X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=f4c6e9070bb6069f67debf3d418621ece7ee7c15;hp=58ed4c2b997edf0541c16b281d40b3db4212144d;hb=4207ce95e80fe7e2d5114079fa4255e0ad506618;hpb=52265793501a00845a0d6108d1af6e50e3ece379 diff --git a/src/battle.c b/src/battle.c index 58ed4c2..f4c6e90 100644 --- a/src/battle.c +++ b/src/battle.c @@ -1,13 +1,15 @@ #include "sst.h" -void doshield(int i) +void doshield(bool raise) +/* change shield status */ { int key; enum {NONE, SHUP, SHDN, NRG} action = NONE; - game.ididit = 0; + game.ididit = false; - if (i == 2) action = SHUP; + if (raise) + action = SHUP; else { key = scan(); if (key == IHALPHA) { @@ -15,8 +17,8 @@ void doshield(int i) action = NRG; else { chew(); - if (game.damage[DSHIELD]) { - prout("Shields damaged and down."); + if (damaged(DSHIELD)) { + prout(_("Shields damaged and down.")); return; } if (isit("up")) @@ -26,26 +28,26 @@ void doshield(int i) } } if (action==NONE) { - proutn("Do you wish to change shield energy? "); - if (ja()) { - proutn("Energy to transfer to shields- "); + proutn(_("Do you wish to change shield energy? ")); + if (ja() == true) { + proutn(_("Energy to transfer to shields- ")); action = NRG; } - else if (game.damage[DSHIELD]) { - prout("Shields damaged and down."); + 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; + proutn(_("Shields are up. Do you want them down? ")); + if (ja() == true) action = SHDN; else { chew(); return; } } else { - proutn("Shields are down. Do you want them up? "); - if (ja()) action = SHUP; + proutn(_("Shields are down. Do you want them up? ")); + if (ja() == true) action = SHUP; else { chew(); return; @@ -56,47 +58,47 @@ void doshield(int i) switch (action) { case SHUP: /* raise shields */ if (game.shldup) { - prout("Shields already up."); + prout(_("Shields already up.")); return; } - game.shldup = 1; - game.shldchg = 1; - if (game.condit != IHDOCKED) game.energy -= 50.0; - prout("Shields raised."); + game.shldup = true; + game.shldchg = true; + if (game.condition != docked) game.energy -= 50.0; + prout(_("Shields raised.")); if (game.energy <= 0) { skip(1); - prout("Shields raising uses up last of energy."); + prout(_("Shields raising uses up last of energy.")); finish(FNRG); return; } - game.ididit=1; + game.ididit=true; return; case SHDN: - if (game.shldup==0) { - prout("Shields already down."); + if (!game.shldup) { + prout(_("Shields already down.")); return; } - game.shldup=0; - game.shldchg=1; - prout("Shields lowered."); - game.ididit=1; + game.shldup=false; + game.shldchg=true; + prout(_("Shields lowered.")); + game.ididit = true; return; case NRG: while (scan() != IHREAL) { chew(); - proutn("Energy to transfer to shields- "); + proutn(_("Energy to transfer to shields- ")); } chew(); if (aaitem==0) return; if (aaitem > game.energy) { - prout("Insufficient ship energy."); + prout(_("Insufficient ship energy.")); return; } - game.ididit = 1; + game.ididit = true; if (game.shield+aaitem >= game.inshld) { - prout("Shield energy maximized."); + prout(_("Shield energy maximized.")); if (game.shield+aaitem > game.inshld) { - prout("Excess energy requested returned to ship energy"); + prout(_("Excess energy requested returned to ship energy")); } game.energy -= game.inshld-game.shield; game.shield = game.inshld; @@ -105,23 +107,23 @@ void doshield(int i) if (aaitem < 0.0 && game.energy-aaitem > game.inenrg) { /* Prevent shield drain loophole */ skip(1); - prout("Engineering to bridge--"); - prout(" Scott here. Power circuit problem, Captain."); - prout(" I can't drain the shields."); - game.ididit = 0; + prout(_("Engineering to bridge--")); + prout(_(" Scott here. Power circuit problem, Captain.")); + prout(_(" I can't drain the shields.")); + game.ididit = false; return; } if (game.shield+aaitem < 0) { - prout("All shield energy transferred to ship."); + prout(_("All shield energy transferred to ship.")); game.energy += game.shield; game.shield = 0.0; return; } - proutn("Scotty- \""); + proutn(_("Scotty- \"")); if (aaitem > 0) - prout("Transferring energy to shields.\""); + prout(_("Transferring energy to shields.\"")); else - prout("Draining energy from shields.\""); + prout(_("Draining energy from shields.