.")); return; @@ -208,7 +212,8 @@ void ram(bool ibumpd, feature ienm, coord w) } proutn(ibumpd ? _(" rammed by ") : _(" rams ")); crmena(false, ienm, sector, w); - if (ibumpd) proutn(_(" (original position)")); + if (ibumpd) + proutn(_(" (original position)")); skip(1); deadkl(w, ienm, game.sector); proutn("***"); @@ -238,7 +243,8 @@ void ram(bool ibumpd, feature ienm, coord w) pause_game(true); dreprt(); } - else finish(FWON); + else + finish(FWON); return; } @@ -257,7 +263,8 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) w.x = w.y = jw.x = jw.y = 0; bigger = fabs(deltax); - if (fabs(deltay) > bigger) bigger = fabs(deltay); + if (fabs(deltay) > bigger) + bigger = fabs(deltay); deltax /= bigger; deltay /= bigger; if (!damaged(DSRSENS) || game.condition==docked) @@ -270,10 +277,12 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) w.x = x + 0.5; y += deltay; w.y = y + 0.5; - if (!VALID_SECTOR(w.x, w.y)) break; + if (!VALID_SECTOR(w.x, w.y)) + break; iquad=game.quad[w.x][w.y]; tracktorpedo(w, l, i, n, iquad); - if (iquad==IHDOT) continue; + if (iquad==IHDOT) + continue; /* hit something */ setwnd(message_window); if (damaged(DSRSENS) && !game.condition==docked) @@ -294,12 +303,14 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) return; /* Cheat if on a planet */ ang = angle + 2.5*(Rand()-0.5); temp = fabs(sin(ang)); - if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); + if (fabs(cos(ang)) > temp) + temp = fabs(cos(ang)); xx = -sin(ang)/temp; yy = cos(ang)/temp; jw.x=w.x+xx+0.5; jw.y=w.y+yy+0.5; - if (!VALID_SECTOR(jw.x, jw.y)) return; + if (!VALID_SECTOR(jw.x, jw.y)) + return; if (game.quad[jw.x][jw.y]==IHBLANK) { finish(FHOLE); return; @@ -331,7 +342,8 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) h1 = 700.0 + 100.0*Rand() - 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); h1 = fabs(h1); - if (kp < h1) h1 = kp; + if (kp < h1) + h1 = kp; game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1); if (game.kpower[ll] == 0) { deadkl(w, iquad, w); @@ -341,7 +353,8 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) /* If enemy damaged but not destroyed, try to displace */ ang = angle + 2.5*(Rand()-0.5); temp = fabs(sin(ang)); - if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); + if (fabs(cos(ang)) > temp) + temp = fabs(cos(ang)); xx = -sin(ang)/temp; yy = cos(ang)/temp; jw.x=w.x+xx+0.5; @@ -505,7 +518,8 @@ static void fry(double hit) int ktr=1, loop1, loop2, j, cdam[NDEVICES]; /* a critical hit occured */ - if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) return; + if (hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand())) + return; ncrit = 1.0 + hit/(500.0+100.0*Rand()); proutn(_("***CRITICAL HIT--")); @@ -521,7 +535,8 @@ static void fry(double hit) game.damage[j] += extradm; if (loop1 > 0) { for (loop2 = 0; loop2 < loop1 && j != cdam[loop2]; loop2++) ; - if (loop2 < loop1) continue; + if (loop2 < loop1) + continue; ktr += 1; if (ktr==3) skip(1); proutn(_(" and ")); @@ -572,7 +587,8 @@ void attack(bool torps_ok) /* set up partial hits if attack happens during shield status change */ pfac = 1.0/game.inshld; - if (game.shldchg) chgfac = 0.25+0.5*Rand(); + if (game.shldchg) + chgfac = 0.25+0.5*Rand(); skip(1); @@ -585,11 +601,14 @@ void attack(bool torps_ok) /* compute hit strength and diminish shield power */ r = Rand(); /* Increase chance of photon torpedos if docked or enemy