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(int boss)
+void freeze(bool boss)
+/* save game */
{
FILE *fp;
int key;
}
else {
if ((key = scan()) == IHEOL) {
- proutn("File name: ");
+ proutn(_("File name: "));
key = scan();
}
if (key != IHALPHA) {
}
}
if ((fp = fopen(citem, "wb")) == NULL) {
- proutn("Can't freeze game as file ");
+ proutn(_("Can't freeze game as file "));
proutn(citem);
skip(1);
return;
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;
}
-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;
+ char *tmp1[ARRAY_SIZE(systnames)] = SYSTEM_NAMES;
+ char *tmp2[ARRAY_SIZE(device)] = DEVICE_NAMES;
- chew();
- if (condit==IHDOCKED) {
- if (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 Mac's.");
- return;
- }
- if (game.damage[DSHUTTL]>0) {
- prout("Shuttle craft damaged.");
- return;
- }
- if (landed==1) {
- prout("You must be aboard the Enterprise.");
- return;
- }
- if (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.");
- prout("Remainder of ship's complement beam down");
- prout("to nearest habitable planet.");
- if (game.state.rembase==0) {
- /* Ops! no place to go... */
- finish(FABANDN);
- return;
- }
- /* If at least one base left, give 'em the Faerie Queene */
- skip(1);
- icrystl = 0; /* crystals are lost */
- 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 (quadx!=game.state.baseqx[nb] || quady!=game.state.baseqy[nb]) {
- quadx = game.state.baseqx[nb];
- quady = game.state.baseqy[nb];
- sectx = secty = 5;
- newqad(1);
- }
- for (;;) {
- /* position next to base by trial and error */
- game.quad[sectx][secty] = IHDOT;
- for_sectors(l) {
- sectx = 3.0*Rand() - 1.0 + basex;
- secty = 3.0*Rand() - 1.0 + basey;
- if (VALID_SECTOR(sectx, secty) &&
- game.quad[sectx][secty] == IHDOT) break;
- }
- if (l < QUADSIZE+1) break; /* found a spot */
- sectx=QUADSIZE/2;
- secty=QUADSIZE/2;
- newqad(1);
- }
- }
- /* Get new commission */
- game.quad[sectx][secty] = ship = IHF;
- prout("Starfleet puts you in command of another ship,");
- prout("the Faerie Queene, which is antiquated but,");
- prout("still useable.");
- if (icrystl!=0) prout("The dilithium crystals have been moved.");
- imine=0;
- iscraft=0; /* Gallileo disappears */
- /* Resupply ship */
- condit=IHDOCKED;
- for (l = 0; l < NDEVICES; l++)
- game.damage[l] = 0.0;
- game.damage[DSHUTTL] = -1;
- energy = inenrg = 3000.0;
- shield = inshld = 1250.0;
- torps = intorps = 6;
- lsupres=inlsr=3.0;
- shldup=0;
- warpfac=5.0;
- 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;
-#ifdef DEBUG
- idebug = 0;
-#endif
+ coord w;
+
+ /* call the setup hooks here */
+ setup_names();
+
// Decide how many of everything
if (choose(needprompt)) return; // frozen game
// Prepare the Enterprise
- alldone = gamewon = 0;
- ship = IHE;
- energy = inenrg = 5000.0;
- shield = inshld = 2500.0;
- shldchg = shldup = 0;
- inlsr = 4.0;
- lsupres = 4.0;
- iran(GALSIZE, &quadx, &quady);
- iran(QUADSIZE, §x, §y);
- torps = intorps = 10;
- nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */
- warpfac = 5.0;
- wfacsq = warpfac * warpfac;
+ 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 = false;
+ game.shldup = false;
+ game.inlsr = 4.0;
+ game.lsupres = 4.0;
+ 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.wfacsq = game.warpfac * game.warpfac;
for (i=0; i < NDEVICES; i++)
game.damage[i] = 0.0;
// Set up assorted game parameters
- batx = baty = 0;
- game.state.date = indate = 100.0*(int)(31.0*Rand()+20.0);
- nkinks = nhelp = resting = casual = 0;
- isatb = iscate = imine = icrystl = icraft = game.state.nplankl = 0;
+ invalidate(game.battle);
+ game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
+ game.nkinks = game.nhelp = game.casual = game.abandoned = 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;
- iscraft = 1;
- landed = -1;
- alive = 1;
- docfac = 0.25;
+ game.iscraft = onship;
+ game.landed = false;
+ game.alive = true;
+ game.docfac = 0.25;
for_quadrants(i)
for_quadrants(j) {
- game.state.galaxy[i][j].charted = 0;