\"")); game.shield += aaitem; game.energy -= aaitem; return; @@ -129,79 +131,148 @@ void doshield(int i) } } -void ram(int ibumpd, int ienm, int ix, int iy) +static int randdevice(void) +/* choose a device to damage, at random. */ { - double type = 1.0, extradm; - int icas, l; + /* + * 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 hardness, extradm; + int icas, m, ncrits; - prouts("***RED ALERT! RED ALERT!"); + prouts(_("***RED ALERT! RED ALERT!")); skip(1); - prout("***COLLISION IMMINENT."); + prout(_("***COLLISION IMMINENT.")); skip(2); 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(0, ienm, 2, ix, iy); - if (ibumpd) proutn(" (original position)"); + proutn(ibumpd ? _(" rammed by ") : _(" rams ")); + crmena(false, ienm, sector, w); + if (ibumpd) proutn(_(" (original position)")); skip(1); - deadkl(ix, iy, ienm, game.sectx, game.secty); + deadkl(w, ienm, game.sector); proutn("***"); crmshp(); - prout(" heavily damaged."); + prout(_(" heavily damaged.")); icas = 10.0+20.0*Rand(); - prout("***Sickbay reports %d casualties", icas); + prout(_("***Sickbay reports %d casualties"), icas); game.casual += icas; - for (l=0; l < NDEVICES; l++) { - if (l == DDRAY) - continue; // Don't damage deathray - if (game.damage[l] < 0) + game.state.crew -= icas; + /* + * 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[l] += 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 = 0; + game.shldup = false; + prout(_("***Shields are down.")); if (KLINGREM) { - pause_game(2); + pause_game(true); dreprt(); } else finish(FWON); return; } -void torpedo(double course, double r, int inx, int iny, double *hit, int i, int n) +void torpedo(double course, double r, coord in, double *hit, int i, int n) +/* let a photon torpedo fly */ { - int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll; - + int l, iquad=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 deltax=-sin(angle), deltay=cos(angle), x=in.x, y=in.y, bigger; double ang, temp, xx, yy, kp, h1; + struct quadrant *q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; + coord w, jw; + w.x = w.y = jw.x = jw.y = 0; bigger = fabs(deltax); if (fabs(deltay) > bigger) bigger = fabs(deltay); deltax /= bigger; deltay /= bigger; - if (game.damage[DSRSENS]==0 || game.condit==IHDOCKED) + if (!damaged(DSRSENS) || game.condition==docked) setwnd(srscan_window); else setwnd(message_window); /* Loop to move a single torpedo */ for (l=1; l <= 15; l++) { x += deltax; - ix = x + 0.5; + w.x = x + 0.5; y += deltay; - iy = y + 0.5; - if (!VALID_SECTOR(ix, iy)) break; - iquad=game.quad[ix][iy]; - tracktorpedo(ix, iy, l, i, n, iquad); + w.y = y + 0.5; + 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; /* hit something */ setwnd(message_window); @@ -210,192 +281,200 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int case IHE: /* Hit our ship */ case IHF: skip(1); - proutn("Torpedo hits "); + proutn(_("Torpedo hits ")); crmshp(); prout("."); *hit = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); + 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); *hit = fabs(*hit); newcnd(); /* we're blown out of dock */ /* We may be displaced. */ - if (game.landed==1 || game.condit==IHDOCKED) 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)); xx = -sin(ang)/temp; yy = cos(ang)/temp; - jx=ix+xx+0.5; - jy=iy+yy+0.5; - if (!VALID_SECTOR(jx, jy)) return; - if (game.quad[jx][jy]==IHBLANK) { + jw.x=w.x+xx+0.5; + jw.y=w.y+yy+0.5; + if (!VALID_SECTOR(jw.x, jw.y)) return; + if (game.quad[jw.x][jw.y]==IHBLANK) { finish(FHOLE); return; } - if (game.quad[jx][jy]!=IHDOT) { + if (game.quad[jw.x][jw.y]!=IHDOT) { /* can't move into object */ return; } - game.sectx = jx; - game.secty = jy; + game.sector = jw; crmshp(); - shoved = 1; + shoved = true; break; case IHC: /* Hit a commander */ case IHS: if (Rand() <= 0.05) { - crmena(1, iquad, 2, ix, iy); - prout(" uses anti-photon device;"); - prout(" torpedo neutralized."); + crmena(true, iquad, sector, w); + prout(_(" uses anti-photon device;")); + prout(_(" torpedo neutralized.")); return; } case IHR: /* Hit a regular enemy */ case IHK: /* find the enemy */ for_local_enemies(ll) - if (ix==game.kx[ll] && iy==game.ky[ll]) break; + if (same(w, game.ks[ll])) + break; kp = fabs(game.kpower[ll]); h1 = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); + 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); h1 = fabs(h1); if (kp < h1) h1 = kp; game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1); if (game.kpower[ll] == 0) { - deadkl(ix, iy, iquad, ix, iy); + deadkl(w, iquad, w); return; } - crmena(1, iquad, 2, ix, iy); + 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)); if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); xx = -sin(ang)/temp; yy = cos(ang)/temp; - jx=ix+xx+0.5; - jy=iy+yy+0.5; - if (!VALID_SECTOR(jx, jy)) { - prout(" damaged but not destroyed."); + jw.x=w.x+xx+0.5; + jw.y=w.y+yy+0.5; + if (!VALID_SECTOR(jw.x, jw.y)) { + prout(_(" damaged but not destroyed.")); return; } - if (game.quad[jx][jy]==IHBLANK) { - prout(" buffeted into black hole."); - deadkl(ix, iy, iquad, jx, jy); + if (game.quad[jw.x][jw.y]==IHBLANK) { + prout(_(" buffeted into black hole.")); + deadkl(w, iquad, jw); return; } - if (game.quad[jx][jy]!=IHDOT) { + if (game.quad[jw.x][jw.y]!=IHDOT) { /* can't move into object */ - prout(" damaged but not destroyed."); + prout(_(" damaged but not destroyed.")); return; } - proutn(" damaged--"); - game.kx[ll] = jx; - game.ky[ll] = jy; - shoved = 1; + proutn(_(" damaged--")); + game.ks[ll] = jw; + shoved = true; break; case IHB: /* Hit a base */ skip(1); - prout("***STARBASE DESTROYED.."); + prout(_("***STARBASE DESTROYED..")); for_starbases(ll) { - if (game.state.baseqx[ll]==game.quadx && game.state.baseqy[ll]==game.quady) { - game.state.baseqx[ll]=game.state.baseqx[game.state.rembase]; - game.state.baseqy[ll]=game.state.baseqy[game.state.rembase]; + if (same(game.state.baseq[ll], game.quadrant)) { + game.state.baseq[ll]=game.state.baseq[game.state.rembase]; break; } } - game.quad[ix][iy]=IHDOT; + game.quad[w.x][w.y]=IHDOT; game.state.rembase--; - game.basex=game.basey=0; - game.state.galaxy[game.quadx][game.quady].starbase--; - game.state.chart[game.quadx][game.quady].starbase--; + game.base.x=game.base.y=0; + 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, ix, iy); - prout(" destroyed."); + crmena(true, iquad, sector, w); + prout(_(" destroyed.")); game.state.nplankl++; - game.state.galaxy[game.quadx][game.quady].planet = NULL; + q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); game.iplnet = 0; - game.plnetx = game.plnety = 0; - game.quad[ix][iy] = IHDOT; - if (game.landed==1) { + invalidate(game.plnet); + game.quad[w.x][w.y] = IHDOT; + if (game.landed) { /* captain perishes on planet */ finish(FDPLANET); } return; + case IHW: /* Hit an inhabited world -- very bad! */ + crmena(true, iquad, sector, w); + prout(_(" destroyed.")); + game.state.nworldkl++; + q->planet = NOPLANET; + DESTROY(&game.state.plnets[game.iplnet]); + game.iplnet = 0; + invalidate(game.plnet); + game.quad[w.x][w.y] = IHDOT; + 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.")); + return; case IHSTAR: /* Hit a star */ if (Rand() > 0.10) { - nova(ix, iy); + nova(w); return; } - crmena(1, IHSTAR, 2, ix, iy); - prout(" unaffected by photon blast."); + crmena(true, IHSTAR, sector, w); + prout(_(" unaffected by photon blast.")); return; case IHQUEST: /* Hit a thingy */ if (!(game.options & OPTION_THINGY) || Rand()>0.7) { skip(1); - prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"); + prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")); skip(1); - prouts(" HACK! HACK! HACK! *CHOKE!* "); + prouts(_(" HACK! HACK! HACK! *CHOKE!* ")); skip(1); - proutn("Mr. Spock-"); - prouts(" \"Fascinating!\""); + proutn(_("Mr. Spock-")); + prouts(_(" \"Fascinating!\"")); skip(1); - deadkl(ix, iy, iquad, ix, iy); + deadkl(w, iquad, w); } else { /* * Stas Sergeev added the possibility that * 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, ix, iy); - prout(" swallows torpedo."); + crmena(true, IHBLANK, sector, w); + prout(_(" swallows torpedo.")); return; case IHWEB: /* hit the web */ skip(1); - prout("***Torpedo absorbed by Tholian web."); + prout(_("***Torpedo absorbed by Tholian web.")); return; case IHT: /* Hit a Tholian */ h1 = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); + 1000.0 * distance(w, in) * fabs(sin(bullseye-angle)); h1 = fabs(h1); if (h1 >= 600) { - game.quad[ix][iy] = IHDOT; - game.ithere = 0; - game.ithx = game.ithy = 0; - deadkl(ix, iy, iquad, ix, iy); + game.quad[w.x][w.y] = IHDOT; + game.ithere = false; + deadkl(w, iquad, w); return; } skip(1); - crmena(1, IHT, 2, ix, iy); + crmena(true, IHT, sector, w); if (Rand() > 0.05) { - prout(" survives photon blast."); + prout(_(" survives photon