return buf.st_size;
}
-void prelim(void)
+void prelim(void)
+/* issue a historically correct banner */
{
skip(2);
- prout("-SUPER- STAR TREK");
+ prout(_("-SUPER- STAR TREK"));
skip(1);
#ifdef __HISTORICAL__
- prout("Latest update-21 Sept 78");
+ prout(_("Latest update-21 Sept 78"));
skip(1);
#endif /* __HISTORICAL__ */
}
-void freeze(bool boss)
+void freeze(bool boss)
+/* save game */
{
FILE *fp;
int key;
fwrite(&game, sizeof(game), 1, fp);
fclose(fp);
-
- /* I hope that's enough! */
}
-int thaw(void)
+bool thaw(void)
+/* retrieve saved game */
{
FILE *fp;
int key;
game.passwd[0] = '\0';
if ((key = scan()) == IHEOL) {
- proutn("File name: ");
+ proutn(_("File name: "));
key = scan();
}
if (key != IHALPHA) {
huh();
- return 1;
+ return true;
}
chew();
if (strchr(citem, '.') == NULL) {
strcat(citem, ".trk");
}
if ((fp = fopen(citem, "rb")) == NULL) {
- proutn("Can't find game file ");
+ proutn(_("Can't find game file "));
proutn(citem);
skip(1);
return 1;
}
fread(&game, sizeof(game), 1, fp);
if (feof(fp) || ftell(fp) != filelength(fileno(fp)) || strcmp(game.magic, SSTMAGIC)) {
- prout("Game file format is bad, should begin with " SSTMAGIC);
+ proutn(_("Game file format is bad, should begin with "));
+ prout(SSTMAGIC);
skip(1);
fclose(fp);
return 1;
fclose(fp);
- return 0;
+ return false;
}
-/*
-** 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)
+#define SYSTEM_NAMES \
+ { \
+ /* \
+ * I used <http://www.memory-alpha.org> to find planets \
+ * with references in ST:TOS. Eath and the Alpha Centauri \
+ * Colony have been omitted. \
+ * \
+ * Some planets marked Class G and P here will be displayed as class M \
+ * because of the way planets are generated. This is a known bug. \
+ */ \
+ "ERROR", \
+ /* Federation Worlds */ \
+ _("Andoria (Fesoan)"), /* several episodes */ \
+ _("Tellar Prime (Miracht)"), /* TOS: "Journey to Babel" */ \
+ _("Vulcan (T'Khasi)"), /* many episodes */ \
+ _("Medusa"), /* TOS: "Is There in Truth No Beauty?" */ \
+ _("Argelius II (Nelphia)"),/* TOS: "Wolf in the Fold" ("IV" in BSD) */ \
+ _("Ardana"), /* TOS: "The Cloud Minders" */ \
+ _("Catulla (Cendo-Prae)"), /* TOS: "The Way to Eden" */ \
+ _("Gideon"), /* TOS: "The Mark of Gideon" */ \
+ _("Aldebaran III"), /* TOS: "The Deadly Years" */ \
+ _("Alpha Majoris I"), /* TOS: "Wolf in the Fold" */ \
+ _("Altair IV"), /* TOS: "Amok Time */ \
+ _("Ariannus"), /* TOS: "Let That Be Your Last Battlefield" */ \
+ _("Benecia"), /* TOS: "The Conscience of the King" */ \
+ _("Beta Niobe I (Sarpeidon)"), /* TOS: "All Our Yesterdays" */ \
+ _("Alpha Carinae II"), /* TOS: "The Ultimate Computer" */ \
+ _("Capella IV (Kohath)"), /* TOS: "Friday's Child" (Class G) */ \
+ _("Daran V"), /* TOS: "For the World is Hollow and I Have Touched the Sky" */ \
+ _("Deneb II"), /* TOS: "Wolf in the Fold" ("IV" in BSD) */ \
+ _("Eminiar VII"), /* TOS: "A Taste of Armageddon" */ \
+ _("Gamma Canaris IV"), /* TOS: "Metamorphosis" */ \
+ _("Gamma Tranguli VI (Vaalel)"), /* TOS: "The Apple" */ \
+ _("Ingraham B"), /* TOS: "Operation: Annihilate" */ \
+ _("Janus IV"), /* TOS: "The Devil in the Dark" */ \
+ _("Makus III"), /* TOS: "The Galileo Seven" */ \
+ _("Marcos XII"), /* TOS: "And the Children Shall Lead", */ \
+ _("Omega IV"), /* TOS: "The Omega Glory" */ \
+ _("Regulus V"), /* TOS: "Amok Time */ \
+ _("Deneva"), /* TOS: "Operation -- Annihilate!" */ \
+ /* Worlds from BSD Trek */ \
+ _("Rigel II"), /* TOS: "Shore Leave" ("III" in BSD) */ \
+ _("Beta III"), /* TOS: "The Return of the Archons" */ \
+ _("Triacus"), /* TOS: "And the Children Shall Lead", */ \
+ _("Exo III"), /* TOS: "What Are Little Girls Made Of?" (Class P) */ \
+ }
+#if 0 /* Others */
+ _("Hansen's Planet"), /* TOS: "The Galileo Seven" */
+ _("Taurus IV"), /* TOS: "The Galileo Seven" (class G) */
