X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=dba9f295c13a762a20a5c78056af1eb4de7b3b07;hp=22cc13649df9e51cdc71546222d451b5fb99e465;hb=ad1478c7cc24b761592a1e355015b44b243aeeda;hpb=b3d872bf30cc6b7e4a0b88f0580c2f5e35ccaf2d diff --git a/src/battle.c b/src/battle.c index 22cc136..dba9f29 100644 --- a/src/battle.c +++ b/src/battle.c @@ -1,11 +1,12 @@ #include "sst.h" void doshield(int i) +/* change shield status */ { int key; enum {NONE, SHUP, SHDN, NRG} action = NONE; - game.ididit = 0; + game.ididit = false; if (i == 2) action = SHUP; else { @@ -15,7 +16,7 @@ void doshield(int i) action = NRG; else { chew(); - if (game.damage[DSHIELD]) { + if (damaged(DSHIELD)) { prout(_("Shields damaged and down.")); return; } @@ -27,17 +28,17 @@ void doshield(int i) } if (action==NONE) { proutn(_("Do you wish to change shield energy? ")); - if (ja()) { + if (ja() == true) { proutn(_("Energy to transfer to shields- ")); action = NRG; } - else if (game.damage[DSHIELD]) { + else if (damaged(DSHIELD)) { prout(_("Shields damaged and down.")); return; } else if (game.shldup) { proutn(_("Shields are up. Do you want them down? ")); - if (ja()) action = SHDN; + if (ja() == true) action = SHDN; else { chew(); return; @@ -45,7 +46,7 @@ void doshield(int i) } else { proutn(_("Shields are down. Do you want them up? ")); - if (ja()) action = SHUP; + if (ja() == true) action = SHUP; else { chew(); return; @@ -69,7 +70,7 @@ void doshield(int i) finish(FNRG); return; } - game.ididit=1; + game.ididit=true; return; case SHDN: if (!game.shldup) { @@ -79,7 +80,7 @@ void doshield(int i) game.shldup=false; game.shldchg=1; prout(_("Shields lowered.")); - game.ididit=1; + game.ididit = true; return; case NRG: while (scan() != IHREAL) { @@ -92,7 +93,7 @@ void doshield(int i) prout(_("Insufficient ship energy.")); return; } - game.ididit = 1; + game.ididit = true; if (game.shield+aaitem >= game.inshld) { prout(_("Shield energy maximized.")); if (game.shield+aaitem > game.inshld) { @@ -108,7 +109,7 @@ void doshield(int i) prout(_("Engineering to bridge--")); prout(_(" Scott here. Power circuit problem, Captain.")); prout(_(" I can't drain the shields.")); - game.ididit = 0; + game.ididit = false; return; } if (game.shield+aaitem < 0) { @@ -129,10 +130,11 @@ void doshield(int i) } } -void ram(int ibumpd, int ienm, coord w) +void ram(bool ibumpd, int ienm, coord w) +/* make our ship ram something */ { double type = 1.0, extradm; - int icas, l; + int icas, m; prouts(_("***RED ALERT! RED ALERT!")); skip(1); @@ -148,7 +150,7 @@ void ram(int ibumpd, int ienm, coord w) case IHQUEST: type = 4.0; break; } proutn(ibumpd ? _(" rammed by ") : _(" rams ")); - crmena(0, ienm, 2, w); + crmena(false, ienm, sector, w); if (ibumpd) proutn(_(" (original position)")); skip(1); deadkl(w, ienm, game.sector.x, game.sector.y); @@ -158,13 +160,14 @@ void ram(int ibumpd, int ienm, coord w) icas = 10.0+20.0*Rand(); prout(_("***Sickbay reports %d casualties"), icas); game.casual += icas; - for (l=0; l < NDEVICES; l++) { - if (l == DDRAY) + game.state.crew -= icas; + for (m=0; m < NDEVICES; m++) { + if (m == DDRAY) continue; // Don't damage deathray - if (game.damage[l] < 0) + if (game.damage[m] < 0) continue; extradm = (10.0*type*Rand()+1.0)*game.damfac; - game.damage[l] += game.optime + extradm; /* Damage for at least time of travel! */ + game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */ } game.shldup = false; if (KLINGREM) { @@ -176,14 +179,16 @@ void ram(int ibumpd, int ienm, coord w) } void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n) +/* let a photon torpedo