blast.")); return; } - prout(" disappears."); - game.quad[ix][iy] = IHWEB; - game.ithere = game.ithx = game.ithy = 0; + prout(_(" disappears.")); + game.quad[w.x][w.y] = IHWEB; + game.ithere = false; game.nenhere--; - { - int dum, my; - dropin(IHBLANK, &dum, &my); - } + dropin(IHBLANK); return; default: /* Problem! */ skip(1); proutn("Don't know how to handle collision with "); - crmena(1, iquad, 2, ix, iy); + crmena(true, iquad, sector, w); skip(1); return; } @@ -405,318 +484,345 @@ void torpedo(double course, double r, int inx, int iny, double *hit, int i, int setwnd(message_window); } if (shoved) { - game.quad[jx][jy]=iquad; - game.quad[ix][iy]=IHDOT; - prout(" displaced by blast to %s ", cramlc(sector, jx, jy)); + 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) - game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sectx-game.kx[ll])+square(game.secty-game.ky[ll])); + game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]); sortkl(); return; } skip(1); - prout("Torpedo missed."); + prout(_("Torpedo missed.")); 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; ncrit = 1.0 + hit/(500.0+100.0*Rand()); - proutn("***CRITICAL HIT--"); + proutn(_("***CRITICAL HIT--")); /* Select devices and cause damage */ - for (l = 0; l < ncrit && 0 < NDEVICES; l++) { + 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); - cdam[l] = j; + (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 (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 "); + proutn(_(" and ")); } proutn(device[j]); } - prout(" damaged."); - if (game.damage[DSHIELD] && game.shldup) { - prout("***Shields knocked down."); - game.shldup=0; + prout(_(" damaged.")); + 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, jx, jy, 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 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; -#ifdef DEBUG - if (game.idebug) prout("ATTACK!"); -#endif + /* game could be over at this point, check */ + if (game.alldone) + return; - if (game.ithere) movetho(); + if (idebug) + prout("=== ATTACK!"); + /* Tholian gewts to move before attacking */ + if (game.ithere) + movetho(); + + /* if you have just entered the RNZ, you'll get a warning */ if (game.neutz) { /* The one chance not to be attacked */ - game.neutz = 0; + game.neutz = false; 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; + + /* commanders get a chance to tac-move towards you */ + if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) + movcom(); + + /* 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) i = 2; - for_local_enemies(l) { - if (game.kpower[l] < 0) continue; /* too weak to attack */ - /* compute hit strength and diminsh shield power */ + + /* message verbosity control */ + 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 diminish 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; - jx = game.kx[l]; - jy = game.ky[l]; - iquad = game.quad[jx][jy]; + 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 || + /* 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.condit == IHDOCKED) continue; /* Don't waste the effort! */ - attempt = 1; /* Attempt to attack */ + 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[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.secty-jy, (double)jx-game.sectx); + 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"); - if (game.damage[DSRSENS] <= 0.0) { - proutn(" From "); - crmena(0, iquad, i, jx, jy); + proutn(_("***TORPEDO INCOMING")); + if (!damaged(DSRSENS)) { + proutn(_(" From ")); + crmena(false, iquad, where, jay); } - attempt = 1; + attempt = true; prout(" "); r = (Rand()+Rand())*0.5 -0.5; - r += 0.002*game.kpower[l]*r; - torpedo(course, r, jx, jy, &hit, 1, 1); + r += 0.002*game.kpower[loop]*r; + torpedo(course, r, jay, &hit, 1, 1); if (KLINGREM==0) finish(FWON); /* Klingons did themselves in! */ - if (game.state.galaxy[game.quadx][game.quady].supernova || game.alldone) + if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova || game.alldone) return; /* Supernova or finished */ if (hit == 0) continue; } - if (game.shldup != 0 || game.shldchg != 0 || game.condit==IHDOCKED) { + /* 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.condit==IHDOCKED ? 