- game.state.galaxy[i][j].planets = 0;
- game.state.galaxy[i][j].romulans = 0;
- game.state.galaxy[i][j].klingons = 0;
- game.state.galaxy[i][j].starbase = 0;
- game.state.galaxy[i][j].supernova = 0;
+ struct quadrant *quad = &game.state.galaxy[i][j];
+ quad->charted = 0;
+ quad->planet = NOPLANET;
+ quad->romulans = 0;
+ quad->klingons = 0;
+ quad->starbase = false;
+ quad->supernova = false;
+ quad->status = secure;
}
// Initialize times for extraneous events
- game.future[FSNOVA] = game.state.date + expran(0.5 * intime);
- game.future[FTBEAM] = game.state.date + expran(1.5 * (intime / game.state.remcom));
- game.future[FSNAP] = game.state.date + 1.0 + Rand(); // Force an early snapshot
- game.future[FBATTAK] = game.state.date + expran(0.3*intime);
- game.future[FCDBAS] = FOREVER;
- game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : FOREVER;
- game.future[FSCDBAS] = FOREVER;
- game.future[FDSPROB] = FOREVER;
+ schedule(FSNOVA, expran(0.5 * game.intime));
+ schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)));
+ schedule(FSNAP, 1.0 + Rand()); // Force an early snapshot
+ schedule(FBATTAK, expran(0.3*game.intime));
+ unschedule(FCDBAS);
+ if (game.state.nscrem)
+ schedule(FSCMOVE, 0.2777);
+ else
+ unschedule(FSCMOVE);
+ unschedule(FSCDBAS);
+ unschedule(FDSPROB);
+ if ((game.options & OPTION_WORLDS) && game.skill >= SKILL_GOOD)
+ schedule(FDISTR, expran(1.0 + game.intime));
+ else
+ unschedule(FDISTR);
+ unschedule(FENSLV);
+ unschedule(FREPRO);
// Starchart is functional but we've never seen it
- lastchart = FOREVER;
+ game.lastchart = FOREVER;
// Put stars in the galaxy
- instar = 0;
+ game.instar = 0;
for_quadrants(i)
for_quadrants(j) {
int k = Rand()*9.0 + 1.0;
- instar += k;
+ game.instar += k;
game.state.galaxy[i][j].stars = k;
}
// Locate star bases in galaxy
- for (i = 1; i <= inbase; i++) {
- int contflag;
+ for (i = 1; i <= game.inbase; i++) {
+ bool contflag;
do {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].starbase);
- contflag = FALSE;
+ 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.baseqx[j]) + square(iy-game.state.baseqy[j]);
- if (distq < 6.0*(BASEMAX+1-inbase) && Rand() < 0.75) {
- contflag = TRUE;
-#ifdef DEBUG
- prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy);
-#endif
+ 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, w.x, w.y);
break;
}
-#ifdef DEBUG
- else if (distq < 6.0 * (BASEMAX+1-inbase)) {
- prout("DEBUG: saving base #%d, close to #%d", i, j);
+ else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
+ if (idebug)
+ prout("=== Saving base #%d, close to #%d", i, j);
}
-#endif
}
} while (contflag);
- game.state.baseqx[i] = ix;
- game.state.baseqy[i] = 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 = inkling;
- klumper = 0.25*skill*(9.0-length)+1.0;
- if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant
+ krem = game.inkling;
+ klumper = 0.25*game.skill*(9.0-game.length)+1.0;
+ if (klumper > MAXKLQUAD)
+ klumper = MAXKLQUAD;
do {
double r = Rand();
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 DEBUG
+#ifdef ODEBUG
klumper = 1;
-#endif
- for (i = 1; i <= incom; i++) {
+#endif /* ODEBUG */
+ for (i = 1; i <= game.incom; i++) {
do {
do { /* IF debugging, put commanders by bases, always! */
-#ifdef DEBUG
- if (idebug && klumper <= inbase) {
- ix = game.state.baseqx[klumper];
- iy = game.state.baseqy[klumper];
+#ifdef ODEBUG
+ if (game.idebug && klumper <= game.inbase) {
+ w = game.state.baseq[klumper];
klumper++;
}
else
-#endif
- iran(GALSIZE, &ix, &iy);
+#endif /* ODEBUG */
+ 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.cx[j]==ix && game.state.cy[j]==iy) break;
+ if (same(game.state.kcmdr[j], w))
+ break;
} while (j < i);
- game.state.galaxy[ix][iy].klingons++;
- game.state.cx[i] = ix;
- game.state.cy[i] = iy;
+ game.state.galaxy[w.x][w.y].klingons++;
+ game.state.kcmdr[i] = w;
}
// Locate planets in galaxy
- for (i = 0; i < inplan; i++) {
- do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planets);