fly */ { - int l, iquad=0, jx=0, jy=0, shoved=0, ll; - + int l, iquad=0, jx=0, jy=0, ll; + bool shoved = false; double ac=course + 0.25*r; double angle = (15.0-ac)*0.5235988; double bullseye = (15.0 - course)*0.5235988; double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger; double ang, temp, xx, yy, kp, h1; + struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; coord w; w.x = w.y = 0; @@ -191,7 +196,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int if (fabs(deltay) > bigger) bigger = fabs(deltay); deltax /= bigger; deltay /= bigger; - if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED) + if (!damaged(DSRSENS) || game.condit==IHDOCKED) setwnd(srscan_window); else setwnd(message_window); @@ -241,13 +246,13 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int game.sector.x = jx; game.sector.y = jy; crmshp(); - shoved = 1; + shoved = true; break; case IHC: /* Hit a commander */ case IHS: if (Rand() <= 0.05) { - crmena(1, iquad, 2, w); + crmena(true, iquad, sector, w); prout(_(" uses anti-photon device;")); prout(_(" torpedo neutralized.")); return; @@ -268,7 +273,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int deadkl(w, iquad, w.x, w.y); return; } - crmena(1, iquad, 2, w); + crmena(true, iquad, sector, w); /* If enemy damaged but not destroyed, try to displace */ ang = angle + 2.5*(Rand()-0.5); temp = fabs(sin(ang)); @@ -294,31 +299,30 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int proutn(_(" damaged--")); game.ks[ll].x = jx; game.ks[ll].y = jy; - shoved = 1; + shoved = true; break; case IHB: /* Hit a base */ skip(1); prout(_("***STARBASE DESTROYED..")); for_starbases(ll) { - if (game.state.baseq[ll].x==game.quadrant.x && game.state.baseq[ll].y==game.quadrant.y) { - game.state.baseq[ll].x=game.state.baseq[game.state.rembase].x; - game.state.baseq[ll].y=game.state.baseq[game.state.rembase].y; + if (same(game.state.baseq[ll], game.quadrant)) { + game.state.baseq[ll]=game.state.baseq[game.state.rembase]; break; } } game.quad[w.x][w.y]=IHDOT; game.state.rembase--; game.base.x=game.base.y=0; - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase--; + q->starbase--; game.state.chart[game.quadrant.x][game.quadrant.y].starbase--; game.state.basekl++; newcnd(); return; case IHP: /* Hit a planet */ - crmena(1, iquad, 2, w); + crmena(true, iquad, sector, w); prout(_(" destroyed.")); game.state.nplankl++; - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET; + q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); game.iplnet = 0; game.plnet.x = game.plnet.y = 0; @@ -329,10 +333,10 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int } return; case IHW: /* Hit an inhabited world -- very bad! */ - crmena(1, iquad, 2, w); + crmena(true, iquad, sector, w); prout(_(" destroyed.")); game.state.nworldkl++; - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET; + q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); game.iplnet = 0; game.plnet.x = game.plnet.y = 0; @@ -346,10 +350,10 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int return; case IHSTAR: /* Hit a star */ if (Rand() > 0.10) { - nova(w.x, w.y); + nova(w); return; } - crmena(1, IHSTAR, 2, w); + crmena(true, IHSTAR, sector, w); prout(_(" unaffected by photon blast.")); return; case IHQUEST: /* Hit a thingy */ @@ -369,13 +373,13 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int * you can shove the Thingy and piss it off. * It then becomes an enemy and may fire at you. */ - iqengry=1; - shoved=1; + iqengry = true; + shoved = true; } return; case IHBLANK: /* Black hole */ skip(1); - crmena(1, IHBLANK, 