X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fmoving.c;h=3373b37b0738d29c4f65c4800fa99afcf41a736f;hp=4908236004714ff29d1b7bd1e126859eea5d6d74;hb=4207ce95e80fe7e2d5114079fa4255e0ad506618;hpb=fec5bf04131385b55dc3b0ad9c7d8d245a7d07da diff --git a/src/moving.c b/src/moving.c index 4908236..3373b37 100644 --- a/src/moving.c +++ b/src/moving.c @@ -4,12 +4,15 @@ static void getcd(bool, int); -void imove(void) +void imove(bool novapush) +/* movement execution for warp, impulse, supernova, and tractor-beam events */ { double angle, deltax, deltay, bigger, x, y, - finald, finalx, finaly, stopegy, probf; - int trbeam = 0, n, l, kink, kinks, iquad; - coord w; + finald, stopegy, probf; + int n, m, kink, kinks; + feature iquad; + coord w, final; + bool trbeam = false; w.x = w.y = 0; if (game.inorbit) { @@ -30,8 +33,8 @@ void imove(void) /* If tractor beam is to occur, don't move full distance */ if (game.state.date+game.optime >= scheduled(FTBEAM)) { - trbeam = 1; - game.condit = IHRED; + trbeam = true; + 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; } @@ -42,26 +45,25 @@ void imove(void) n = 10.0*game.dist*bigger+0.5; if (n > 0) { - for (l = 1; l <= n; l++) { + for (m = 1; m <= n; m++) { w.x = (x += deltax) + 0.5; w.y = (y += deltay) + 0.5; 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(l) { - finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) + - (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y)); - game.kavgd[l] = 0.5 * (finald+game.kdist[l]); + 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 */ @@ -114,15 +116,14 @@ 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]; if (iquad != IHDOT) { /* object encountered in flight path */ stopegy = 50.0*game.dist/game.optime; - game.dist=0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) + - (game.sector.y-w.y)*(double)(game.sector.y-w.y)); + game.dist = distance(game.sector, w) / (QUADSIZE * 1.0); switch (iquad) { case IHT: /* Ram a Tholian */ case IHK: /* Ram enemy ship */ @@ -130,11 +131,9 @@ void imove(void) case IHS: case IHR: case IHQUEST: - game.sector.x = w.x; - game.sector.y = w.y; - ram(0, iquad, game.sector); - finalx = game.sector.x; - finaly = game.sector.y; + game.sector = w; + ram(false, iquad, game.sector); + final = game.sector; break; case IHBLANK: skip(1); @@ -150,8 +149,8 @@ void imove(void) * possibility that you'll get timewarped instead. */ n=0; - for (l=0;l0) + for (m=0;m0) n++; probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0); if ((game.options & OPTION_BLKHOLE) && Rand()>probf) @@ -172,10 +171,9 @@ void imove(void) proutn(_("Emergency stop required ")); prout(_("%2d units of energy."), (int)stopegy); game.energy -= stopegy; - finalx = x-deltax+0.5; - game.sector.x = finalx; - finaly = y-deltay+0.5; - game.sector.y = finaly; + final.x = x-deltax+0.5; + final.y = y-deltay+0.5; + game.sector = final; if (game.energy <= 0) { finish(FNRG); return; @@ -185,39 +183,35 @@ void imove(void) goto no_quad_change; /* sorry! */ } } - game.dist = 0.1*sqrt((game.sector.x-w.x)*(double)(game.sector.x-w.x) + - (game.sector.y-w.y)*(double)(game.sector.y-w.y)); - game.sector.x = w.x; - game.sector.y = w.y; + game.dist = distance(game.sector, w) / (QUADSIZE * 1.0); + game.sector = w; } - finalx = game.sector.x; - finaly = game.sector.y; + final = game.sector; 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(l) { - finald = sqrt((w.x-game.ks[l].x)*(double)(w.x-game.ks[l].x) + - (w.y-game.ks[l].y)*(double)(w.y-game.ks[l].y)); - game.kavgd[l] = 0.5 * (finald+game.kdist[l]); - game.kdist[l] = finald; + for_local_enemies(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(l) game.kavgd[l] = game.kdist[l]; + 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; } 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; } @@ -225,220 +219,223 @@ 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=1; + game.ididit = true; if (game.energy < game.inenrg) game.energy = game.inenrg; game.shield = game.inshld; game.torps = game.intorps; 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(0); - game.iseenit = 1; + attakreport(false); + game.iseenit = true; } } -static void getcd(bool isprobe, int akey) { - /* 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 - "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 - are always displayed y - x, where +y is downward! */ +/* + * 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 + * "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 + * are always displayed y - x, where +y is downward! + */ - - int irowq=game.quadrant.x, icolq=game.quadrant.y, itemp=0, iprompt=0, key=0; - double xi, xj, xk, xl; - double deltax, deltay; - int automatic = -1; - coord incr; +static void getcd(bool isprobe, int akey) +/* get course and distance */ +{ + int irowq=game.quadrant.x, icolq=game.quadrant.y, key=0; + double xi, xj, xk, xl; + double deltax, deltay; + enum {unspecified, manual, automatic} navmode = unspecified; + enum {curt, normal, verbose} itemp = curt; + 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; + game.direc = -1.0; - if (game.landed == 1 && !isprobe) { - prout(_("Dummy! You can't leave standard orbit until you")); - proutn(_("are back aboard the ")); - crmshp(); - prout("."); + if (game.landed && !isprobe) { + prout(_("Dummy! You can't leave standard orbit until you")); + proutn(_("are back aboard the ship.")); + chew(); + return; + } + while (navmode == unspecified) { + if (damaged(DNAVSYS)) { + if (isprobe) + prout(_("Computer damaged; manual navigation only")); + else + prout(_("Computer damaged; manual movement only")); + chew(); + navmode = manual; + key = IHEOL; + break; + } + if (isprobe && akey != -1) { + /* For probe launch, use pre-scanned value first time */ + key = akey; + akey = -1; + } + else + key = scan(); + + if (key == IHEOL) { + proutn(_("Manual or automatic- ")); + iprompt = true; + chew(); + } + else if (key == IHALPHA) { + if (isit("manual")) { + navmode = manual; + key = scan(); + break; + } + else if (isit("automatic")) { + navmode = automatic; + key = scan(); + break; + } + else { + huh(); chew(); return; + } } - while (automatic == -1) { - if (damaged(DCOMPTR)) { - if (isprobe) - prout(_("Computer damaged; manual navigation only")); - else - prout(_("Computer damaged; manual movement only")); - chew(); - automatic = 0; - key = IHEOL; - break; - } - if (isprobe && akey != -1) { - /* For probe launch, use pre-scaned value first time */ - key = akey; - akey = -1; - } - else - key = scan(); + else { /* numeric */ + if (isprobe) + prout(_("(Manual navigation assumed.)")); + else + prout(_("(Manual movement assumed.)")); + navmode = automatic; + break; + } + } - if (key == IHEOL) { - proutn(_("Manual or automatic- ")); - iprompt = 1; - chew(); - } - else if (key == IHALPHA) { - if (isit("manual")) { - automatic =0; - key = scan(); - break; - } - else if (isit("automatic")) { - automatic = 1; - key = scan(); - break; - } - else { - huh(); - chew(); - return; - } - } - else { /* numeric */ - if (isprobe) - prout(_("(Manual navigation assumed.)")); - else - prout(_("(Manual movement assumed.)")); - automatic = 0; - break; - } + if (navmode == automatic) { + while (key == IHEOL) { + if (isprobe) + proutn(_("Target quadrant or quadrant§or- ")); + else + proutn(_("Destination sector or quadrant§or- ")); + chew(); + iprompt = true; + key = scan(); } - if (automatic) { - while (key == IHEOL) { - if (isprobe) - proutn(_("Target quadrant or quadrant§or- ")); - else - proutn(_("Destination sector or quadrant§or- ")); - chew(); - iprompt = 1; - key = scan(); - } + if (key != IHREAL) { + huh(); + return; + } + xi = aaitem; + key = scan(); + if (key != IHREAL){ + huh(); + return; + } + xj = aaitem; + key = scan(); + if (key == IHREAL) { + /* both quadrant and sector specified */ + xk = aaitem; + key = scan(); + if (key != IHREAL) { + huh(); + return; + } + xl = aaitem; - if (key != IHREAL) { - huh(); - return; - } - xi = aaitem; - key = scan(); - if (key != IHREAL){ - huh(); - return; - } - xj = aaitem; - key = scan(); - if (key == IHREAL) { - /* both quadrant and sector specified */ - xk = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - xl = aaitem; - - irowq = xi + 0.5; - icolq = xj + 0.5; - incr.y = xk + 0.5; - incr.x = xl + 0.5; - } - else { - if (isprobe) { - /* only quadrant specified -- go to center of dest quad */ - irowq = xi + 0.5; - icolq = xj + 0.5; - incr.y = incr.x = 5; - } - else { - incr.y = xi + 0.5; - incr.x = xj + 0.5; - } - itemp = 1; - } - if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) { - huh(); - return; - } - skip(1); - if (!isprobe) { - if (itemp) { - if (iprompt) { - prout(_("Helmsman Sulu- \"Course locked in for %s.