X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=d9e815436c0fa415b1e7bd9df81287c5575c5919;hp=6e171b23aaa541486e3dfc5c5c04de8a0df6ff8b;hb=2c5438d3c22fe863ad8054d214f2afdd061ad43a;hpb=2ea1ffb97cc0cdb13d8f4d42547a4e15245adfb2 diff --git a/src/battle.c b/src/battle.c index 6e171b2..d9e8154 100644 --- a/src/battle.c +++ b/src/battle.c @@ -1,6 +1,6 @@ #include "sst.h" -void doshield(int i) +void doshield(bool raise) /* change shield status */ { int key; @@ -8,7 +8,8 @@ void doshield(int i) game.ididit = false; - if (i == 2) action = SHUP; + if (raise) + action = SHUP; else { key = scan(); if (key == IHALPHA) { @@ -38,7 +39,8 @@ void doshield(int i) } 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; @@ -46,7 +48,8 @@ void doshield(int i) } else { proutn(_("Shields are down. Do you want them up? ")); - if (ja() == true) action = SHUP; + if (ja() == true) + action = SHUP; else { chew(); return; @@ -61,8 +64,9 @@ void doshield(int i) return; } game.shldup = true; - game.shldchg = 1; - if (game.condition != docked) game.energy -= 50.0; + game.shldchg = true; + if (game.condition != docked) + game.energy -= 50.0; prout(_("Shields raised.")); if (game.energy <= 0) { skip(1); @@ -78,7 +82,7 @@ void doshield(int i) return; } game.shldup=false; - game.shldchg=1; + game.shldchg=true; prout(_("Shields lowered.")); game.ididit = true; return; @@ -88,7 +92,8 @@ void doshield(int i) proutn(_("Energy to transfer to shields- ")); } chew(); - if (aaitem==0) return; + if (aaitem==0) + return; if (aaitem > game.energy) { prout(_("Insufficient ship energy.")); return; @@ -130,11 +135,66 @@ void doshield(int i) } } -void ram(bool ibumpd, int ienm, coord w) +static int randdevice(void) +/* choose a device to damage, at random. */ +{ + /* + * Quoth Eric Allman in the code of BSD-Trek: + * "Under certain conditions you can get a critical hit. This + * sort of hit damages devices. The probability that a given + * device is damaged depends on the device. Well protected + * devices (such as the computer, which is in the core of the + * ship and has considerable redundancy) almost never get + * damaged, whereas devices which are exposed (such as the + * warp engines) or which are particularly delicate (such as + * the transporter) have a much higher probability of being + * damaged." + * + * This is one place where OPTION_PLAIN does not restore the + * original behavior, which was equiprobable damage across + * all devices. If we wanted that, we'd return NDEVICES*Rand() + * and have done with it. Also, in the original game, DNAVYS + * and DCOMPTR were the same device. + * + * Instead, we use a table of weights similar to the one from BSD Trek. + * BSD doesn't have the shuttle, shield controller, death ray, or probes. + * We don't have a cloaking device. The shuttle got the allocation + * for the cloaking device, then we shaved a half-percent off + * everything to have some weight to give DSHCTRL/DDRAY/DDSP. + */ + static int weights[NDEVICES] = { + 105, /* DSRSENS: short range scanners 10.5% */ + 105, /* DLRSENS: long range scanners 10.5% */ + 120, /* DPHASER: phasers 12.0% */ + 120, /* DPHOTON: photon torpedoes 12.0% */ + 25, /* DLIFSUP: life support 2.5% */ + 65, /* DWARPEN: warp drive 6.5% */ + 70, /* DIMPULS: impulse engines 6.5% */ + 145, /* DSHIELD: deflector shields 14.5% */ + 30, /* DRADIO: subspace radio 3.0% */ + 45, /* DSHUTTL: shuttle 4.5% */ + 15, /* DCOMPTR: computer 1.5% */ + 20, /* NAVCOMP: navigation system 2.0% */ + 75, /* DTRANSP: transporter 7.5% */ + 20, /* DSHCTRL: high-speed shield controller 2.0% */ + 10, /* DDRAY: death ray 1.0% */ + 30, /* DDSP: deep-space probes 3.0% */ + }; + int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */ + + for (i = sum = 0; i < NDEVICES; i++) { + sum += weights[i]; + if (idx < sum) + return i; + } + return -1; /* we should never get here, but this quiets GCC */ +} + +void ram(bool ibumpd, feature ienm, coord w) /* make our ship ram something */ { - double type = 1.0, extradm; - int icas, m; + double hardness, extradm; + int icas, m, ncrits; prouts(_("***RED ALERT! RED ALERT!")); skip(1); @@ -143,15 +203,17 @@ void ram(bool ibumpd, int ienm, coord w) proutn("***"); crmshp(); switch (ienm) { - case IHR: type = 1.5; break; - case IHC: type = 2.0; break; - case IHS: type = 2.5; break; - case IHT: type = 0.5; break; - case IHQUEST: type = 4.0; break; + case IHR: hardness = 1.5; break; + case IHC: hardness = 2.0; break; + case IHS: hardness = 2.5; break; + case IHT: hardness = 0.5; break; + case IHQUEST: hardness = 4.0; break; + default: hardness = 1.0; break; } 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("***"); @@ -161,20 +223,28 @@ void ram(bool ibumpd, int ienm, coord w) prout(_("***Sickbay reports %d casualties"), icas); game.casual += icas; game.state.crew -= icas; - for (m=0; m < NDEVICES; m++) { - if (m == DDRAY) - continue; // Don't damage deathray - if (game.damage[m] < 0) + /* + * In the pre-SST2K version, all devices got equiprobably damaged, + * which was silly. Instead, pick up to half the devices at + * random according to our weighting table, + */ + ncrits = Rand() * (NDEVICES/2); + for (m=0; m < ncrits; m++) { + int dev = randdevice(); + if (game.damage[dev] < 0) continue; - extradm = (10.0*type*Rand()+1.0)*game.damfac; - game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */ + extradm = (10.0*hardness*Rand()+1.0)*game.damfac; + /* Damage for at least time of travel! */ + game.damage[dev] += game.optime + extradm; } game.shldup = false; + prout(_("***Shields are down.")); if (KLINGREM) { - pause_game(2); - dreprt(); + pause_game(true); + damagereport(); } - else finish(FWON); + else + finish(FWON); return; } @@ -193,7 +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) @@ -206,13 +277,16 @@ 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); - skip(1); /* start new line after text track */ + if (damaged(DSRSENS) && !game.condition==docked) + skip(1); /* start new line after text track */ switch(iquad) { case IHE: /* Hit our ship */ case IHF: @@ -225,15 +299,18 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) *hit = fabs(*hit); newcnd(); /* we're blown out of dock */ /* We may be displaced. */ - if (game.landed==1 || game.condition==docked) return; /* Cheat if on a planet */ + if (game.landed || game.condition==docked) + 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; @@ -258,14 +335,15 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) case IHR: /* Hit a regular enemy */ case IHK: /* find the enemy */ - for_local_enemies(ll) + for (ll = 1; ll <= game.nenhere; ll++) if (same(w, game.ks[ll])) break; kp = fabs(game.kpower[ll]); 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); @@ -275,7 +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; @@ -301,7 +380,7 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) case IHB: /* Hit a base */ skip(1); prout(_("***STARBASE DESTROYED..")); - for_starbases(ll) { + for (ll = 1; ll <= game.state.rembase; ll++) { if (same(game.state.baseq[ll], game.quadrant)) { game.state.baseq[ll]=game.state.baseq[game.state.rembase]; break; @@ -320,11 +399,11 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) prout(_(" destroyed.")); game.state.nplankl++; q->planet = NOPLANET; - DESTROY(&game.state.plnets[game.iplnet]); + game.state.planets[game.iplnet].pclass = destroyed; game.iplnet = 0; - game.plnet.x = game.plnet.y = 0; + invalidate(game.plnet); game.quad[w.x][w.y] = IHDOT; - if (game.landed==1) { + if (game.landed) { /* captain perishes on planet */ finish(FDPLANET); } @@ -334,16 +413,16 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) prout(_(" destroyed.")); game.state.nworldkl++; q->planet = NOPLANET; - DESTROY(&game.state.plnets[game.iplnet]); + game.state.planets[game.iplnet].pclass = destroyed; game.iplnet = 0; - game.plnet.x = game.plnet.y = 0; + invalidate(game.plnet); game.quad[w.x][w.y] = IHDOT; - if (game.landed==1) { + if (game.landed) { /* captain perishes on planet */ finish(FDPLANET); } - prout("You have just destroyed an inhabited planet."); - prout("Celebratory rallies are being held on the Klingon homeworld."); + prout(_("You have just destroyed an inhabited planet.")); + prout(_("Celebratory rallies are being held on the Klingon homeworld.")); return; case IHSTAR: /* Hit a star */ if (Rand() > 0.10) { @@ -422,9 +501,9 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) game.quad[w.x][w.y]=IHDOT; game.quad[jw.x][jw.y]=iquad; prout(_(" displaced