- game.state.galaxy[ix][iy].planets = 1;
- game.state.plnets[i].x = ix;
- game.state.plnets[i].y = iy;
- game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
- game.state.plnets[i].crystals = 1.5*Rand(); // 1 in 3 chance of crystals
- game.state.plnets[i].known = unknown;
+ for (i = 0; i < game.inplan; i++) {
+ 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 = absent;
+ game.state.plnets[i].known = known;
+ game.state.plnets[i].inhabited = i;
+ } else {
+ game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
+ game.state.plnets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
+ game.state.plnets[i].known = unknown;
+ game.state.plnets[i].inhabited = UNINHABITED;
+ }
+ if ((game.options & OPTION_WORLDS) || i >= NINHAB)
+ 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.isx = ix;
- game.state.isy = 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 (thingx != -1) {
- iran(GALSIZE, &thingx, &thingy);
- }
- else {
- thingx = thingy = 0;
+ if (thing.x != -1) {
+ thing = randplace(GALSIZE);
}
+ else
+ invalidate(thing);
-// idate = date;
skip(2);
- game.state.snap = 0;
+ game.state.snap = false;
- if (skill == SKILL_NOVICE) {
- prout("It is stardate %d. The Federation is being attacked by",
+ if (game.skill == SKILL_NOVICE) {
+ 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)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.", 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)intime);
- proutn("%d starbases in ", inbase);
- }
- for (i = 1; i <= inbase; i++) {
- proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i]));
+ 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(cramlc(quadrant, quadx, quady));
+ proutn(_("The Enterprise is currently in "));
+ proutn(cramlc(quadrant, game.quadrant));
proutn(" ");
- proutn(cramlc(sector, sectx, secty));
+ 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(0);
- if (nenhere-iqhere-ithere) shldup=1.0;
- if (neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
+ newqad(false);
+ if (game.nenhere-iqhere-game.ithere) game.shldup = true;
+ if (game.neutz) attack(false); // bad luck to start in a Romulan Neutral Zone
}
-int choose(int needprompt)
+bool choose(bool needprompt)
+/* choose your game type */
{
- while (TRUE) {
- tourn = 0;
- thawed = 0;
- skill = SKILL_NONE;
- length = 0;
+ for(;;) {
+ game.tourn = 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();
continue; // We don't want a blank entry
}
- tourn = (int)aaitem;
- thingx = -1;
+ game.tourn = (int)aaitem;
+ thing.x = -1;
srand((unsigned int)(int)aaitem);
break;
}
if (thaw()) continue;
chew();
if (*game.passwd==0) continue;
- if (!alldone) thawed = 1; // No plaque if not finished
+ if (!game.alldone) game.thawed = 1; // No plaque if not finished
report();
waitfor();
- return TRUE;
+ return true;
}
if (isit("regular")) break;
- proutn("What is \"");
+ proutn(_("What is \""));
proutn(citem);
prout("\"?");
chew();
}
- while (length==0 || skill==SKILL_NONE) {
+ while (game.length==0 || game.skill==SKILL_NONE) {
if (scan() == IHALPHA) {
- if (isit("short")) length = 1;
- else if (isit("medium")) length = 2;
- else if (isit("long")) length = 4;
- else if (isit("novice")) skill = SKILL_NOVICE;
- else if (isit("fair")) skill = SKILL_FAIR;
- else if (isit("good")) skill = SKILL_GOOD;
- else if (isit("expert")) skill = SKILL_EXPERT;
- else if (isit("emeritus")) skill = SKILL_EMERITUS;
+ if (isit("short")) game.length = 1;
+ else if (isit("medium")) game.length = 2;
+ else if (isit("long")) game.length = 4;
+ else if (isit("novice")) game.skill = SKILL_NOVICE;
+ else if (isit("fair")) game.skill = SKILL_FAIR;
+ else if (isit("good")) game.skill = SKILL_GOOD;
+ 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 (length==0) proutn("Would you like a Short, Medium, or Long game? ");
- else if (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 options: ");
+ proutn(_("Choose your game style (or just press enter): "));
scan();
}
if (isit("plain")) {
// Approximates the UT FORTRAN version.