\""), - cramlc(sector, incr)); - } - } - 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); - } - else { /* manual */ - while (key == IHEOL) { - proutn(_("X and Y displacements- ")); - chew(); - iprompt = 1; - key = scan(); - } - itemp = 2; - if (key != IHREAL) { - huh(); - return; - } - deltax = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; + irowq = xi + 0.5; + icolq = xj + 0.5; + incr.y = xk + 0.5; + incr.x = xl + 0.5; + } + else { + if (isprobe) { + /* only quadrant specified -- go to center of dest quad */ + irowq = xi + 0.5; + icolq = xj + 0.5; + incr.y = incr.x = 5; + } + else { + incr.y = xi + 0.5; + incr.x = xj + 0.5; + } + itemp = normal; + } + if (!VALID_QUADRANT(icolq,irowq)||!VALID_SECTOR(incr.x,incr.y)) { + huh(); + return; + } + skip(1); + if (!isprobe) { + if (itemp > curt) { + if (iprompt) { + prout(_("Helmsman Sulu- \"Course locked in for %s.\""), + cramlc(sector, incr)); } - deltay = aaitem; + } + else prout(_("Ensign Chekov- \"Course laid in, Captain.\"")); } - /* Check for zero movement */ - if (deltax == 0 && deltay == 0) { - chew(); - return; + deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y); + deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y); + } + else { /* manual */ + while (key == IHEOL) { + proutn(_("X and Y displacements- ")); + chew(); + iprompt = true; + key = scan(); } - if (itemp == 2 && !isprobe) { - skip(1); - prout(_("Helmsman Sulu- \"Aye, Sir.\"")); + itemp = verbose; + if (key != IHREAL) { + huh(); + return; } - game.dist = sqrt(deltax*deltax + deltay*deltay); - game.direc = atan2(deltax, deltay)*1.90985932; - if (game.direc < 0.0) game.direc += 12.0; + deltax = aaitem; + key = scan(); + if (key != IHREAL) { + huh(); + return; + } + deltay = aaitem; + } + /* Check for zero movement */ + if (deltax == 0 && deltay == 0) { chew(); return; - + } + if (itemp == verbose && !isprobe) { + skip(1); + prout(_("Helmsman Sulu- \"Aye, Sir.\"")); + } + game.dist = sqrt(deltax*deltax + deltay*deltay); + game.direc = atan2(deltax, deltay)*1.90985932; + if (game.direc < 0.0) game.direc += 12.0; + chew(); + return; } void impuls(void) +/* move under impulse power */ { double power; - game.ididit = 0; + game.ididit = false; if (damaged(DIMPULS)) { chew(); skip(1); @@ -476,11 +473,11 @@ 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() == 0) return; + if (ja() == false) return; } /* Activate impulse engines and pay the cost */ - imove(); - game.ididit = 1; + imove(false); + game.ididit = true; if (game.alldone) return; power = 20.0 + 100.0*game.dist; game.energy -= power; @@ -490,13 +487,15 @@ void impuls(void) } -void warp(bool timewarp) +void warp(bool timewarp) +/* move under warp drive */ { - int blooey=0, twarp=0, iwarp; + int iwarp; + bool blooey = false, twarp = false; double power; if (!timewarp) { /* Not WARPX entry */ - game.ididit = 0; + game.ididit = false; if (game.damage[DWARPEN] > 10.0) { chew(); skip(1); @@ -521,7 +520,7 @@ void warp(bool timewarp) if (power >= game.energy) { /* Insufficient power for trip */ - game.ididit = 0; + game.ididit = false; skip(1); prout(_("Engineering to bridge--")); if (!game.shldup || 0.5*power > game.energy) { @@ -553,7 +552,7 @@ 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() == 0) { game.ididit = 0; game.optime=0; return;} + if (ja() == false) { game.ididit = false; game.optime=0; return;} } } /* Entry WARPX */ @@ -561,15 +560,15 @@ void warp(bool timewarp) /* Decide if engine damage will occur */ double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666; if (prob > Rand()) { - blooey = 1; + blooey = true; 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=1; - if (idebug && game.warpfac==10 && twarp==0) { - blooey=0; + 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()==1) twarp=1; + if (ja() == true) twarp = true; } if (blooey || twarp) { /* If time warp or engine damage, check path */ @@ -596,8 +595,8 @@ void warp(bool timewarp) iy = y +0.5; if (!VALID_SECTOR(ix, iy)) break; if (game.quad[ix][iy] != IHDOT) { - blooey = 0; - twarp = 0; + blooey = false; + twarp = false; } } } @@ -605,7 +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); @@ -618,13 +617,14 @@ void warp(bool timewarp) prout(_(" Scott here. The warp engines are damaged.")); prout(_(" We'll have to reduce speed to warp 4.")); } - game.ididit = 1; + game.ididit = true; return; } void setwrp(void) +/* change the warp factor */ { int key; double oldfac; @@ -659,7 +659,7 @@ void setwrp(void) game.warpfac = aaitem; game.wfacsq=game.warpfac*game.warpfac; if (game.warpfac <= oldfac || game.warpfac <= 6.0) { - proutn(_("Helmsman Sulu- \"Warp factor %d, Captain.