2.1 : 1.0); - if(propor < 0.1) propor = 0.1; + double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0); + if (propor < 0.1) propor = 0.1; hitsh = propor*chgfac*hit+1.0; - atackd=1; absorb = 0.8*hitsh; if (absorb > game.shield) absorb = game.shield; game.shield -= absorb; hit -= hitsh; - if (game.condit==IHDOCKED) dock(0); - 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 = 1; /* 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 */ - ihurt = 1; - proutn("%d unit hit", (int)hit); - if ((game.damage[DSRSENS] > 0 && itflag) || game.skill<=SKILL_FAIR) { - proutn(" on the "); + /* hit from this opponent got through shields, so take damage */ + ihurt = true; + proutn(_("%d unit hit"), (int)hit); + if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) { + proutn(_(" on the ")); crmshp(); } - if (game.damage[DSRSENS] <= 0.0 && itflag) { - proutn(" from "); - crmena(0, iquad, i, jx, jy); + if (!damaged(DSRSENS) && usephasers) { + proutn(_(" from ")); + crmena(false, iquad, where, jay); } skip(1); /* Decide if hit is critical */ if (hit > hitmax) hitmax = hit; hittot += hit; fry(hit); - prout("Hit %g energy %g", hit, game.energy); game.energy -= hit; - if (game.condit==IHDOCKED) - dock(0); } if (game.energy <= 0) { /* Returning home upon your shield, not with it... */ finish(FBATTLE); return; } - if (attempt == 0 && game.condit == IHDOCKED) - prout("***Enemies decide against attacking your ship."); - if (atackd == 0) return; + if (!attempt && game.condition == docked) + prout(_("***Enemies decide against attacking your ship.")); + 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 "); + proutn(_("Enemy attack reduces shield strength to ")); } else { /* Print message if starship suffered hit(s) */ skip(1); - proutn("Energy left %2d shields ", (int)game.energy); - if (game.shldup) proutn("up "); - else if (game.damage[DSHIELD] == 0) proutn("down "); - else proutn("damaged, "); + proutn(_("Energy left %2d shields "), (int)game.energy); + if (game.shldup) proutn(_("up ")); + else if (!damaged(DSHIELD)) proutn(_("down ")); + else proutn(_("damaged, ")); } - prout("%d%%, torpedoes left %d", percent, game.torps); + prout(_("%d%%, torpedoes left %d"), percent, game.torps); /* Check if anyone was hurt */ if (hitmax >= 200 || hittot >= 500) { int icas= hittot*Rand()*0.015; if (icas >= 2) { skip(1); - prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas); - prout(" in that last attack.\""); + 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(int ix, int iy, int type, int ixx, int iyy) +void deadkl(coord w, feature type, coord mv) +/* kill a Klingon, Tholian, Romulan, or Thingy */ { - /* Added ixx and iyy allow enemy to "move" before dying */ - + /* Added mv to allow enemy to "move" before dying */ int i,j; skip(1); - crmena(1, type, 2, ixx, iyy); - /* Decide what kind of enemy it is and update approriately */ + crmena(true, type, sector, mv); + /* Decide what kind of enemy it is and update appropriately */ if (type == IHR) { /* chalk up a Romulan */ - game.state.galaxy[game.quadx][game.quady].romulans--; + game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--; game.irhere--; game.state.nromrem--; } else if (type == IHT) { /* Killed a Tholian */ - game.ithere = 0; + game.ithere = false; } else if (type == IHQUEST) { /* Killed a Thingy */ - iqhere=iqengry=thingx=thingy=0; + iqhere = iqengry = false; + invalidate(thing); } else { /* Some type of a Klingon */ - game.state.galaxy[game.quadx][game.quady].klingons--; + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--; game.klhere--; switch (type) { case IHC: - game.comhere = 0; + game.comhere = false; for_commanders (i) - if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) break; - game.state.cx[i] = game.state.cx[game.state.remcom]; - game.state.cy[i] = game.state.cy[game.state.remcom]; - game.state.cx[game.state.remcom] = 0; - game.state.cy[game.state.remcom] = 0; + 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; game.state.remcom--; - game.future[FTBEAM] = FOREVER; + unschedule(FTBEAM); if (game.state.remcom != 0) - game.future[FTBEAM] = game.state.date + expran(1.0*game.incom/game.state.remcom); + schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)); break; case IHK: game.state.remkl--; break; case IHS: game.state.nscrem--; - game.ishere = game.state.isx = game.state.isy = game.isatb = game.iscate = 0; - game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER; + game.ishere = false; + 