X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fmoving.c;h=0d41dd18f10950eac57bfe95845f30a2ffe0de2f;hp=80d6660dc5dae5cb4cb0350c5ea395c635f146e6;hb=c873e794bf5a029fef3a5ee5385cc0fec6220fa0;hpb=ad6b6f3e8316dc43c8f80ca8bc57be091b0076c6 diff --git a/src/moving.c b/src/moving.c index 80d6660..0d41dd1 100644 --- a/src/moving.c +++ b/src/moving.c @@ -4,8 +4,8 @@ static void getcd(bool, int); -void imove(void) -/* movement execution for warp, impule, supernova, and tractor-beam events */ +void imove(bool novapush) +/* movement execution for warp, impulse, supernova, and tractor-beam events */ { double angle, deltax, deltay, bigger, x, y, finald, stopegy, probf; @@ -51,9 +51,9 @@ void imove(void) if (!VALID_SECTOR(w.x, w.y)) { /* Leaving quadrant -- allow final enemy attack */ /* Don't do it if being pushed by Nova */ - if (game.nenhere != 0 && game.iattak != 2) { + if (game.nenhere != 0 && !novapush) { newcnd(); - for_local_enemies(m) { + for (m = 1; m <= game.nenhere; m++) { finald = distance(w, game.ks[m]); game.kavgd[m] = 0.5 * (finald + game.kdist[m]); } @@ -63,8 +63,9 @@ void imove(void) * are present and your skill is good. */ if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) - attack(0); - if (game.alldone) return; + attack(false); + if (game.alldone) + return; } /* compute final position -- new quadrant and sector */ x = QUADSIZE*(game.quadrant.x-1)+game.sector.x; @@ -91,7 +92,8 @@ void imove(void) w.y = (GALSIZE*QUADSIZE*2)+1 - w.y; kink = 1; } - if (kink) kinks = 1; + if (kink) + kinks = 1; } while (kink); if (kinks) { @@ -107,7 +109,8 @@ void imove(void) prout(_("YOU WILL BE DESTROYED.")); } /* Compute final position in new quadrant */ - if (trbeam) return; /* Don't bother if we are to be beamed */ + if (trbeam) /* Don't bother if we are to be beamed */ + return; game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE; game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE; game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1); @@ -116,7 +119,8 @@ void imove(void) prout(_("Entering %s."), cramlc(quadrant, game.quadrant)); game.quad[game.sector.x][game.sector.y] = game.ship; newqad(false); - if (game.skill>SKILL_NOVICE) attack(0); + if (game.skill>SKILL_NOVICE) + attack(false); return; } iquad = game.quad[w.x][w.y]; @@ -191,18 +195,18 @@ no_quad_change: /* No quadrant change -- compute new avg enemy distances */ game.quad[game.sector.x][game.sector.y] = game.ship; if (game.nenhere) { - for_local_enemies(m) { + for (m = 1; m <= game.nenhere; m++) { finald = distance(w, game.ks[m]); game.kavgd[m] = 0.5 * (finald+game.kdist[m]); game.kdist[m] = finald; } - sortkl(); - if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0) - attack(0); - for_local_enemies(m) game.kavgd[m] = game.kdist[m]; + sortklings(); + if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) + attack(false); + for (m = 1; m <= game.nenhere; m++) + game.kavgd[m] = game.kdist[m]; } newcnd(); - game.iattak = 0; drawmaps(0); setwnd(message_window); return; @@ -220,15 +224,17 @@ void dock(bool verbose) prout(_("You must first leave standard orbit.")); return; } - if (game.base.x==0 || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) { + if (!is_valid(game.base) || abs(game.sector.x-game.base.x) > 1 || abs(game.sector.y-game.base.y) > 1) { crmshp(); prout(_(" not adjacent to base.")); return; } game.condition = docked; - if (verbose) prout(_("Docked.")); + if (verbose) + prout(_("Docked.")); game.ididit = true; - if (game.energy < game.inenrg) game.energy = game.inenrg; + if (game.energy < game.inenrg) + game.energy = game.inenrg; game.shield = game.inshld; game.torps = game.intorps; game.lsupres = game.inlsr; @@ -237,7 +243,7 @@ void dock(bool verbose) (is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) { /* get attack report from base */ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")); - attakreport(false); + attackreport(false); game.iseenit = true; } } @@ -245,7 +251,7 @@ void dock(bool verbose) /* * This program originally required input in terms of a (clock) * direction and distance. Somewhere