by blast to %s "), cramlc(sector, jw)); - for_local_enemies(ll) + for (ll = 1; ll <= game.nenhere; ll++) game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]); - sortkl(); + sortklings(); return; } skip(1); @@ -439,25 +518,28 @@ 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--")); /* Select devices and cause damage */ - for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) { + for (loop1 = 0; loop1 < ncrit; loop1++) { do { - j = NDEVICES*Rand(); + j = randdevice(); /* Cheat to prevent shuttle damage unless on ship */ } while - (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY); + (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship)); cdam[loop1] = j; extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())); game.damage[j] += extradm; if (loop1 > 0) { - for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ; - if (loop2<=loop1) continue; + for (loop2 = 0; loop2 < loop1 && j != cdam[loop2]; loop2++) ; + if (loop2 < loop1) + continue; ktr += 1; - if (ktr==3) skip(1); + if (ktr==3) + skip(1); proutn(_(" and ")); } proutn(device[j]); @@ -474,51 +556,77 @@ void attack(bool torps_ok) { /* torps_ok == false forces use of phasers in an attack */ int percent, loop, iquad; - bool itflag, atackd = false, attempt = false, ihurt = false; + bool usephasers, atackd = false, attempt = false, ihurt = false; double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r; coord jay; enum loctype where = neither; - game.iattak = 1; - if (game.alldone) return; - if (idebug) prout("=== ATTACK!"); + /* game could be over at this point, check */ + if (game.alldone) + return; + + if (idebug) + prout("=== ATTACK!"); - if (game.ithere) movetho(); + /* Tholian gewts to move before attacking */ + if (game.ithere) + movetholian(); + /* if you have just entered the RNZ, you'll get a warning */ if (game.neutz) { /* The one chance not to be attacked */ game.neutz = false; return; } - if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom(); - if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return; + + /* commanders get a chance to tac-move towards you */ + if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) + moveklings(); + + /* if no enemies remain after movement, we're done */ + if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) + return; + + /* set up partial hits if attack happens during shield status change */ pfac = 1.0/game.inshld; - if (game.shldchg == 1) chgfac = 0.25+0.5*Rand(); + if (game.shldchg) + chgfac = 0.25+0.5*Rand(); + skip(1); - if (game.skill <= SKILL_FAIR) where = sector; - for_local_enemies(loop) { - if (game.kpower[loop] < 0) continue; /* too weak to attack */ - /* compute hit strength and diminsh shield power */ + + /* message verbosity control */ + if (game.skill <= SKILL_FAIR) + where = sector; + + for (loop = 1; loop <= game.nenhere; loop++) { + if (game.kpower[loop] < 0) + continue; /* too weak to attack */ + /* 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; - itflag = (iquad == IHK && r > 0.0005) || !torps_ok || + if (iquad==IHT || (iquad==IHQUEST && !iqengry)) + continue; + /* different enemies have different probabilities of throwing a torp */ + usephasers = !torps_ok || \ + (iquad == IHK && r > 0.0005) || (iquad==IHC && r > 0.015) || (iquad==IHR && r > 0.3) || (iquad==IHS && r > 0.07) || (iquad==IHQUEST && r > 0.05); - if (itflag) { - /* Enemy uses phasers */ - if (game.condition == docked) continue; /* Don't waste the effort! */ + if (usephasers) { /* Enemy uses phasers */ + if (game.condition == docked) + continue; /* Don't waste the effort! */ attempt = true; /* Attempt to attack */ dustfac = 0.8+0.05*Rand(); hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]); game.kpower[loop] *= 0.75; } - else { /* Enemy used photon torpedo */ + else { /* Enemy uses photon torpedo */ double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x); hit = 0; proutn(_("***TORPEDO INCOMING")); @@ -535,43 +643,46 @@ 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; } - if (game.shldup || game.shldchg != 0 || game.condition==docked) { + /* 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; - atackd = true; absorb = 0.8*hitsh; - if (absorb > game.shield) absorb = game.shield; + if (absorb > game.shield) + absorb = game.shield; game.shield -= absorb; hit -= hitsh; - if (game.condition==docked) dock(false); - if (propor > 0.1 && hit < 0.005*game.energy) continue; + /* taking a hit blasts us out of a starbase dock */ + if (game.condition == docked) + dock(false); + /* but the shields may take care of it */ + if (propor > 0.1 && hit < 0.005*game.energy) + continue; } - /* It's a hit -- print out hit size */ - atackd = true; /* We weren't going to check casualties, etc. if - shields were down for some strange reason. This - doesn't make any sense, so I've fixed it */ + /* hit from this opponent got through shields, so take damage */ ihurt = true; proutn(_("%d unit hit"), (int)hit); - if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) { + if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) { proutn(_(" on the ")); crmshp(); } - if (!damaged(DSRSENS) && itflag) { + if (!damaged(DSRSENS) && usephasers) { proutn(_(" from ")); crmena(false, iquad, where, jay); } skip(1); /* Decide if hit is critical */ - if (hit > hitmax) hitmax = hit; + if (hit > hitmax) + hitmax = hit; hittot += hit; fry(hit); game.energy -= hit; - if (game.condition==docked) - dock(false); } if (game.energy <= 0) { /* Returning home upon your shield, not with it... */ @@ -580,7 +691,8 @@ 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 */ @@ -590,9 +702,12 @@ 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 */ @@ -607,21 +722,20 @@ void attack(bool torps_ok) } } /* After attack, reset average distance to enemies */ - for_local_enemies(loop) + for (loop = 1; loop <= game.nenhere; loop++) game.kavgd[loop] = game.kdist[loop]; - sortkl(); + sortklings(); return; } -void deadkl(coord w, int type, coord mv) +void deadkl(coord w, feature type, coord mv) /* kill a Klingon, Tholian, Romulan, or Thingy */ { /* Added mv to allow enemy to "move" before dying */ int i,j; - skip(1); crmena(true, type, sector, mv); - /* Decide what kind of enemy it is and update approriately */ + /* Decide what kind of enemy it is and update appropriately */ if (type == IHR) { /* chalk up a Romulan */ game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--; @@ -635,7 +749,7 @@ void deadkl(coord w, int type, coord mv) else if (type == IHQUEST) { /* Killed a Thingy */ iqhere = iqengry = false; - thing.x =thing.y = 0; + invalidate(thing); } else { /* Some type of a Klingon */ @@ -644,8 +758,9 @@ void deadkl(coord w, int type, coord mv) switch (type) { case IHC: game.comhere = false; - for_commanders (i) - if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break; + for (i = 1; i <= game.state.remcom; i++) + if (same(game.state.kcmdr[i], game.quadrant)) + break; game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]; game.state.kcmdr[game.state.remcom].x = 0; game.state.kcmdr[game.state.remcom].y = 0; @@ -660,25 +775,31 @@ void deadkl(coord w, int type, coord mv) case IHS: game.state.nscrem--; game.ishere = false; - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0; + game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0; + game.iscate = false; unschedule(FSCMOVE); unschedule(FSCDBAS); break; + default: /* avoids a gcc warning */ + prout("*** Internal error, deadkl() called on %c\n", type); + break; } } /* 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); /* Remove enemy ship from arrays describing local conditions */ - if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC) + if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC) unschedule(FCDBAS); - for_local_enemies(i) - if (same(game.ks[i], w)) break; + for (i = 1; i <= game.nenhere; i++) + if (same(game.ks[i], w)) + break; game.nenhere--; if (i <= game.nenhere) { for (j=i; j<=game.nenhere; j++) { @@ -723,7 +844,6 @@ void photon(void) double targ[4][3], course[4]; double r, dummy; int key, n, i; - bool osuabor; game.ididit = false; @@ -760,7 +880,8 @@ void photon(void) key = IHEOL; return; } - if (n <= game.torps) break; + if (n <= game.torps) + break; chew(); key = IHEOL; } @@ -791,7 +912,8 @@ 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) { @@ -811,14 +933,15 @@ 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 */ - osuabor = false; - for (i = 