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[ix][iy] = IHDOT; + prout(_(" destroyed.")); + game.quad[w.x][w.y] = IHDOT; if (KLINGREM==0) return; game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); - /* Remove enemy ship from arrays describing local game.conditions */ - if (game.future[FCDBAS] < FOREVER && game.batx==game.quadx && game.baty==game.quady && type==IHC) - game.future[FCDBAS] = FOREVER; + /* 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 (game.kx[i]==ix && game.ky[i]==iy) break; + if (same(game.ks[i], w)) break; game.nenhere--; if (i <= game.nenhere) { for (j=i; j<=game.nenhere; j++) { - game.kx[j] = game.kx[j+1]; - game.ky[j] = game.ky[j+1]; + game.ks[j] = game.ks[j+1]; game.kpower[j] = game.kpower[j+1]; game.kavgd[j] = game.kdist[j] = game.kdist[j+1]; } } - game.kx[game.nenhere+1] = 0; - game.ky[game.nenhere+1] = 0; + game.ks[game.nenhere+1].x = 0; + game.ks[game.nenhere+1].x = 0; game.kdist[game.nenhere+1] = 0; game.kavgd[game.nenhere+1] = 0; game.kpower[game.nenhere+1] = 0; return; } -static int targetcheck(double x, double y, double *course) +static bool targetcheck(double x, double y, double *course) { double deltx, delty; - /* Return TRUE if target is invalid */ + /* Return true if target is invalid */ if (!VALID_SECTOR(x, y)) { huh(); - return 1; + return true; } - deltx = 0.1*(y - game.secty); - delty = 0.1*(game.sectx - x); + deltx = 0.1*(y - game.sector.y); + delty = 0.1*(game.sector.x - x); if (deltx==0 && delty== 0) { skip(1); - prout("Spock- \"Bridge to sickbay. Dr. McCoy,"); - prout(" I recommend an immediate review of"); - prout(" the Captain's psychological profile.\""); + prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")); + prout(_(" I recommend an immediate review of")); + prout(_(" the Captain's psychological profile.\"")); chew(); - return 1; + return true; } *course = 1.90985932*atan2(deltx, delty); - return 0; + return false; } 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]) { - prout("Photon tubes damaged."); + if (damaged(DPHOTON)) { + prout(_("Photon tubes damaged.")); chew(); return; } if (game.torps == 0) { - prout("No torpedoes left."); + prout(_("No torpedoes left.")); chew(); return; } @@ -727,8 +833,8 @@ void photon(void) return; } else if (key == IHEOL) { - prout("%d torpedoes left.", game.torps); - proutn("Number of torpedoes to fire- "); + prout(_("%d torpedoes left."), game.torps); + proutn(_("Number of torpedoes to fire- ")); key = scan(); } else /* key == IHREAL */ { @@ -739,7 +845,7 @@ void photon(void) } if (n > 3) { chew(); - prout("Maximum of 3 torpedoes per burst."); + prout(_("Maximum of 3 torpedoes per burst.")); key = IHEOL; return; } @@ -780,7 +886,7 @@ void photon(void) if (i == 1 && key == IHEOL) { /* prompt for each one */ for (i = 1; i <= n; i++) { - proutn("Target sector for torpedo number %d- ", i); + proutn(_("Target sector for torpedo number %d- "), i); key = scan(); if (key != IHREAL) { huh(); @@ -797,33 +903,33 @@ 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--; + if (game.condition != docked) game.torps--; r = (Rand()+Rand())*0.5 -0.5; if (fabs(r) >= 0.47) { /* misfire! */ r = (Rand()+1.2) * r; if (n>1) { - prouts("***TORPEDO NUMBER %d MISFIRES", i); + 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=1; + prout(_(" Remainder of burst aborted.")); + osuabor = true; if (Rand() <= 0.2) { - prout("***Photon tubes damaged by misfire."); + prout(_("***Photon tubes damaged by misfire.")); game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()); break; } } - if (game.shldup || game.condit == IHDOCKED) + if (game.shldup || game.condition == docked) r *= 1.0 + 0.0001*game.shield; - torpedo(course[i], r, game.sectx, game.secty, &dummy, i, n); - if (game.alldone || game.state.galaxy[game.quadx][game.quady].supernova) + torpedo(course[i], r, game.sector, &dummy, i, n); + if (game.alldone || game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) return; } if (KLINGREM==0) finish(FWON); @@ -831,94 +937,99 @@ 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; if (Rand() <= chekbrn) { - prout("Weapons officer Sulu- \"Phasers overheated, sir.