in history, it was changed to - * cartesian coordinates. So we need to convert. I think + * cartesian coordinates. So we need to convert. Probably * "manual" input should still be done this way -- it's a real * pain if the computer isn't working! Manual mode is still confusing * because it involves giving x and y motions, yet the coordinates @@ -263,9 +269,8 @@ static void getcd(bool isprobe, int akey) coord incr; bool iprompt = false; - /* Get course direction and distance. If user types bad values, return - with DIREC = -1.0. */ - + // Get course direction and distance. If user types bad values, return + // with DIREC = -1.0. game.direc = -1.0; if (game.landed && !isprobe) { @@ -320,7 +325,7 @@ static void getcd(bool isprobe, int akey) prout(_("(Manual navigation assumed.)")); else prout(_("(Manual movement assumed.)")); - navmode = automatic; + navmode = manual; break; } } @@ -388,7 +393,8 @@ static void getcd(bool isprobe, int akey) cramlc(sector, incr)); } } - else prout(_("Ensign Chekov- \"Course laid in, Captain.\"")); + else + prout(_("Ensign Chekov- \"Course laid in, Captain.\"")); } deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y); deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y); @@ -424,14 +430,15 @@ static void getcd(bool isprobe, int akey) } game.dist = sqrt(deltax*deltax + deltay*deltay); game.direc = atan2(deltax, deltay)*1.90985932; - if (game.direc < 0.0) game.direc += 12.0; + if (game.direc < 0.0) + game.direc += 12.0; chew(); return; } -void impuls(void) +void impulse(void) /* move under impulse power */ { double power; @@ -446,7 +453,8 @@ void impuls(void) if (game.energy > 30.0) { getcd(false, 0); - if (game.direc == -1.0) return; + if (game.direc == -1.0) + return; power = 20.0 + 100.0*game.dist; } else @@ -474,16 +482,19 @@ void impuls(void) prout(_("First Officer Spock- \"Captain, our speed under impulse")); prout(_("power is only 0.95 sectors per stardate. Are you sure")); proutn(_("we dare spend the time?\" ")); - if (ja() == false) return; + if (ja() == false) + return; } /* Activate impulse engines and pay the cost */ - imove(); + imove(false); game.ididit = true; - if (game.alldone) return; + if (game.alldone) + return; power = 20.0 + 100.0*game.dist; game.energy -= power; game.optime = game.dist/0.095; - if (game.energy <= 0) finish(FNRG); + if (game.energy <= 0) + finish(FNRG); return; } @@ -500,7 +511,7 @@ void warp(bool timewarp) if (game.damage[DWARPEN] > 10.0) { chew(); skip(1); - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")); + prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")); return; } if (damaged(DWARPEN) && game.warpfac > 4.0) { @@ -513,7 +524,8 @@ void warp(bool timewarp) /* Read in course and distance */ getcd(false, 0); - if (game.direc == -1.0) return; + if (game.direc == -1.0) + return; /* Make sure starship has enough energy for the trip */ power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1); @@ -553,7 +565,11 @@ void warp(bool timewarp) 100.0*game.optime/game.state.remtime); prout(_(" percent of our")); proutn(_(" remaining time. Are you sure this is wise?\" ")); - if (ja() == false) { game.ididit = false; game.optime=0; return;} + if (ja() == false) { + game.ididit = false; + game.optime=0; + return; + } } } /* Entry WARPX */ @@ -565,11 +581,13 @@ void warp(bool timewarp) game.dist = Rand()*game.dist; } /* Decide if time warp will occur */ - if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp = true; + if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) + twarp = true; if (idebug && game.warpfac==10 && !twarp) { blooey = false; proutn("=== Force time warp? "); - if (ja() == true) twarp = true; + if (ja() == true) + twarp = true; } if (blooey || twarp) { /* If time warp or engine damage, check path */ @@ -594,7 +612,8 @@ void warp(bool timewarp) ix = x + 0.5; y += deltay; iy = y +0.5; - if (!VALID_SECTOR(ix, iy)) break; + if (!VALID_SECTOR(ix, iy)) + break; if (game.quad[ix][iy] != IHDOT) { blooey = false; twarp = false; @@ -605,12 +624,15 @@ void warp(bool timewarp) /* Activate Warp Engines and pay