+ _("Antos IV (Doraphane)"), /* TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" */
+ _("Izar"), /* TOS: "Whom Gods Destroy" */
+ _("Tiburon"), /* TOS: "The Way to Eden" */
+ _("Merak II"), /* TOS: "The Cloud Minders" */
+ _("Coridan (Desotriana)"), /* TOS: "Journey to Babel" */
+ _("Iotia"), /* TOS: "A Piece of the Action" */
+#endif
+
+#define DEVICE_NAMES \
+ { \
+ _("S. R. Sensors"), \
+ _("L. R. Sensors"), \
+ _("Phasers"), \
+ _("Photon Tubes"), \
+ _("Life Support"), \
+ _("Warp Engines"), \
+ _("Impulse Engines"), \
+ _("Shields"), \
+ _("Subspace Radio"), \
+ _("Shuttle Craft"), \
+ _("Computer"), \
+ _("Navigation System"), \
+ _("Transporter"), \
+ _("Shield Control"), \
+ _("Death Ray"), \
+ _("D. S. Probe") \
+ }
+
+static void setup_names(void)
+/* Sets up some arrays with localized names.
+ * Must be done after iostart() for localization to work. */
{
- int nb, l;
- struct quadrant *q;
-
- chew();
- if (game.condit==IHDOCKED) {
- 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==1) {
- prout("You must be aboard the Enterprise.");
- return;
- }
- if (game.iscraft!=1) {
- 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.", systemname(q->planet));
- } else {
- prout("Entire crew of %d left to die in outer space.");
- game.casual += game.state.crew;
- game.abandoned += game.state.crew;
- }
+ char *tmp1[] = SYSTEM_NAMES;
+ char *tmp2[] = DEVICE_NAMES;
- /* If at least one base left, give 'em the Faerie Queene */
- skip(1);
- game.icrystl = 0; /* 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!=0) prout("The dilithium crystals have been moved.");
- game.imine=0;
- game.iscraft=0; /* Galileo disappears */
- /* Resupply ship */
- game.condit=IHDOCKED;
- 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;
+ memcpy(systnames, tmp1, sizeof(systnames));
+ memcpy(device, tmp2, sizeof(device));
}
-void setup(int needprompt)
+void setup(bool needprompt)
+/* prepare to play, set up cosmos */
{
int i,j, krem, klumper;
- int ix, iy;
+ coord w;
+
+ /* call the setup hooks here */
+ setup_names();
+
// Decide how many of everything
if (choose(needprompt)) return; // frozen game
// Prepare the Enterprise
- game.alldone = game.gamewon = 0;
+ game.alldone = game.gamewon = false;
game.ship = IHE;
game.state.crew = FULLCREW;
game.energy = game.inenrg = 5000.0;
game.shield = game.inshld = 2500.0;
- game.shldchg = 0;
+ game.shldchg = false;
game.shldup = false;
game.inlsr = 4.0;
game.lsupres = 4.0;
- iran(GALSIZE, &game.quadrant.x, &game.quadrant.y);
- iran(QUADSIZE, &game.sector.x, &game.sector.y);
+ game.quadrant = randplace(GALSIZE);
+ game.sector = randplace(QUADSIZE);
game.torps = game.intorps = 10;
game.nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */
game.warpfac = 5.0;
game.battle.x = game.battle.y = 0;
game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
game.nkinks = game.nhelp = game.casual = game.abandoned = 0;
- game.resting = false;
- game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0;
+ game.iscate = game.resting = game.imine = game.icrystl = game.icraft = false;
+ game.isatb = game.state.nplankl = 0;
game.state.starkl = game.state.basekl = 0;
- game.iscraft = 1;
- game.landed = -1;
- game.alive = 1;
+ game.iscraft = onship;
+ game.landed = false;
+ game.alive = true;
game.docfac = 0.25;
for_quadrants(i)
for_quadrants(j) {
quad->planet = NOPLANET;
quad->romulans = 0;
quad->klingons = 0;
- quad->starbase = 0;
- quad->supernova = 0;
+ quad->starbase = false;
+ quad->supernova = false;
quad->status = secure;
}
// Initialize times for extraneous events
for (i = 1; i <= game.inbase; i++) {
bool contflag;
do {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].starbase);
+ do w = randplace(GALSIZE);
+ while (game.state.galaxy[w.x][w.y].starbase);