\""), + prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\""), (int)game.warpfac); return; } @@ -675,13 +675,14 @@ void setwrp(void) return; } -void atover(int igrab) +void atover(bool igrab) +/* cope with being tossed out of quadrant by supernova or yanked by beam */ { double power, distreq; chew(); /* is captain on planet? */ - if (game.landed==1) { + if (game.landed) { if (damaged(DTRANSP)) { finish(FPNOVA); return; @@ -699,14 +700,14 @@ void atover(int igrab) } prout(_("SUCCEEDS!")); if (game.imine) { - game.imine = 0; + game.imine = false; proutn(_("The crystals mined were ")); if (Rand() <= 0.25) { prout(_("lost.")); } else { prout(_("saved.")); - game.icrystl = 1; + game.icrystl = true; } } } @@ -769,15 +770,17 @@ void atover(int 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)); @@ -790,25 +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, @@ -829,6 +832,7 @@ void timwrp() } void probe(void) +/* launch deep-space probe */ { double angle, bigger; int key; @@ -851,7 +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.\"")); } @@ -865,7 +869,7 @@ 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()==0) return; + if (ja() == false) return; } game.isarmed = false; @@ -896,19 +900,40 @@ void probe(void) game.probec = game.quadrant; schedule(FDSPROB, 0.01); // Time to move one sector prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")); - game.ididit = 1; + game.ididit = true; 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 */ { /* There's more than one way to move in this game! */ double ddist, xdist, probf; - int line = 0, l, ix, iy; + 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; } @@ -920,7 +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("."); @@ -930,15 +955,15 @@ void mayday(void) game.nhelp++; if (game.base.x!=0) { /* There's one in this quadrant */ - ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y)); + ddist = distance(game.base, game.sector); } else { ddist = FOREVER; - for_starbases(l) { - xdist=10.0*sqrt(square(game.state.baseq[l].x-game.quadrant.x)+square(game.state.baseq[l].y-game.quadrant.y)); + for_starbases(m) { + xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant); if (xdist < ddist) { ddist = xdist; - line = l; + line = m; } } /* Since starbase not in quadrant, set up new quadrant */ @@ -952,7 +977,7 @@ void mayday(void) crmshp(); prout(_(" dematerializes.")); game.sector.x=0; - for (l = 1; l <= 5; l++) { + for (m = 1; m <= 5; m++) { ix = game.base.x+3.0*Rand()-1; iy = game.base.y+3.0*Rand()-1; if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) { @@ -962,22 +987,22 @@ void mayday(void) break; } } - if (game.sector.x==0){ + if (!is_valid(game.sector)){ prout(_("You have been lost in space...")); finish(FMATERIALIZE); return; } /* Give starbase three chances to rematerialize starship */ probf = pow((1.0 - pow(0.98,ddist)), 0.33333333); - for (l = 1; l <= 3; l++) { - switch (l) { + for (m = 1; m <= 3; m++) { + switch (m) { case 1: proutn(_("1st")); break; case 2: proutn(_("2nd")); break; case 3: proutn(_("3rd")); break; } proutn(_(" attempt to re-materialize ")); crmshp(); - switch (l){ + switch (m){ case 1: game.quad[ix][iy]=IHMATER0; break; case 2: game.quad[ix][iy]=IHMATER1; @@ -992,9 +1017,9 @@ void mayday(void) delay(500); textcolor(DEFAULT); } - if (l > 3) { + if (m > 3) { game.quad[ix][iy]=IHQUEST; - game.alive = 0; + game.alive = false; drawmaps(1); setwnd(message_window); finish(FMATERIALIZE); @@ -1004,7 +1029,141 @@ void mayday(void) textcolor(GREEN); prout(_("succeeds.")); textcolor(DEFAULT); - dock(0); + dock(false); 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; +}