1; i <= n && !osuabor; i++) { - if (game.condition != docked) game.torps--; + for (i = 1; i <= n; i++) { + if (game.condition != docked) + game.torps--; r = (Rand()+Rand())*0.5 -0.5; if (fabs(r) >= 0.47) { /* misfire! */ @@ -826,16 +949,16 @@ 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.")); - osuabor = true; if (Rand() <= 0.2) { prout(_("***Photon tubes damaged by misfire.")); game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()); - break; } + break; } if (game.shldup || game.condition == docked) r *= 1.0 + 0.0001*game.shield; @@ -843,7 +966,8 @@ 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); } @@ -867,7 +991,7 @@ static bool checkshctrl(double rpow) int icas; skip(1); - if (Rand() < .998) { + if (Rand() < 0.998) { prout(_("Shields lowered.")); return false; } @@ -910,13 +1034,14 @@ void phasers(void) { double hits[21], rpow=0, extra, powrem, over, temp; int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ - bool ifast = false, no = false, ipoop = true, msgflag = true; + bool ifast = false, no = false, itarg = true, msgflag = true; enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; int key=0; skip(1); - /* SR sensors and Computer */ - if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false; + /* SR sensors and Computer are needed fopr automode */ + if (damaged(DSRSENS) || damaged(DCOMPTR)) + itarg = false; if (game.condition == docked) { prout(_("Phasers can't be fired through base shields.")); chew(); @@ -959,7 +1084,7 @@ void phasers(void) } } else if (isit("automatic")) { - if ((!ipoop) && game.nenhere != 0) { + if ((!itarg) && game.nenhere != 0) { automode = FORCEMAN; } else { @@ -982,7 +1107,7 @@ void phasers(void) prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else automode = AUTOMATIC; @@ -993,7 +1118,7 @@ void phasers(void) prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else proutn(_("Manual or automatic? ")); @@ -1008,20 +1133,22 @@ void phasers(void) } if (key != IHREAL && game.nenhere != 0) { prout(_("Phasers locked on target. Energy available: %.2f"), - ifast?game.energy-200.0:game.energy,1,2); + ifast?game.energy-200.0:game.energy); } irec=0; do { chew(); - if (!kz) for_local_enemies(i) - irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))* - (1.01+0.05*Rand()) + 1.0; + if (!kz) + for (i = 1; i <= game.nenhere; i++) + irec += fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))* + (1.01+0.05*Rand()) + 1.0; kz=1; - proutn(_("(%d) units required. "), irec); + proutn(_("%d units required. "), irec); 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"), @@ -1040,7 +1167,8 @@ void phasers(void) } if (ifast) { game.energy -= 200; /* Go and do it! */ - if (checkshctrl(rpow)) return; + if (checkshctrl(rpow)) + return; } chew(); game.energy -= rpow; @@ -1048,25 +1176,30 @@ void phasers(void) if (game.nenhere) { extra = 0.0; powrem = rpow; - for_local_enemies(i) { + for (i = 1; i <= game.nenhere; 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 { @@ -1079,7 +1212,7 @@ void phasers(void) chew(); key = IHEOL; if (damaged(DCOMPTR)) - prout(_("Battle comuter damaged, manual file only.")); + prout(_("Battle computer damaged, manual fire only.")); else { skip(1); prouts(_("---WORKING---")); @@ -1113,13 +1246,15 @@ void phasers(void) } if (key == IHEOL) { chew(); - if (ipoop && k > kz) + if (itarg && k > kz) irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))* (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); @@ -1127,7 +1262,7 @@ void phasers(void) key = scan(); } if (key == IHALPHA && isit("no")) { - no = 1; + no = true; key = scan(); continue; } @@ -1170,7 +1305,8 @@ void phasers(void) chew(); if (ifast) { game.energy -= 200.0; - if (checkshctrl(rpow)) return; + if (checkshctrl(rpow)) + return; } hittem(hits); game.ididit = true; @@ -1207,12 +1343,14 @@ 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]; @@ -1224,19 +1362,22 @@ 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 */ if (kpow > 0 && Rand() >= 0.9 && kpow <= ((0.4 + 0.4*Rand())*kpini)) { - prout(_("***Mr. Spock- \"Captain, the vessel at "), + prout(_("***Mr. Spock- \"Captain, the vessel at %s"), cramlc(sector, w)); prout(_(" has just lost its firepower.\"")); game.kpower[kk] = -kpow;