contflag = false;
for (j = i-1; j > 0; j--) {
/* Improved placement algorithm to spread out bases */
- double distq = square(ix-game.state.baseq[j].x) + square(iy-game.state.baseq[j].y);
+ double distq = square(w.x-game.state.baseq[j].x) + square(w.y-game.state.baseq[j].y);
if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) {
contflag = true;
if (idebug)
- prout("=== Abandoning base #%d at %d-%d", i, ix, iy);
+ prout("=== Abandoning base #%d at %d-%d", i, w.x, w.y);
break;
}
else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
}
} while (contflag);
- game.state.baseq[i].x = ix;
- game.state.baseq[i].y = iy;
- game.state.galaxy[ix][iy].starbase = 1;
- game.state.chart[ix][iy].starbase = 1;
+ game.state.baseq[i] = w;
+ game.state.galaxy[w.x][w.y].starbase = true;
+ game.state.chart[w.x][w.y].starbase = true;
}
// Position ordinary Klingon Battle Cruisers
krem = game.inkling;
int klump = (1.0 - r*r)*klumper;
if (klump > krem) klump = krem;
krem -= klump;
- do iran(GALSIZE,&ix,&iy);
- while (game.state.galaxy[ix][iy].supernova ||
- game.state.galaxy[ix][iy].klingons + klump > 9);
- game.state.galaxy[ix][iy].klingons += klump;
+ do w = randplace(GALSIZE);
+ while (game.state.galaxy[w.x][w.y].supernova ||
+ game.state.galaxy[w.x][w.y].klingons + klump > 9);
+ game.state.galaxy[w.x][w.y].klingons += klump;
} while (krem > 0);
// Position Klingon Commander Ships
#ifdef ODEBUG
do { /* IF debugging, put commanders by bases, always! */
#ifdef ODEBUG
if (game.idebug && klumper <= game.inbase) {
- ix = game.state.baseq[klumper].x;
- iy = game.state.baseq[klumper].y;
+ w = game.state.baseq[klumper];
klumper++;
}
else
#endif /* ODEBUG */
- iran(GALSIZE, &ix, &iy);
+ w = randplace(GALSIZE);
}
- while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)||
- game.state.galaxy[ix][iy].supernova||
- game.state.galaxy[ix][iy].klingons > 8);
+ while ((!game.state.galaxy[w.x][w.y].klingons && Rand() < 0.75)||
+ game.state.galaxy[w.x][w.y].supernova||
+ game.state.galaxy[w.x][w.y].klingons > 8);
// check for duplicate
for (j = 1; j < i; j++)
- if (game.state.kcmdr[j].x==ix && game.state.kcmdr[j].y==iy) break;
+ if (game.state.kcmdr[j].x==w.x && game.state.kcmdr[j].y==w.y) break;
} while (j < i);
- game.state.galaxy[ix][iy].klingons++;
- game.state.kcmdr[i].x = ix;
- game.state.kcmdr[i].y = iy;
+ game.state.galaxy[w.x][w.y].klingons++;
+ game.state.kcmdr[i] = w;
}
// Locate planets in galaxy
for (i = 0; i < game.inplan; i++) {
- do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet != NOPLANET);
- game.state.plnets[i].w.x = ix;
- game.state.plnets[i].w.y = iy;
+ do w = randplace(GALSIZE);
+ while (game.state.galaxy[w.x][w.y].planet != NOPLANET);
+ game.state.plnets[i].w = w;
if (i < NINHAB) {
game.state.plnets[i].pclass = M; // All inhabited planets are class M
game.state.plnets[i].crystals = 0;
game.state.plnets[i].inhabited = UNINHABITED;
}
if ((game.options & OPTION_WORLDS) || i >= NINHAB)
- game.state.galaxy[ix][iy].planet = i;
+ game.state.galaxy[w.x][w.y].planet = i;
}
// Locate Romulans
for (i = 1; i <= game.state.nromrem; i++) {
- iran(GALSIZE, &ix, &iy);
- game.state.galaxy[ix][iy].romulans = 1;
+ w = randplace(GALSIZE);
+ game.state.galaxy[w.x][w.y].romulans = 1;
}
// Locate the Super Commander
if (game.state.nscrem > 0) {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].supernova || game.state.galaxy[ix][iy].klingons > 8);
- game.state.kscmdr.x = ix;
- game.state.kscmdr.y = iy;
- game.state.galaxy[ix][iy].klingons++;
+ do w = randplace(GALSIZE);
+ while (game.state.galaxy[w.x][w.y].supernova || game.state.galaxy[w.x][w.y].klingons > 8);
+ game.state.kscmdr = w;
+ game.state.galaxy[w.x][w.y].klingons++;
}
// Place thing (in tournament game, thingx == -1, don't want one!)