2, w); + crmena(true, IHBLANK, sector, w); prout(_(" swallows torpedo.")); return; case IHWEB: /* hit the web */ @@ -389,20 +393,21 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int h1 = fabs(h1); if (h1 >= 600) { game.quad[w.x][w.y] = IHDOT; - game.ithere = 0; + game.ithere = false; game.tholian.x = game.tholian.y = 0; deadkl(w, iquad, w.x, w.y); return; } skip(1); - crmena(1, IHT, 2, w); + crmena(true, IHT, sector, w); if (Rand() > 0.05) { prout(_(" survives photon blast.")); return; } prout(_(" disappears.")); game.quad[w.x][w.y] = IHWEB; - game.ithere = game.tholian.x = game.tholian.y = 0; + game.ithere = false; + game.tholian.x = game.tholian.y = 0; game.nenhere--; { coord dummy; @@ -413,7 +418,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int default: /* Problem! */ skip(1); proutn("Don't know how to handle collision with "); - crmena(1, iquad, 2, w); + crmena(true, iquad, sector, w); skip(1); return; } @@ -436,10 +441,11 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int return; } -static void fry(double hit) +static void fry(double hit) +/* critical-hit resolution */ { double ncrit, extradm; - int ktr=1, l, ll, j, cdam[NDEVICES]; + 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; @@ -447,18 +453,18 @@ static void fry(double hit) ncrit = 1.0 + hit/(500.0+100.0*Rand()); proutn(_("***CRITICAL HIT--")); /* Select devices and cause damage */ - for (l = 0; l < ncrit && 0 < NDEVICES; l++) { + for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) { do { j = NDEVICES*Rand(); /* Cheat to prevent shuttle damage unless on ship */ } while (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY); - cdam[l] = j; + cdam[loop1] = j; extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())); game.damage[j] += extradm; - if (l > 0) { - for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ; - if (ll<=l) continue; + if (loop1 > 0) { + for (loop2=2; loop2<=loop1 && j != cdam[loop2-1]; loop2++) ; + if (loop2<=loop1) continue; ktr += 1; if (ktr==3) skip(1); proutn(_(" and ")); @@ -466,20 +472,21 @@ static void fry(double hit) proutn(device[j]); } prout(_(" damaged.")); - if (game.damage[DSHIELD] && game.shldup) { + if (damaged(DSHIELD) && game.shldup) { prout(_("***Shields knocked down.")); game.shldup=false; } } -void attack(int torps_ok) +void attack(bool torps_ok) +/* bad guy attacks us */ { - /* torps_ok == 0 forces use of phasers in an attack */ - int percent, ihurt=0, l, i=0, iquad, itflag; - int atackd = 0, attempt = 0; - double hit; - double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r; + /* torps_ok == false forces use of phasers in an attack */ + int percent, loop, iquad; + bool itflag, 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; @@ -491,21 +498,20 @@ void attack(int torps_ok) game.neutz = 0; return; } - if ((((game.comhere || game.ishere) && (game.justin == 0)) || game.skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom(); - if (game.nenhere==0 || (game.nenhere==1 && iqhere && iqengry==0)) 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; pfac = 1.0/game.inshld; if (game.shldchg == 1) chgfac = 0.25+0.5*Rand(); skip(1); - if (game.skill <= SKILL_FAIR) i = 2; - for_local_enemies(l) { - if (game.kpower[l] < 0) continue; /* too weak to attack */ + 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 */ r = Rand(); /* Increase chance of photon torpedos if docked or enemy energy low */ if (game.condit == IHDOCKED) r *= 0.25; - if (game.kpower[l] < 500) r *= 0.25; - jay.x = game.ks[l].x; - jay.y = game.ks[l].y; + 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 || @@ -516,23 +522,23 @@ void attack(int torps_ok) if (itflag) { /* Enemy uses phasers */ if (game.condit == IHDOCKED) continue; /* Don't waste the effort! */ - attempt = 1; /* Attempt to attack */ + attempt = true; /* Attempt to attack */ dustfac = 0.8+0.05*Rand(); - hit = game.kpower[l]*pow(dustfac,game.kavgd[l]); - game.kpower[l] *= 0.75; + hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]); + game.kpower[loop] *= 0.75; } else { /* Enemy used photon torpedo */ double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x); hit = 0; proutn(_("***TORPEDO INCOMING")); - if (game.damage[DSRSENS] <= 0.0) { + if (!damaged(DSRSENS)) { proutn(_(" From ")); - crmena(0, iquad, i, jay); + crmena(false, iquad, where, jay); } - attempt = 1; + attempt = true; prout(" "); r = (Rand()+Rand())*0.5 -0.5; - r += 0.002*game.kpower[l]*r; + r += 0.002*game.kpower[loop]*r; torpedo(course, r, jay.x, jay.y, &hit, 1, 1); if (KLINGREM==0) finish(FWON); /* Klingons did themselves in! */ @@ -545,27 +551,27 @@ void attack(int torps_ok) double absorb, hitsh, propor = pfac*game.shield*(game.condit==IHDOCKED ? 2.1 : 1.0); if(propor < 0.1) propor = 0.1; hitsh = propor*chgfac*hit+1.0; - atackd=1; + atackd = true; absorb = 0.8*hitsh; if (absorb > game.shield) absorb = game.shield; game.shield -= absorb; hit -= hitsh; - if (game.condit==IHDOCKED) dock(0); + if (game.condit==IHDOCKED) dock(false); if (propor > 0.1 && hit < 0.005*game.energy) continue; } /* It's a hit -- print out hit size */ - atackd = 1; /* We weren't going to check casualties, etc. if + 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 fw.xed it */ - ihurt = 1; + doesn't make any sense, so I've fixed it */ + ihurt = true; proutn(_("%d unit hit"), (int)hit); - if ((game.damage[DSRSENS] > 0 && itflag) || game.skill<=SKILL_FAIR) { + if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) { proutn(_(" on the ")); crmshp(); } - if (game.damage[DSRSENS] <= 0.0 && itflag) { + if (!damaged(DSRSENS) && itflag) { proutn(_(" from ")); - crmena(0, iquad, i, jay); + crmena(false, iquad, where, jay); } skip(1); /* Decide if hit is critical */ @@ -574,18 +580,18 @@ void attack(int torps_ok) fry(hit); game.energy -= hit; if (game.condit==IHDOCKED) - dock(0); + dock(false); } if (game.energy <= 0) { /* Returning home upon your shield, not with it... */ finish(FBATTLE); return; } - if (attempt == 0 && game.condit == IHDOCKED) + if (!attempt && game.condit == IHDOCKED) prout(_("***Enemies decide against attacking your ship.")); - if (atackd == 0) return; + if (!atackd) return; percent = 100.0*pfac*game.shield+0.5; - if (ihurt==0) { + if (!ihurt) { /* Shields fully protect ship */ proutn(_("Enemy attack reduces shield strength to ")); } @@ -594,7 +600,7 @@ void attack(int torps_ok) skip(1); proutn(_("Energy left %2d shields "), (int)game.energy); if (game.shldup) proutn(_("up ")); - else if (game.damage[DSHIELD] == 0) proutn(_("down ")); + else if (!damaged(DSHIELD)) proutn(_("down ")); else proutn(_("damaged, ")); } prout(_("%d%%, torpedoes left %d"), percent, game.torps); @@ -606,16 +612,18 @@ void attack(int torps_ok) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties"), icas); prout(_(" in that last attack.