X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fmoving.c;h=3373b37b0738d29c4f65c4800fa99afcf41a736f;hp=348d1655a193c1db69ac5fd7bc73c0fe8fdb0c95;hb=4207ce95e80fe7e2d5114079fa4255e0ad506618;hpb=6332f1c7917206e23f408ebb505c483416b84e5b diff --git a/src/moving.c b/src/moving.c index 348d165..3373b37 100644 --- a/src/moving.c +++ b/src/moving.c @@ -4,12 +4,13 @@ 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; - int n, m, kink, kinks, iquad; + int n, m, kink, kinks; + feature iquad; coord w, final; bool trbeam = false; @@ -33,7 +34,7 @@ void imove(void) /* If tractor beam is to occur, don't move full distance */ if (game.state.date+game.optime >= scheduled(FTBEAM)) { trbeam = true; - game.condit = IHRED; + game.condition = red; game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1; game.optime = scheduled(FTBEAM) - game.state.date + 1e-5; } @@ -50,19 +51,19 @@ 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) { finald = distance(w, game.ks[m]); game.kavgd[m] = 0.5 * (finald + game.kdist[m]); } /* - * Stas Sergeev added the game.condition + * Stas Sergeev added the condition * that attacks only happen if Klingons * 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); + attack(false); if (game.alldone) return; } /* compute final position -- new quadrant and sector */ @@ -115,7 +116,7 @@ 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]; @@ -131,7 +132,7 @@ void imove(void) case IHR: case IHQUEST: game.sector = w; - ram(0, iquad, game.sector); + ram(false, iquad, game.sector); final = game.sector; break; case IHBLANK: @@ -196,12 +197,11 @@ no_quad_change: game.kdist[m] = finald; } sortkl(); - if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0) - attack(0); + if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) + attack(false); for_local_enemies(m) game.kavgd[m] = game.kdist[m]; } newcnd(); - game.iattak = 0; drawmaps(0); setwnd(message_window); return; @@ -211,7 +211,7 @@ void dock(bool verbose) /* dock our ship at a starbase */ { chew(); - if (game.condit == IHDOCKED && verbose) { + if (game.condition == docked && verbose) { prout(_("Already docked.")); return; } @@ -219,12 +219,12 @@ 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.condit = IHDOCKED; + game.condition = docked; if (verbose) prout(_("Docked.")); game.ididit = true; if (game.energy < game.inenrg) game.energy = game.inenrg; @@ -233,11 +233,11 @@ void dock(bool verbose) game.lsupres = game.inlsr; game.state.crew = FULLCREW; if (!damaged(DRADIO) && - (is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) { + (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); - game.iseenit = 1; + game.iseenit = true; } } @@ -267,16 +267,14 @@ static void getcd(bool isprobe, int akey) game.direc = -1.0; - if (game.landed == 1 && !isprobe) { + if (game.landed && !isprobe) { prout(_("Dummy! You can't leave standard orbit until you")); - proutn(_("are back aboard the ")); - crmshp(); - prout("."); + proutn(_("are back aboard the ship.")); chew(); return; } while (navmode == unspecified) { - if (damaged(DCOMPTR)) { + if (damaged(DNAVSYS)) { if (isprobe) prout(_("Computer damaged; manual navigation only")); else @@ -478,7 +476,7 @@ void impuls(void) if (ja() == false) return; } /* Activate impulse engines and pay the cost */ - imove(); + imove(false); game.ididit = true; if (game.alldone) return; power = 20.0 + 100.0*game.dist; @@ -606,7 +604,7 @@ void warp(bool timewarp) /* Activate Warp Engines and pay the cost */ - imove(); + 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); @@ -684,7 +682,7 @@ void atover(bool igrab) chew(); /* is captain on planet? */ - if (game.landed==1) { + if (game.landed) { if (damaged(DTRANSP)) { finish(FPNOVA); return; @@ -774,14 +772,15 @@ void atover(bool igrab) void timwrp() /* let's do the time warp again */ { - int l, gotit; + int l; + bool gotit; prout(_("***TIME WARP ENTERED.")); if (game.state.snap && Rand() < 0.5) { /* Go back in time */ prout(_("You are traveling backwards in time %d stardates."), (int)(game.state.date-game.snapsht.date)); game.state = game.snapsht; - game.state.snap = 0; + game.state.snap = false; if (game.state.remcom) { schedule(FTBEAM, expran(game.intime/game.state.remcom)); schedule(FBATTAK, expran(0.3*game.intime)); @@ -794,25 +793,25 @@ void timwrp() 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 = 0; + gotit = false; for (l = 0; l < game.inplan; l++) { if (game.state.plnets[l].known == shuttle_down) { - gotit = 1; - if (game.iscraft==1 && game.ship==IHE) { + gotit = true; + if (game.iscraft == onship && game.ship==IHE) { prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!")); - game.iscraft = 0; + game.iscraft = offship; } } } /* Likewise, if in the original time the Galileo was abandoned, but was on ship earlier, it would have vanished -- lets restore it */ - if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) { + if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) { prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")); - game.iscraft = 1; + game.iscraft = onship; } /* * There used to be code to do the actual reconstrction here, @@ -856,7 +855,7 @@ void probe(void) if (is_scheduled(FDSPROB)) { chew(); skip(1); - if (damaged(DRADIO) && game.condit != IHDOCKED) { + if (damaged(DRADIO) && game.condition != docked) { prout(_("Spock- \"Records show the previous probe has not yet")); prout(_(" reached its destination.