the cost */ - imove(); - if (game.alldone) return; + imove(false); + if (game.alldone) + return; game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1); - if (game.energy <= 0) finish(FNRG); + if (game.energy <= 0) + finish(FNRG); game.optime = 10.0*game.dist/game.wfacsq; - if (twarp) timwrp(); + if (twarp) + timwrp(); if (blooey) { game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0); skip(1); @@ -624,7 +646,7 @@ void warp(bool timewarp) -void setwrp(void) +void setwarp(void) /* change the warp factor */ { int key; @@ -712,11 +734,14 @@ void atover(bool igrab) } } } - if (igrab) return; + if (igrab) + return; /* Check to see if captain in shuttle craft */ - if (game.icraft) finish(FSTRACTOR); - if (game.alldone) return; + if (game.icraft) + finish(FSTRACTOR); + if (game.alldone) + return; /* Inform captain of attempt to reach safety */ skip(1); @@ -734,8 +759,7 @@ void atover(bool igrab) crmshp(); skip(1); prout(_("safely out of quadrant.")); - if (!damaged(DRADIO)) - game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true; + game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = true; /* Try to use warp engines */ if (damaged(DWARPEN)) { skip(1); @@ -749,7 +773,8 @@ void atover(bool igrab) power = 0.75*game.energy; game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)); distreq = 1.4142+Rand(); - if (distreq < game.dist) game.dist = distreq; + if (distreq < game.dist) + game.dist = distreq; game.optime = 10.0*game.dist/game.wfacsq; game.direc = 12.0*Rand(); /* How dumb! */ game.justin = false; @@ -757,7 +782,8 @@ void atover(bool igrab) warp(true); if (!game.justin) { /* This is bad news, we didn't leave quadrant. */ - if (game.alldone) return; + if (game.alldone) + return; skip(1); prout(_("Insufficient energy to leave quadrant.")); finish(FSNOVAED); @@ -766,7 +792,7 @@ void atover(bool igrab) } while /* Repeat if another snova */ (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova); - if (KLINGREM==0) + if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0) finish(FWON); /* Snova killed remaining enemy. */ } @@ -790,17 +816,18 @@ void timwrp() /* next snapshot will be sooner */ schedule(FSNAP, expran(0.25*game.state.remtime)); - if (game.state.nscrem) schedule(FSCMOVE, 0.2777); + if (game.state.nscrem) + schedule(FSCMOVE, 0.2777); game.isatb = 0; unschedule(FCDBAS); unschedule(FSCDBAS); - game.battle.x = game.battle.y = 0; + invalidate(game.battle); /* Make sure Galileo is consistant -- Snapshot may have been taken when on planet, which would give us two Galileos! */ gotit = false; for (l = 0; l < game.inplan; l++) { - if (game.state.plnets[l].known == shuttle_down) { + if (game.state.planets[l].known == shuttle_down) { gotit = true; if (game.iscraft == onship && game.ship==IHE) { prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!")); @@ -808,8 +835,8 @@ void timwrp() } } } - /* Likewise, if in the original time the Galileo was abandoned, but - was on ship earlier, it would have vanished -- lets restore it */ + // Likewise, if in the original time the Galileo was abandoned, but + // was on ship earlier, it would have vanished -- let's restore it. if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) { prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")); game.iscraft = onship; @@ -870,7 +897,8 @@ void probe(void) /* slow mode, so let Kirk know how many probes there are left */ prout(game.nprobes==1 ? _("%d probe left.") : _("%d probes left."), game.nprobes); proutn(_("Are you sure you want to fire a probe? ")); - if (ja() == false) return; + if (ja() == false) + return; } game.isarmed = false; @@ -883,7 +911,8 @@ void probe(void) game.isarmed = ja(); } getcd(true, key); - if (game.direc == -1.0) return; + if (game.direc == -1.0) + return; game.nprobes--; angle = ((15.0 - game.direc) * 0.5235988); game.probeinx = -sin(angle); @@ -960,7 +989,7 @@ void mayday(void) } else { ddist = FOREVER; - for_starbases(m) { + for (m = 1; m <= game.state.rembase; m++) { xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant); if (xdist < ddist) { ddist = xdist; @@ -974,7 +1003,6 @@ void mayday(void) /* dematerialize starship */ game.quad[game.sector.x][game.sector.y]=IHDOT; proutn(_("Starbase in %s responds--"), cramlc(quadrant, game.quadrant)); - proutn(""); crmshp(); prout(_(" dematerializes.")); game.sector.x=0; @@ -988,7 +1016,7 @@ void mayday(void) break; } } - if (game.sector.x==0){ + if (!is_valid(game.sector)){ prout(_("You have been lost in space...")); finish(FMATERIALIZE); return; @@ -1013,7 +1041,8 @@ void mayday(void) } textcolor(RED); warble(); - if (Rand() > probf) break; + if (Rand() > probf) + break; prout(_("fails.")); delay(500); textcolor(DEFAULT); @@ -1036,27 +1065,27 @@ void mayday(void) } /* -** Abandon Ship -** -** The ship is abandoned. If your current ship is the Faire -** Queene, or if your shuttlecraft is dead, you're out of -** luck. You need the shuttlecraft in order for the captain -** (that's you!!) to escape. -** -** Your crew can beam to an inhabited starsystem in the -** quadrant, if there is one and if the transporter is working. -** If there is no inhabited starsystem, or if the transporter -** is out, they are left to die in outer space. -** -** If there are no starbases left, you are captured by the -** Klingons, who torture you mercilessly. However, if there -** is at least one starbase, you are returned to the -** Federation in a prisoner of war exchange. Of course, this -** can't happen unless you have taken some prisoners. -** -*/ + * Abandon Ship + * + * The ship is abandoned. If your current ship is the Faire + * Queene, or if your shuttlecraft is dead, you're out of + * luck. You need the shuttlecraft in order for the captain + * (that's you!!) to escape. + * + * Your crew can beam to an inhabited starsystem in the + * quadrant, if there is one and if the transporter is working. + * If there is no inhabited starsystem, or if the transporter + * is out, they are left to die in outer space. + * + * If there are no starbases left, you are captured by the + * Klingons, who torture you mercilessly. However, if there + * is at least one starbase, you are returned to the + * Federation in a prisoner of war exchange. Of course, this + * can't happen unless you have taken some prisoners. + * + */ -void abandn(void) +void abandon(void) /* abandon ship */ { int nb, l; @@ -1084,7 +1113,7 @@ void abandn(void) return; } if (game.landed) { - prout(_("You must be aboard the Enterprise.")); + prout(_("You must be aboard the ship.")); return; } if (game.iscraft != onship) { @@ -1109,10 +1138,11 @@ void abandn(void) prout(_("Remainder of ship's complement beam down")); prout(_("to nearest habitable planet.")); } else if (q->planet != NOPLANET && !damaged(DTRANSP)) { - prout(_("Remainder of ship's complement beam down")); - prout(_("to %s."), systnames[q->planet]); + prout(_("Remainder of ship's complement beam down to %s."), + systnames[q->planet]); } else { - prout(_("Entire crew of %d left to die in outer space.")); + prout(_("Entire crew of %d left to die in outer space."), + game.state.crew); game.casual += game.state.crew; game.abandoned += game.state.crew; } @@ -1133,13 +1163,14 @@ void abandn(void) for (;;) { /* position next to base by trial and error */ game.quad[game.sector.x][game.sector.y] = IHDOT; - for_sectors(l) { + for (l = 1; l <= QUADSIZE; l++) { game.sector.x = 3.0*Rand() - 1.0 + game.base.x; game.sector.y = 3.0*Rand() - 1.0 + game.base.y; if (VALID_SECTOR(game.sector.x, game.sector.y) && game.quad[game.sector.x][game.sector.y] == IHDOT) break; } - if (l < QUADSIZE+1) break; /* found a spot */ + if (l < QUADSIZE+1) + break; /* found a spot */ game.sector.x=QUADSIZE/2; game.sector.y=QUADSIZE/2; newqad(true); @@ -1151,7 +1182,8 @@ void abandn(void) prout(_("Starfleet puts you in command of another ship,")); prout(_("the Faerie Queene, which is antiquated but,")); prout(_("still useable.")); - if (game.icrystl) prout(_("The dilithium crystals have been moved.")); + if (game.icrystl) + prout(_("The dilithium crystals have been moved.")); game.imine = false; game.iscraft = offship; /* Galileo disappears */ /* Resupply ship */