if (thing.x != -1) {
- iran(GALSIZE, &thing.x, &thing.y);
+ thing = randplace(GALSIZE);
}
- else {
+ else
thing.x = thing.y = 0;
- }
-// idate = date;
skip(2);
- game.state.snap = 0;
+ game.state.snap = false;
if (game.skill == SKILL_NOVICE) {
- prout("It is stardate %d. The Federation is being attacked by",
+ prout(_("It is stardate %d. The Federation is being attacked by"),
(int)game.state.date);
- prout("a deadly Klingon invasion force. As captain of the United");
- prout("Starship U.S.S. Enterprise, it is your mission to seek out");
- prout("and destroy this invasion force of %d battle cruisers.",
+ prout(_("a deadly Klingon invasion force. As captain of the United"));
+ prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"));
+ prout(_("and destroy this invasion force of %d battle cruisers."),
INKLINGTOT);
- prout("You have an initial allotment of %d stardates to complete", (int)game.intime);
- prout("your mission. As you proceed you may be given more time.");
+ prout(_("You have an initial allotment of %d stardates to complete"), (int)game.intime);
+ prout(_("your mission. As you proceed you may be given more time."));
prout("");
- prout("You will have %d supporting starbases.", game.inbase);
- proutn("Starbase locations- ");
+ prout(_("You will have %d supporting starbases."), game.inbase);
+ proutn(_("Starbase locations- "));
}
else {
- prout("Stardate %d.", (int)game.state.date);
+ prout(_("Stardate %d."), (int)game.state.date);
prout("");
- prout("%d Klingons.", INKLINGTOT);
- prout("An unknown number of Romulans.");
- if (game.state.nscrem) prout("and one (GULP) Super-Commander.");
- prout("%d stardates.",(int)game.intime);
- proutn("%d starbases in ", game.inbase);
+ prout(_("%d Klingons."), INKLINGTOT);
+ prout(_("An unknown number of Romulans."));
+ if (game.state.nscrem) prout(_("And one (GULP) Super-Commander."));
+ prout(_("%d stardates."),(int)game.intime);
+ proutn(_("%d starbases in "), game.inbase);
}
for (i = 1; i <= game.inbase; i++) {
proutn(cramlc(0, game.state.baseq[i]));
proutn(" ");
}
skip(2);
- proutn("The Enterprise is currently in ");
+ proutn(_("The Enterprise is currently in "));
proutn(cramlc(quadrant, game.quadrant));
proutn(" ");
proutn(cramlc(sector, game.sector));
skip(2);
- prout("Good Luck!");
- if (game.state.nscrem) prout(" YOU'LL NEED IT.");
+ prout(_("Good Luck!"));
+ if (game.state.nscrem) prout(_(" YOU'LL NEED IT."));
waitfor();
newqad(false);
if (game.nenhere-iqhere-game.ithere) game.shldup = true;
}
bool choose(bool needprompt)
+/* choose your game type */
{
for(;;) {
game.tourn = 0;
- game.thawed = 0;
+ game.thawed = false;
game.skill = SKILL_NONE;
game.length = 0;
if (needprompt) /* Can start with command line options */
- proutn("Would you like a regular, tournament, or saved game? ");
+ proutn(_("Would you like a regular, tournament, or saved game? "));
scan();
if (strlen(citem)==0) continue; // Try again
if (isit("tournament")) {
while (scan() == IHEOL) {
- proutn("Type in tournament number-");
+ proutn(_("Type in tournament number-"));
}
if (aaitem == 0) {
chew();
return true;
}
if (isit("regular")) break;