\"")); } @@ -905,6 +904,26 @@ void probe(void) return; } +/* + * Here's how the mayday code works: + * + * First, the closest starbase is selected. If there is a + * a starbase in your own quadrant, you are in good shape. + * This distance takes quadrant distances into account only. + * + * A magic number is computed based on the distance which acts + * as the probability that you will be rematerialized. You + * get three tries. + * + * When it is determined that you should be able to be remater- + * ialized (i.e., when the probability thing mentioned above + * comes up positive), you are put into that quadrant (anywhere). + * Then, we try to see if there is a spot adjacent to the star- + * base. If not, you can't be rematerialized!!! Otherwise, + * it drops you there. It only tries five times to find a spot + * to drop you. After that, it's your problem. + */ + void mayday(void) /* yell for help from nearest starbase */ { @@ -913,8 +932,8 @@ void mayday(void) int line = 0, m, ix, iy; chew(); - /* Test for game.conditions which prevent calling for help */ - if (game.condit == IHDOCKED) { + /* Test for conditions which prevent calling for help */ + if (game.condition == docked) { prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")); return; } @@ -926,7 +945,7 @@ void mayday(void) prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")); return; } - if (game.landed == 1) { + if (game.landed) { proutn(_("You must be aboard the ")); crmshp(); prout("."); @@ -968,7 +987,7 @@ void mayday(void) break; } } - if (game.sector.x==0){ + if (!is_valid(game.sector)){ prout(_("You have been lost in space...")); finish(FMATERIALIZE); return; @@ -1000,7 +1019,7 @@ void mayday(void) } if (m > 3) { game.quad[ix][iy]=IHQUEST; - game.alive = 0; + game.alive = false; drawmaps(1); setwnd(message_window); finish(FMATERIALIZE); @@ -1014,3 +1033,137 @@ void mayday(void) skip(1); prout(_("Lt. Uhura- \"Captain, we made it!\"")); } + +/* +** 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) +/* abandon ship */ +{ + int nb, l; + struct quadrant *q; + + chew(); + if (game.condition==docked) { + if (game.ship!=IHE) { + prout(_("You cannot abandon Ye Faerie Queene.")); + return; + } + } + else { + /* Must take shuttle craft to exit */ + if (game.damage[DSHUTTL]==-1) { + prout(_("Ye Faerie Queene has no shuttle craft.")); + return; + } + if (game.damage[DSHUTTL]<0) { + prout(_("Shuttle craft now serving Big Macs.")); + return; + } + if (game.damage[DSHUTTL]>0) { + prout(_("Shuttle craft damaged.")); + return; + } + if (game.landed) { + prout(_("You must be aboard the Enterprise.")); + return; + } + if (game.iscraft != onship) { + prout(_("Shuttle craft not currently available.")); + return; + } + /* Print abandon ship messages */ + skip(1); + prouts(_("***ABANDON SHIP! ABANDON SHIP!")); + skip(1); + prouts(_("***ALL HANDS ABANDON SHIP!")); + skip(2); + prout(_("Captain and crew escape in shuttle craft.")); + if (game.state.rembase==0) { + /* Oops! no place to go... */ + finish(FABANDN); + return; + } + q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; + /* Dispose of crew */ + if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) { + 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]); + } else { + prout(_("Entire crew of %d left to die in outer space.")); + game.casual += game.state.crew; + game.abandoned += game.state.crew; + } + + /* If at least one base left, give 'em the Faerie Queene */ + skip(1); + game.icrystl = false; /* crystals are lost */ + game.nprobes = 0; /* No probes */ + prout(_("You are captured by Klingons and released to")); + prout(_("the Federation in a prisoner-of-war exchange.")); + nb = Rand()*game.state.rembase+1; + /* Set up quadrant and position FQ adjacient to base */ + if (!same(game.quadrant, game.state.baseq[nb])) { + game.quadrant = game.state.baseq[nb]; + game.sector.x = game.sector.y = 5; + newqad(true); + } + for (;;) { + /* position next to base by trial and error */ + game.quad[game.sector.x][game.sector.y] = IHDOT; + for_sectors(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 */ + game.sector.x=QUADSIZE/2; + game.sector.y=QUADSIZE/2; + newqad(true); + } + } + /* Get new commission */ + game.quad[game.sector.x][game.sector.y] = game.ship = IHF; + game.state.crew = FULLCREW; + 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.")); + game.imine = false; + game.iscraft = offship; /* Galileo disappears */ + /* Resupply ship */ + game.condition=docked; + for (l = 0; l < NDEVICES; l++) + game.damage[l] = 0.0; + game.damage[DSHUTTL] = -1; + game.energy = game.inenrg = 3000.0; + game.shield = game.inshld = 1250.0; + game.torps = game.intorps = 6; + game.lsupres=game.inlsr=3.0; + game.shldup=false; + game.warpfac=5.0; + game.wfacsq=25.0; + return; +}