X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fmoving.c;h=b68c78be3f8ee291f75ce496a76a6cae44a185b3;hp=91c74c4a69eabf7f1d7181caa0658bd2c3a246a7;hb=2e04509ec9be1e3ad2a1f8a7e84552d6896f89ab;hpb=cd1ac5957730cc1646ba29e2252c35d213b3557a diff --git a/src/moving.c b/src/moving.c index 91c74c4..b68c78b 100644 --- a/src/moving.c +++ b/src/moving.c @@ -4,14 +4,15 @@ 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, finalx, finaly, stopegy, probf; - int n, m, kink, kinks, iquad; - coord w; - bool trbeam = 0; + finald, stopegy, probf; + int n, m, kink, kinks; + feature iquad; + coord w, final; + bool trbeam = false; w.x = w.y = 0; if (game.inorbit) { @@ -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; } @@ -50,21 +51,21 @@ 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 = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) + - (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y)); - game.kavgd[m] = 0.5 * (finald+game.kdist[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); - 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) { @@ -116,15 +118,15 @@ 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 */ @@ -132,11 +134,9 @@ 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); @@ -174,10 +174,9 @@ 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; @@ -187,30 +186,25 @@ 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(m) { - finald = sqrt((w.x-game.ks[m].x)*(double)(w.x-game.ks[m].x) + - (w.y-game.ks[m].y)*(double)(w.y-game.ks[m].y)); + 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); + 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; @@ -220,7 +214,7 @@ 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; } @@ -228,25 +222,27 @@ 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; - if (verbose) prout(_("Docked.")); - game.ididit=true; - if (game.energy < game.inenrg) game.energy = game.inenrg; + game.condition = docked; + if (verbose) + prout(_("Docked.")); + 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(false); - game.iseenit = 1; + game.iseenit = true; } } @@ -276,16 +272,14 @@ 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 @@ -398,7 +392,8 @@ 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); @@ -434,7 +429,8 @@ 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; } @@ -456,7 +452,8 @@ 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 @@ -484,16 +481,19 @@ 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; } @@ -523,7 +523,8 @@ 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); @@ -575,11 +576,13 @@ 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 */ @@ -604,7 +607,8 @@ 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; @@ -615,12 +619,15 @@ 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); @@ -670,7 +677,7 @@ 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; } @@ -693,7 +700,7 @@ void atover(bool igrab) chew(); /* is captain on planet? */ - if (game.landed==1) { + if (game.landed) { if (damaged(DTRANSP)) { finish(FPNOVA); return; @@ -711,22 +718,25 @@ void atover(bool 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; } } } - 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); @@ -759,7 +769,8 @@ 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; @@ -767,7 +778,8 @@ 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); @@ -783,14 +795,15 @@ 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)); @@ -799,29 +812,30 @@ 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 = 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) { + 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!")); - 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, @@ -865,7 +879,7 @@ 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.\"")); } @@ -879,7 +893,8 @@ 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; @@ -892,7 +907,8 @@ 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); @@ -914,6 +930,26 @@ 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 */ { @@ -922,8 +958,8 @@ 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; } @@ -935,7 +971,7 @@ 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("."); @@ -945,12 +981,12 @@ 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(m) { - xdist=10.0*sqrt(square(game.state.baseq[m].x-game.quadrant.x)+square(game.state.baseq[m].y-game.quadrant.y)); + xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant); if (xdist < ddist) { ddist = xdist; line = m; @@ -963,7 +999,6 @@ 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; @@ -977,7 +1012,7 @@ void mayday(void) break; } } - if (game.sector.x==0){ + if (!is_valid(game.sector)){ prout(_("You have been lost in space...")); finish(FMATERIALIZE); return; @@ -1002,14 +1037,15 @@ void mayday(void) } textcolor(RED); warble(); - if (Rand() > probf) break; + if (Rand() > probf) + break; prout(_("fails.")); delay(500); textcolor(DEFAULT); } if (m > 3) { game.quad[ix][iy]=IHQUEST; - game.alive = 0; + game.alive = false; drawmaps(1); setwnd(message_window); finish(FMATERIALIZE); @@ -1023,3 +1059,139 @@ 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 ship.")); + 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.state.crew); + 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; +}