X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fbattle.c;h=f4c6e9070bb6069f67debf3d418621ece7ee7c15;hp=b36f86ac05f8859c1b5bde63575b8d36e0c0bbfa;hb=4207ce95e80fe7e2d5114079fa4255e0ad506618;hpb=f9acc563cce04f40f3d622f34ce5fd6263bfc619 diff --git a/src/battle.c b/src/battle.c index b36f86a..f4c6e90 100644 --- a/src/battle.c +++ b/src/battle.c @@ -62,7 +62,7 @@ void doshield(bool raise) return; } game.shldup = true; - game.shldchg = 1; + game.shldchg = true; if (game.condition != docked) game.energy -= 50.0; prout(_("Shields raised.")); if (game.energy <= 0) { @@ -79,7 +79,7 @@ void doshield(bool raise) return; } game.shldup=false; - game.shldchg=1; + game.shldchg=true; prout(_("Shields lowered.")); game.ididit = true; return; @@ -289,7 +289,8 @@ 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)); @@ -386,9 +387,9 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); 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); } @@ -400,14 +401,14 @@ void torpedo(double course, double r, coord in, double *hit, int i, int n) q->planet = NOPLANET; DESTROY(&game.state.plnets[game.iplnet]); 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) { @@ -513,7 +514,7 @@ static void fry(double hit) j = randdevice(); /* Cheat to prevent shuttle damage unless on ship */ } while - (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1)); + (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; @@ -538,30 +539,49 @@ 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 (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 = 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) + 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) where = sector; + + /* 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 diminsh shield power */ + /* 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; @@ -569,20 +589,21 @@ void attack(bool torps_ok) 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 (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")); @@ -601,30 +622,31 @@ void attack(bool torps_ok) return; /* Supernova or finished */ 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; 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); } @@ -634,8 +656,6 @@ void attack(bool torps_ok) 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... */ @@ -685,7 +705,7 @@ void deadkl(coord w, feature type, coord mv) 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--; @@ -699,7 +719,7 @@ void deadkl(coord w, feature 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 */ @@ -709,7 +729,8 @@ void deadkl(coord w, feature type, coord mv) 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; + 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; @@ -724,7 +745,8 @@ void deadkl(coord w, feature 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; @@ -742,7 +764,7 @@ void deadkl(coord w, feature type, coord mv) 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; @@ -1085,7 +1107,7 @@ 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= ")); key = scan(); @@ -1195,7 +1217,7 @@ void phasers(void) key = scan(); } if (key == IHALPHA && isit("no")) { - no = 1; + no = true; key = scan(); continue; }