\""); + prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")); game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn); } } } -static int checkshctrl(double rpow) +static bool checkshctrl(double rpow) +/* check shield control */ { double hit; int icas; skip(1); - if (Rand() < .998) { - prout("Shields lowered."); - return 0; + if (Rand() < 0.998) { + prout(_("Shields lowered.")); + return false; } /* Something bad has happened */ - prouts("***RED ALERT! RED ALERT!"); + prouts(_("***RED ALERT! RED ALERT!")); skip(2); hit = rpow*game.shield/game.inshld; game.energy -= rpow+hit*0.8; game.shield -= hit*0.2; if (game.energy <= 0.0) { - prouts("Sulu- \"Captain! Shield malf***********************\""); + prouts(_("Sulu- \"Captain! Shield malf***********************\"")); skip(1); stars(); finish(FPHASER); - return 1; + return true; } - prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""); + prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")); skip(2); - prout("Lt. Uhura- \"Sir, all decks reporting damage.\""); + prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")); icas = hit*Rand()*0.012; skip(1); fry(0.8*hit); if (icas) { skip(1); - prout("McCoy to bridge- \"Severe radiation burns, Jim."); - prout(" %d casualties so far.\"", icas); - game.casual -= icas; + prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")); + prout(_(" %d casualties so far.\""), icas); + game.casual += icas; + game.state.crew -= icas; } skip(1); - prout("Phaser energy dispersed by shields."); - prout("Enemy unaffected."); + 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, itarg = 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 (game.condit == IHDOCKED) { - prout("Phasers can't be fired through base shields."); + /* 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(); return; } - if (game.damage[DPHASER] != 0) { - prout("Phaser control damaged."); + if (damaged(DPHASER)) { + prout(_("Phaser control damaged.")); chew(); return; } if (game.shldup) { - if (game.damage[DSHCTRL]) { - prout("High speed shield control damaged."); + if (damaged(DSHCTRL)) { + prout(_("High speed shield control damaged.")); chew(); return; } if (game.energy <= 200.0) { - prout("Insufficient energy to activate high-speed shield control."); + prout(_("Insufficient energy to activate high-speed shield control.")); chew(); return; } - prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""); - ifast = 1; + prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")); + ifast = true; } /* Original code so convoluted, I re-did it all */ @@ -927,7 +1038,7 @@ void phasers(void) if (key == IHALPHA) { if (isit("manual")) { if (game.nenhere==0) { - prout("There is no enemy present to select."); + prout(_("There is no enemy present to select.")); chew(); key = IHEOL; automode=AUTOMATIC; @@ -938,18 +1049,18 @@ void phasers(void) } } else if (isit("automatic")) { - if ((!ipoop) && game.nenhere != 0) { + if ((!itarg) && game.nenhere != 0) { automode = FORCEMAN; } else { if (game.nenhere==0) - prout("Energy will be expended into space."); + prout(_("Energy will be expended into space.")); automode = AUTOMATIC; key = scan(); } } else if (isit("no")) { - no = 1; + no = true; } else { huh(); @@ -958,10 +1069,10 @@ void phasers(void) } else if (key == IHREAL) { if (game.nenhere==0) { - prout("Energy will be expended into space."); + prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else automode = AUTOMATIC; @@ -969,24 +1080,24 @@ void phasers(void) else { /* IHEOL */ if (game.nenhere==0) { - prout("Energy will be expended into space."); + prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else - proutn("Manual or automatic? "); + proutn(_("Manual or automatic? ")); } } switch (automode) { case AUTOMATIC: if (key == IHALPHA && isit("no")) { - no = 1; + no = true; key = scan(); } if (key != IHREAL && game.nenhere != 0) { - prout("Phasers locked on target. Energy available: %.2f", + prout(_("Phasers locked on target. Energy available: %.2f"), ifast?game.energy-200.0:game.energy,1,2); } irec=0; @@ -996,14 +1107,14 @@ void phasers(void) 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= "); + proutn(_("Units to fire= ")); key = scan(); if (key!