X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=d9e815436c0fa415b1e7bd9df81287c5575c5919;hp=f4c6e9070bb6069f67debf3d418621ece7ee7c15;hb=2c5438d3c22fe863ad8054d214f2afdd061ad43a;hpb=4207ce95e80fe7e2d5114079fa4255e0ad506618 diff --git a/src/battle.c b/src/battle.c index f4c6e90..d9e8154 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("***"); @@ -236,9 +241,10 @@ void ram(bool ibumpd, feature ienm, coord w) prout(_("***Shields are down.")); if (KLINGREM) { pause_game(true); - dreprt(); + damagereport(); } - 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) @@ -270,13 +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: @@ -293,12 +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; @@ -323,14 +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); @@ -340,7 +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; @@ -366,7 +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; @@ -385,7 +399,7 @@ 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; invalidate(game.plnet); game.quad[w.x][w.y] = IHDOT; @@ -399,7 +413,7 @@ 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; invalidate(game.plnet); game.quad[w.x][w.y] = IHDOT; @@ -487,9 +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); @@ -504,7 +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--")); @@ -519,10 +534,12 @@ static void fry(double hit) 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]); @@ -553,7 +570,7 @@ void attack(bool torps_ok) /* Tholian gewts to move before attacking */ if (game.ithere) - movetho(); + movetholian(); /* if you have just entered the RNZ, you'll get a warning */ if (game.neutz) { /* The one chance not to be attacked */ @@ -563,7 +580,7 @@ void attack(bool torps_ok) /* commanders get a chance to tac-move towards you */ if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) - movcom(); + moveklings(); /* if no enemies remain after movement, we're done */ if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) @@ -571,7 +588,8 @@ 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); @@ -579,16 +597,20 @@ void attack(bool torps_ok) if (game.skill <= SKILL_FAIR) where = sector; - for_local_enemies(loop) { - if (game.kpower[loop] < 0) continue; /* too weak to attack */ + 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; + if (iquad==IHT || (iquad==IHQUEST && !iqengry)) + continue; /* different enemies have different probabilities of throwing a torp */ usephasers = !torps_ok || \ (iquad == IHK && r > 0.0005) || @@ -597,7 +619,8 @@ void attack(bool torps_ok) (iquad==IHS && r > 0.07) || (iquad==IHQUEST && r > 0.05); if (usephasers) { /* Enemy uses phasers */ - if (game.condition == docked) continue; /* Don't waste the effort! */ + 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]); @@ -620,16 +643,19 @@ 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 */ @@ -652,7 +678,8 @@ 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; @@ -664,7 +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 */ @@ -674,9 +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 */ @@ -691,9 +722,9 @@ 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; } @@ -703,7 +734,6 @@ void deadkl(coord w, feature type, coord mv) /* 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 appropriately */ if (type == IHR) { @@ -728,7 +758,7 @@ void deadkl(coord w, feature type, coord mv) switch (type) { case IHC: game.comhere = false; - for_commanders (i) + 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]; @@ -759,15 +789,17 @@ 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); /* Remove enemy ship from arrays describing local conditions */ 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++) { @@ -812,7 +844,6 @@ void photon(void) double targ[4][3], course[4]; double r, dummy; int key, n, i; - bool osuabor; game.ididit = false; @@ -849,7 +880,8 @@ void photon(void) key = IHEOL; return; } - if (n <= game.torps) break; + if (n <= game.torps) + break; chew(); key = IHEOL; } @@ -880,7 +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) { @@ -900,14 +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! */ @@ -915,16 +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; @@ -932,7 +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); } @@ -1098,20 +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); 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"), @@ -1130,7 +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; @@ -1138,25 +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 { @@ -1169,7 +1212,7 @@ void phasers(void) chew(); key = IHEOL; if (damaged(DCOMPTR)) - prout(_("Battle computer damaged, manual file only.")); + prout(_("Battle computer damaged, manual fire only.")); else { skip(1); prouts(_("---WORKING---")); @@ -1208,8 +1251,10 @@ 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); @@ -1260,7 +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; @@ -1297,12 +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]; @@ -1314,19 +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;