\"")); game.casual += icas; + game.state.crew -= icas; } } /* After attack, reset average distance to enemies */ - for_local_enemies(l) - game.kavgd[l] = game.kdist[l]; + for_local_enemies(loop) + game.kavgd[loop] = game.kdist[loop]; sortkl(); return; } -void deadkl(coord w, int type, int ixx, int iyy) +void deadkl(coord w, int type, int ixx, int iyy) +/* kill a Klingon, Tholian, Romulan, or Thingy */ { /* Added ixx and iyy allow enemy to "move" before dying */ coord mv; @@ -623,7 +631,7 @@ void deadkl(coord w, int type, int ixx, int iyy) mv.x = ixx; mv.y = iyy; skip(1); - crmena(1, type, 2, mv); + crmena(true, type, sector, mv); /* Decide what kind of enemy it is and update approriately */ if (type == IHR) { /* chalk up a Romulan */ @@ -633,11 +641,12 @@ void deadkl(coord w, int type, int ixx, int iyy) } else if (type == IHT) { /* Killed a Tholian */ - game.ithere = 0; + game.ithere = false; } else if (type == IHQUEST) { /* Killed a Thingy */ - iqhere=iqengry=thing.x=thing.y=0; + iqhere = iqengry = false; + thing.x =thing.y = 0; } else { /* Some type of a Klingon */ @@ -661,7 +670,8 @@ void deadkl(coord w, int type, int ixx, int iyy) break; case IHS: game.state.nscrem--; - game.ishere = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0; + game.ishere = false; + game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0; unschedule(FSCMOVE); unschedule(FSCDBAS); break; @@ -719,14 +729,16 @@ static bool targetcheck(double x, double y, double *course) } void photon(void) +/* launch photon torpedo */ { double targ[4][3], course[4]; double r, dummy; - int key, n, i, osuabor; + int key, n, i; + bool osuabor; - game.ididit = 0; + game.ididit = false; - if (game.damage[DPHOTON]) { + if (damaged(DPHOTON)) { prout(_("Photon tubes damaged.")); chew(); return; @@ -813,9 +825,9 @@ void photon(void) if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; } } - game.ididit = 1; + game.ididit = true; /* Loop for moving torpedoes */ - osuabor = 0; + osuabor = false; for (i = 1; i <= n && !osuabor; i++) { if (game.condit != IHDOCKED) game.torps--; r = (Rand()+Rand())*0.5 -0.5; @@ -829,7 +841,7 @@ void photon(void) skip(1); if (i < n) prout(_(" Remainder of burst aborted.")); - osuabor=1; + osuabor = true; if (Rand() <= 0.2) { prout(_("***Photon tubes damaged by misfire.")); game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()); @@ -847,7 +859,8 @@ void photon(void) -static void overheat(double rpow) +static void overheat(double rpow) +/* check for phasers overheating */ { if (rpow > 1500) { double chekbrn = (rpow-1500.)*0.00038; @@ -858,7 +871,8 @@ static void overheat(double rpow) } } -static int checkshctrl(double rpow) +static bool checkshctrl(double rpow) +/* check shield control */ { double hit; int icas; @@ -866,7 +880,7 @@ static int checkshctrl(double rpow) skip(1); if (Rand() < .998) { prout(_("Shields lowered.")); - return 0; + return false; } /* Something bad has happened */ prouts(_("***RED ALERT! RED ALERT!")); @@ -879,7 +893,7 @@ static int checkshctrl(double rpow) skip(1); stars(); finish(FPHASER); - return 1; + return true; } prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")); skip(2); @@ -891,39 +905,41 @@ static int checkshctrl(double rpow) skip(1); prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")); prout(_(" %d casualties so far.\""), icas); - game.casual -= icas; + game.casual += icas; + game.state.crew -= icas; } skip(1); prout(_("Phaser energy dispersed by shields.")); prout(_("Enemy unaffected.")); overheat(rpow); - return 1; + return true; } void phasers(void) +/* fire phasers */ { double hits[21], rpow=0, extra, powrem, over, temp; int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ - int ifast=0, no=0, ipoop=1, msgflag = 1; + bool ifast = false, no = false, ipoop = true, msgflag = true; enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; int key=0; skip(1); /* SR sensors and Computer */ - if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0; + if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false; if (game.condit == IHDOCKED) { prout(_("Phasers can't be fired through base shields.")); chew(); return; } - if (game.damage[DPHASER] != 0) { + if (damaged(DPHASER)) { prout(_("Phaser control damaged.")); chew(); return; } if (game.shldup) { - if (game.damage[DSHCTRL]) { + if (damaged(DSHCTRL)) { prout(_("High speed shield control damaged.")); chew(); return; @@ -934,7 +950,7 @@ void phasers(void) return; } prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")); - ifast = 1; + ifast = true; } /* Original code so convoluted, I re-did it all */ @@ -965,7 +981,7 @@ void phasers(void) } } else if (isit("no")) { - no = 1; + no = true; } else { huh(); @@ -998,7 +1014,7 @@ void phasers(void) switch (automode) { case AUTOMATIC: if (key == IHALPHA && isit("no")) { - no = 1; + no = true; key = scan(); } if (key != IHREAL && game.nenhere != 0) { @@ -1031,7 +1047,7 @@ void phasers(void) return; } if ((key=scan()) == IHALPHA && isit("no")) { - no = 1; + no = true; } if (ifast) { game.energy -= 200; /* Go and do it! */ @@ -1056,9 +1072,9 @@ void phasers(void) } if (powrem > 0.0) extra += powrem; hittem(hits); - game.ididit=1; + game.ididit = true; } - if (extra > 0 && game.alldone == 0) { + if (extra > 0 && !game.alldone) { if (game.ithere) { proutn(_("*** Tholian web absorbs ")); if (game.nenhere>0) proutn(_("excess ")); @@ -1073,7 +1089,7 @@ void phasers(void) case FORCEMAN: chew(); key = IHEOL; - if (game.damage[DCOMPTR]!=0) + if (damaged(DCOMPTR)) prout(_("Battle comuter damaged, manual file only.")); else { skip(1); @@ -1093,10 +1109,10 @@ void phasers(void) proutn(_("Energy available= %.2f"), game.energy-.006-(ifast?200:0)); skip(1); - msgflag = 0; + msgflag = false; rpow = 0.0; } - if (game.damage[DSRSENS] && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) && + if (damaged(DSRSENS) && !(abs(game.sector.x-aim.x) < 2 && abs(game.sector.y-aim.y) < 2) && (ienm == IHC || ienm == IHS)) { cramen(ienm); prout(_(" can't be located without short range scan.")); @@ -1113,11 +1129,11 @@ void phasers(void) (1.01+0.05*Rand()) + 1.0; kz = k; proutn("("); - if (game.damage[DCOMPTR]==0) proutn("%d", irec); + if (!damaged(DCOMPTR)) proutn("%d", irec); else proutn("??"); proutn(") "); proutn(_("units to fire at ")); - crmena(0, ienm, 2, aim); + crmena(false, ienm, sector, aim); proutn("- "); key = scan(); } @@ -1132,7 +1148,7 @@ void phasers(void) } if (key == IHEOL) { if (k==1) { /* Let me say I'm baffled by this */ - msgflag = 1; + msgflag = true; } continue; } @@ -1159,7 +1175,7 @@ void phasers(void) return; } if (key == IHALPHA && isit("no")) { - no = 1; + no = true; } game.energy -= rpow; chew(); @@ -1168,7 +1184,7 @@ void phasers(void) if (checkshctrl(rpow)) return; } hittem(hits); - game.ididit=1; + game.ididit = true; case NOTSET:; /* avoid gcc warning */ } /* Say shield raised or malfunction, if necessary */ @@ -1193,6 +1209,7 @@ void phasers(void) } void hittem(double *hits) +/* register a phaser hit on Klingons and Romulans */ { double kp, kpow, wham, hit, dustfac, kpini; int nenhr2=game.nenhere, k=1, kk=1, ienm; @@ -1211,15 +1228,15 @@ void hittem(double *hits) kpow = game.kpower[kk]; w = game.ks[kk]; if (hit > 0.005) { - if (game.damage[DSRSENS]==0) + if (!damaged(DSRSENS)) boom(w.x, w.y); proutn(_("%d unit hit on "), (int)hit); } else proutn(_("Very small hit on ")); ienm = game.quad[w.x][w.y]; - if (ienm==IHQUEST) iqengry=1; - crmena(0,ienm,2,w); + if (ienm==IHQUEST) iqengry = true; + crmena(false,ienm,sector,w); skip(1); if (kpow == 0) { deadkl(w, ienm, w.x, w.y);