=IHREAL) return; rpow = aaitem; if (rpow > (ifast?game.energy-200:game.energy)) { - proutn("Energy available= %.2f", + proutn(_("Energy available= %.2f"), ifast?game.energy-200:game.energy); skip(1); key = IHEOL; @@ -1015,7 +1126,7 @@ void phasers(void) return; } if ((key=scan()) == IHALPHA && isit("no")) { - no = 1; + no = true; } if (ifast) { game.energy -= 200; /* Go and do it! */ @@ -1040,16 +1151,16 @@ 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 "); - prout("phaser energy."); + proutn(_("*** Tholian web absorbs ")); + if (game.nenhere>0) proutn(_("excess ")); + prout(_("phaser energy.")); } else { - prout("%d expended on empty space.", (int)extra); + prout(_("%d expended on empty space."), (int)extra); } } break; @@ -1057,33 +1168,33 @@ void phasers(void) case FORCEMAN: chew(); key = IHEOL; - if (game.damage[DCOMPTR]!=0) - prout("Battle comuter damaged, manual file only."); + if (damaged(DCOMPTR)) + prout(_("Battle computer damaged, manual file only.")); else { skip(1); - prouts("---WORKING---"); + prouts(_("---WORKING---")); skip(1); - prout("Short-range-sensors-damaged"); - prout("Insufficient-data-for-automatic-phaser-fire"); - prout("Manual-fire-must-be-used"); + prout(_("Short-range-sensors-damaged")); + prout(_("Insufficient-data-for-automatic-phaser-fire")); + prout(_("Manual-fire-must-be-used")); skip(1); } case MANUAL: rpow = 0.0; for (k = 1; k <= game.nenhere;) { - int ii = game.kx[k], jj = game.ky[k]; - int ienm = game.quad[ii][jj]; + coord aim = game.ks[k]; + int ienm = game.quad[aim.x][aim.y]; if (msgflag) { - proutn("Energy available= %.2f", + 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.sectx-ii) < 2 && abs(game.secty-jj) < 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."); + prout(_(" can't be located without short range scan.")); chew(); key = IHEOL; hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */ @@ -1092,21 +1203,21 @@ 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 (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, ii, jj); + proutn(_("units to fire at ")); + crmena(false, ienm, sector, aim); proutn("- "); key = scan(); } if (key == IHALPHA && isit("no")) { - no = 1; + no = true; key = scan(); continue; } @@ -1116,7 +1227,7 @@ void phasers(void) } if (key == IHEOL) { if (k==1) { /* Let me say I'm baffled by this */ - msgflag = 1; + msgflag = true; } continue; } @@ -1130,7 +1241,7 @@ void phasers(void) /* If total requested is too much, inform and start over */ if (rpow > (ifast?game.energy-200:game.energy)) { - prout("Available energy exceeded -- try again."); + prout(_("Available energy exceeded -- try again.")); chew(); return; } @@ -1143,7 +1254,7 @@ void phasers(void) return; } if (key == IHALPHA && isit("no")) { - no = 1; + no = true; } game.energy -= rpow; chew(); @@ -1152,7 +1263,7 @@ 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 */ @@ -1162,24 +1273,26 @@ void phasers(void) skip(1); if (no == 0) { if (Rand() >= 0.99) { - prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."); - prouts(" CLICK CLICK POP . . ."); - prout(" No response, sir!"); - game.shldup = 0; + prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")); + prouts(_(" CLICK CLICK POP . . .")); + prout(_(" No response, sir!")); + game.shldup = false; } else - prout("Shields raised."); + prout(_("Shields raised.")); } else - game.shldup = 0; + game.shldup = false; } overheat(rpow); } 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, ii, jj, ienm; + int nenhr2=game.nenhere, k=1, kk=1, ienm; + coord w; skip(1); @@ -1192,21 +1305,20 @@ void hittem(double *hits) if (PHASEFAC*hit < kp) kp = PHASEFAC*hit; game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp); kpow = game.kpower[kk]; - ii = game.kx[kk]; - jj = game.ky[kk]; + w = game.ks[kk]; if (hit > 0.005) { - if (game.damage[DSRSENS]==0) - boom(ii, jj); - proutn("%d unit hit on ", (int)hit); + if (!damaged(DSRSENS)) + boom(w); + proutn(_("%d unit hit on "), (int)hit); } else - proutn("Very small hit on "); - ienm = game.quad[ii][jj]; - if (ienm==IHQUEST) iqengry=1; - crmena(0,ienm,2,ii,jj); + proutn(_("Very small hit on ")); + ienm = game.quad[w.x][w.y]; + if (ienm==IHQUEST) iqengry = true; + crmena(false,ienm,sector,w); skip(1); if (kpow == 0) { - deadkl(ii, jj, ienm, ii, jj); + deadkl(w, ienm, w); if (KLINGREM==0) finish(FWON); if (game.alldone) return; kk--; /* don't do the increment */ @@ -1214,9 +1326,9 @@ void hittem(double *hits) 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 ", - cramlc(sector,ii,jj)); - prout(" has just lost its firepower.\""); + prout(_("***Mr. Spock- \"Captain, the vessel at "), + cramlc(sector, w)); + prout(_(" has just lost its firepower.\"")); game.kpower[kk] = -kpow; } }