energy low */ - if (game.condition == docked) r *= 0.25; - if (game.kpower[loop] < 500) r *= 0.25; + if (game.condition == docked) + r *= 0.25; + if (game.kpower[loop] < 500) + r *= 0.25; jay = game.ks[loop]; iquad = game.quad[jay.x][jay.y]; - if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue; + if (iquad==IHT || (iquad==IHQUEST && !iqengry)) + continue; /* different enemies have different probabilities of throwing a torp */ usephasers = !torps_ok || \ (iquad == IHK && r > 0.0005) || @@ -621,16 +640,19 @@ void attack(bool torps_ok) finish(FWON); /* Klingons did themselves in! */ if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone) return; /* Supernova or finished */ - if (hit == 0) continue; + if (hit == 0) + continue; } /* incoming phaser or torpedo, shields may dissipate it */ if (game.shldup || game.shldchg || game.condition==docked) { /* shields will take hits */ double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0); - if (propor < 0.1) propor = 0.1; + if (propor < 0.1) + propor = 0.1; hitsh = propor*chgfac*hit+1.0; absorb = 0.8*hitsh; - if (absorb > game.shield) absorb = game.shield; + if (absorb > game.shield) + absorb = game.shield; game.shield -= absorb; hit -= hitsh; /* taking a hit blasts us out of a starbase dock */ @@ -653,7 +675,8 @@ void attack(bool torps_ok) } skip(1); /* Decide if hit is critical */ - if (hit > hitmax) hitmax = hit; + if (hit > hitmax) + hitmax = hit; hittot += hit; fry(hit); game.energy -= hit; @@ -665,7 +688,8 @@ void attack(bool torps_ok) } if (!attempt && game.condition == docked) prout(_("***Enemies decide against attacking your ship.")); - if (!atackd) return; + if (!atackd) + return; percent = 100.0*pfac*game.shield+0.5; if (!ihurt) { /* Shields fully protect ship */ @@ -675,9 +699,12 @@ void attack(bool torps_ok) /* Print message if starship suffered hit(s) */ skip(1); proutn(_("Energy left %2d shields "), (int)game.energy); - if (game.shldup) proutn(_("up ")); - else if (!damaged(DSHIELD)) proutn(_("down ")); - else proutn(_("damaged, ")); + if (game.shldup) + proutn(_("up ")); + else if (!damaged(DSHIELD)) + proutn(_("down ")); + else + proutn(_("damaged, ")); } prout(_("%d%%, torpedoes left %d"), percent, game.torps); /* Check if anyone was hurt */ @@ -759,7 +786,8 @@ void deadkl(coord w, feature type, coord mv) /* For each kind of enemy, finish message to player */ prout(_(" destroyed.")); game.quad[w.x][w.y] = IHDOT; - if (KLINGREM==0) return; + if (KLINGREM==0) + return; game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); @@ -767,7 +795,8 @@ void deadkl(coord w, feature type, coord mv) if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC) unschedule(FCDBAS); for_local_enemies(i) - if (same(game.ks[i], w)) break; + if (same(game.ks[i], w)) + break; game.nenhere--; if (i <= game.nenhere) { for (j=i; j<=game.nenhere; j++) { @@ -848,7 +877,8 @@ void photon(void) key = IHEOL; return; } - if (n <= game.torps) break; + if (n <= game.torps) + break; chew(); key = IHEOL; } @@ -879,7 +909,8 @@ void photon(void) return; } targ[i][2] = aaitem; - if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; + if (targetcheck(targ[i][1], targ[i][2], &course[i])) + return; } chew(); if (i == 1 && key == IHEOL) { @@ -899,13 +930,15 @@ void photon(void) } targ[i][2] = aaitem; chew(); - if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; + if (targetcheck(targ[i][1], targ[i][2], &course[i])) + return; } } game.ididit = true; /* Loop for moving torpedoes */ for (i = 1; i <= n; i++) { - if (game.condition != docked) game.torps--; + if (game.condition != docked) + game.torps--; r = (Rand()+Rand())*0.5 -0.5; if (fabs(r) >= 0.47) { /* misfire! */ @@ -913,7 +946,8 @@ void photon(void) if (n>1) { prouts(_("***TORPEDO NUMBER %d MISFIRES"), i); } - else prouts(_("***TORPEDO MISFIRES.")); + else + prouts(_("***TORPEDO MISFIRES.")); skip(1); if (i < n) prout(_(" Remainder of burst aborted.")); @@ -929,7 +963,8 @@ void photon(void) if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) return; } - if (KLINGREM==0) finish(FWON); + if (KLINGREM==0) + finish(FWON); } @@ -1108,7 +1143,8 @@ void phasers(void) chew(); proutn(_("Units to fire= ")); key = scan(); - if (key!=IHREAL) return; + if (key!=IHREAL) + return; rpow = aaitem; if (rpow > (ifast?game.energy-200:game.energy)) { proutn(_("Energy available= %.2f"), @@ -1127,7 +1163,8 @@ void phasers(void) } if (ifast) { game.energy -= 200; /* Go and do it! */ - if (checkshctrl(rpow)) return; + if (checkshctrl(rpow)) + return; } chew(); game.energy -= rpow; @@ -1137,23 +1174,28 @@ void phasers(void) powrem = rpow; for_local_enemies(i) { hits[i] = 0.0; - if (powrem <= 0) continue; + if (powrem <= 0) + continue; hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i])); over = (0.01 + 0.05*Rand())*hits[i]; temp = powrem; powrem -= hits[i] + over; - if (powrem <= 0 && temp < hits[i]) hits[i] = temp; - if (powrem <= 0) over = 0.0; + if (powrem <= 0 && temp < hits[i]) + hits[i] = temp; + if (powrem <= 0) + over = 0.0; extra += over; } - if (powrem > 0.0) extra += powrem; + if (powrem > 0.0) + extra += powrem; hittem(hits); game.ididit = true; } if (extra > 0 && !game.alldone) { if (game.ithere) { proutn(_("*** Tholian web absorbs ")); - if (game.nenhere>0) proutn(_("excess ")); + if (game.nenhere>0) + proutn(_("excess ")); prout(_("phaser energy.")); } else { @@ -1205,8 +1247,10 @@ void phasers(void) (1.01+0.05*Rand()) + 1.0; kz = k; proutn("("); - if (!damaged(DCOMPTR)) proutn("%d", irec); - else proutn("??"); + if (!damaged(DCOMPTR)) + proutn("%d", irec); + else + proutn("??"); proutn(") "); proutn(_("units to fire at ")); crmena(false, ienm, sector, aim); @@ -1257,7 +1301,8 @@ void phasers(void) chew(); if (ifast) { game.energy -= 200.0; - if (checkshctrl(rpow)) return; + if (checkshctrl(rpow)) + return; } hittem(hits); game.ididit = true; @@ -1294,12 +1339,14 @@ void hittem(double *hits) skip(1); for (; k <= nenhr2; k++, kk++) { - if ((wham = hits[k])==0) continue; + if ((wham = hits[k])==0) + continue; dustfac = 0.9 + 0.01*Rand(); hit = wham*pow(dustfac,game.kdist[kk]); kpini = game.kpower[kk]; kp = fabs(kpini); - if (PHASEFAC*hit < kp) kp = PHASEFAC*hit; + if (PHASEFAC*hit < kp) + kp = PHASEFAC*hit; game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp); kpow = game.kpower[kk]; w = game.ks[kk]; @@ -1311,13 +1358,16 @@ void hittem(double *hits) else proutn(_("Very small hit on ")); ienm = game.quad[w.x][w.y]; - if (ienm==IHQUEST) iqengry = true; + if (ienm==IHQUEST) + iqengry = true; crmena(false,ienm,sector,w); skip(1); if (kpow == 0) { deadkl(w, ienm, w); - if (KLINGREM==0) finish(FWON); - if (game.alldone) return; + if (KLINGREM==0) + finish(FWON); + if (game.alldone) + return; kk--; /* don't do the increment */ } else /* decide whether or not to emasculate klingon */