- proutn("What is \"");
+ proutn(_("What is \""));
proutn(citem);
prout("\"?");
chew();
else if (isit("expert")) game.skill = SKILL_EXPERT;
else if (isit("emeritus")) game.skill = SKILL_EMERITUS;
else {
- proutn("What is \"");
+ proutn(_("What is \""));
proutn(citem);
prout("\"?");
}
}
else {
chew();
- if (game.length==0) proutn("Would you like a Short, Medium, or Long game? ");
- else if (game.skill == SKILL_NONE) proutn("Are you a Novice, Fair, Good, Expert, or Emeritus player? ");
+ if (game.length==0) proutn(_("Would you like a Short, Medium, or Long game? "));
+ else if (game.skill == SKILL_NONE) proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "));
}
}
// Choose game options -- added by ESR for SST2K
if (scan() != IHALPHA) {
chew();
- proutn("Choose your game style (or just press enter): ");
+ proutn(_("Choose your game style (or just press enter): "));
scan();
}
if (isit("plain")) {
else if (isit("fancy"))
/* do nothing */;
else if (strlen(citem)) {
- proutn("What is \"");
+ proutn(_("What is \""));
proutn(citem);
prout("\"?");
}
return false;
}
-void dropin(int iquad, coord *w)
+coord dropin(feature iquad)
+/* drop a feature on a random dot in the current quadrant */
{
- do iran(QUADSIZE, &w->x, &w->y);
- while (game.quad[w->x][w->y] != IHDOT);
- game.quad[w->x][w->y] = iquad;
+ coord w;
+ do w = randplace(QUADSIZE);
+ while (game.quad[w.x][w.y] != IHDOT);
+ game.quad[w.x][w.y] = iquad;
+ return w;
}
-void newcnd(void)
+void newcnd(void)
+/* update our alert status */
{
- game.condit = IHGREEN;
- if (game.energy < 1000.0) game.condit = IHYELLOW;
+ game.condition = green;
+ if (game.energy < 1000.0) game.condition = yellow;
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons || game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans)
- game.condit = IHRED;
- if (!game.alive) game.condit=IHDEAD;
+ game.condition = red;
+ if (!game.alive) game.condition=dead;
}
-void newkling(int i, coord *pi)
+coord newkling(int i)
/* drop new Klingon into current quadrant */
{
- dropin(IHK, pi);
- game.ks[i] = *pi;
- game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-pi->x) + square(game.sector.y-pi->y));
+ coord pi = dropin(IHK);
+ game.ks[i] = pi;
+ game.kdist[i] = game.kavgd[i] = distance(game.sector, pi);
game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
+ return pi;
}
-void newqad(bool shutup)
+void newqad(bool shutup)
+/* set up a new state of quadrant, for when we enter or re-enter it */
{
int i, j;
coord w;
- struct quadrant *here;
+ struct quadrant *q;
game.iattak = 1;
game.justin = true;
game.base.x = game.base.y = 0;
game.klhere = 0;
- game.comhere = 0;
+ game.comhere = false;
game.plnet.x = game.plnet.y = 0;
- game.ishere = 0;
+ game.ishere = false;
game.irhere = 0;
game.iplnet = 0;
game.nenhere = 0;
game.neutz = false;
game.inorbit = false;
- game.landed = -1;
- game.ientesc = 0;
- game.ithere = 0;
- iqhere=0;
- iqengry=0;
- game.iseenit = 0;
+ game.landed = false;
+ game.ientesc = false;
+ game.ithere = false;
+ iqhere = false;
+ iqengry = false;
+ game.iseenit = false;
if (game.iscate) {
// Attempt to escape Super-commander, so tbeam back!
- game.iscate = 0;
- game.ientesc = 1;
+ game.iscate = false;
+ game.ientesc = true;
}
// Clear quadrant
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
- here = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
// cope with supernova
- if (here->supernova)
+ if (q->supernova)
return;
- game.klhere = here->klingons;
- game.irhere = here->romulans;
+ game.klhere = q->klingons;
+ game.irhere = q->romulans;
game.nenhere = game.klhere + game.irhere;
// Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship;
- if (here->klingons) {
+ if (q->klingons) {
+ w.x = w.y = 0; /* quiet a gcc warning */
// Position ordinary Klingons
for (i = 1; i <= game.klhere; i++)
- newkling(i, &w);
+ w = newkling(i);
// If we need a commander, promote a Klingon
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;
if (i <= game.state.remcom) {
game.quad[w.x][w.y] = IHC;
game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
- game.comhere = 1;
+ game.comhere = true;
}
// If we need a super-commander, promote a Klingon
- if (game.quadrant.x == game.state.kscmdr.x && game.quadrant.y == game.state.kscmdr.y) {
+ if (same(game.quadrant, game.state.kscmdr)) {
game.quad[game.ks[1].x][game.ks[1].y] = IHS;
game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill;
- game.iscate = game.state.remkl>1;
- game.ishere = 1;
+ game.iscate = (game.state.remkl > 1);
+ game.ishere = true;
}
}
// Put in Romulans if needed
for (i = game.klhere+1; i <= game.nenhere; i++) {
- dropin(IHR, &w);
+ w = dropin(IHR);
game.ks[i] = w;
- game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y));
+ game.kdist[i] = game.kavgd[i] = distance(game.sector, w);
game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
}
// If quadrant needs a starbase, put it in
- if (here->starbase)
- dropin(IHB, &game.base);
+ if (q->starbase)
+ game.base = dropin(IHB);
// If quadrant needs a planet, put it in
- if (here->planet != NOPLANET) {
- game.iplnet = here->planet;
- if (game.state.plnets[here->planet].inhabited == UNINHABITED)
- dropin(IHP, &game.plnet);
+ if (q->planet != NOPLANET) {
+ game.iplnet = q->planet;
+ if (game.state.plnets[q->planet].inhabited == UNINHABITED)
+ game.plnet = dropin(IHP);
else
- dropin(IHW, &game.plnet);
+ game.plnet = dropin(IHW);
}
- // Check for game.condition
+ // Check for condition
newcnd();
// And finally the stars
- for (i = 1; i <= here->stars; i++)
- dropin(IHSTAR, &w);
+ for (i = 1; i <= q->stars; i++)
+ dropin(IHSTAR);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (here->planet == NOPLANET || game.state.plnets[here->planet].inhabited == UNINHABITED)) {
- game.neutz = 1;
+ if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
+ game.neutz = true;
if (!damaged(DRADIO)) {
skip(1);
- prout("LT. Uhura- \"Captain, an urgent message.");
- prout(" I'll put it on audio.\" CLICK");
+ prout(_("LT. Uhura- \"Captain, an urgent message."));
+ prout(_(" I'll put it on audio.\" CLICK"));
skip(1);
- prout("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.");
- prout("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!");
+ prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."));
+ prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"));
}
}
if (shutup==0) {
// Put in THING if needed
if (same(thing, game.quadrant)) {
- dropin(IHQUEST, &w);
- iran(GALSIZE, &thing.x, &thing.y);
+ w = dropin(IHQUEST);
+ thing = randplace(GALSIZE);
game.nenhere++;
- iqhere=1;
+ iqhere = true;
game.ks[game.nenhere] = w;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
- sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y));
+ distance(game.sector, w);
game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (!damaged(DSRSENS)) {
skip(1);
- prout("MR. SPOCK- \"Captain, this is most unusual.");
- prout(" Please examine your short-range scan.\"");
+ prout(_("Mr. Spock- \"Captain, this is most unusual."));
+ prout(_(" Please examine your short-range scan.\""));
}
}
}
game.tholian.y = Rand() > 0.5 ? QUADSIZE : 1;
} while (game.quad[game.tholian.x][game.tholian.y] != IHDOT);
game.quad[game.tholian.x][game.tholian.y] = IHT;
- game.ithere = 1;
+ game.ithere = true;
game.nenhere++;
- game.ks[game.nenhere].x = game.tholian.x;
- game.ks[game.nenhere].y = game.tholian.y;
+ game.ks[game.nenhere] = game.tholian;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
- sqrt(square(game.sector.x-game.tholian.x) + square(game.sector.y-game.tholian.y));
+ distance(game.sector, game.tholian);
game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill;
/* Reserve unocupied corners */
if (game.quad[1][1]==IHDOT) game.quad[1][1] = 'X';
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
- dropin(IHBLANK, &w);
+ dropin(IHBLANK);
// Take out X's in corners if Tholian present
if (game.ithere) {
}
void sortkl(void)
+/* sort Klingons by distance from us */
{
double t;
int j, k;
} while (sw);
}
-void setpassword(void)
+void setpassword(void)
+/* set the self-destruct password */
{
if (!(game.options & OPTION_CURSES)) {
while (TRUE) {