- game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE);
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
game.options |= OPTION_PLAIN;
}
else if (isit("almy")) {
// Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE);
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
game.options |= OPTION_ALMY;
}
else if (isit("fancy"))
/* do nothing */;
else if (strlen(citem)) {
- proutn("What is \"");
+ proutn(_("What is \""));
proutn(citem);
prout("\"?");
}
setpassword();
-#ifdef DEBUG
- if (strcmp(game.passwd, "debug")==0) idebug = 1;
-#endif
+ if (strcmp(game.passwd, "debug")==0) {
+ idebug = true;
+ fputs("=== Debug mode enabled\n", stdout);
+ }
// Use parameters to generate initial values of things
- damfac = 0.5 * skill;
+ game.damfac = 0.5 * game.skill;
game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0);
- inbase = game.state.rembase;
+ game.inbase = game.state.rembase;
if (game.options & OPTION_PLANETS)
- inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand();
- game.state.nromrem = inrom = (2.0+Rand())*skill;
- game.state.nscrem = inscom = (skill > SKILL_FAIR ? 1 : 0);
- game.state.remtime = 7.0 * length;
- intime = game.state.remtime;
- game.state.remkl = inkling = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15);
- incom = skill + 0.0625*inkling*Rand();
- game.state.remcom = min(10, incom);
- incom = game.state.remcom;
- game.state.remres = (inkling+4*incom)*intime;
- inresor = game.state.remres;
- if (inkling > 50) {
- inbase = (game.state.rembase += 1);
- }
- return FALSE;
+ game.inplan = NINHAB + (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand();
+ game.state.nromrem = game.inrom = (2.0+Rand())*game.skill;
+ game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR ? 1 : 0);
+ game.state.remtime = 7.0 * game.length;
+ game.intime = game.state.remtime;
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15);
+ game.incom = game.skill + 0.0625*game.inkling*Rand();
+ game.state.remcom = min(10, game.incom);
+ game.incom = game.state.remcom;
+ game.state.remres = (game.inkling+4*game.incom)*game.intime;
+ game.inresor = game.state.remres;
+ if (game.inkling > 50) {
+ game.inbase = (game.state.rembase += 1);
+ }
+ return false;
}
-void dropin(int iquad, int *ix, int *iy)
+coord dropin(feature iquad)
+/* drop a feature on a random dot in the current quadrant */
{
- do iran(QUADSIZE, ix, iy);
- while (game.quad[*ix][*iy] != IHDOT);
- game.quad[*ix][*iy] = 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 */
{
- condit = IHGREEN;
- if (energy < 1000.0) condit = IHYELLOW;
- if (game.state.galaxy[quadx][quady].klingons || game.state.galaxy[quadx][quady].romulans)
- condit = IHRED;
- if (!alive) condit=IHDEAD;
+ 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.condition = red;
+ if (!game.alive) game.condition=dead;
}
+coord newkling(int i)
+/* drop new Klingon into current quadrant */
+{
+ 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(int shutup)
+void newqad(bool shutup)
+/* set up a new state of quadrant, for when we enter or re-enter it */
{
- int i, j, ix, iy, nplan;
-
- iattak = 1;
- justin = 1;
- basex = basey = 0;
- klhere = 0;
- comhere = 0;
- plnetx = plnety = 0;
- ishere = 0;
- irhere = 0;
- iplnet = 0;
- nenhere = 0;
- neutz = 0;
- inorbit = 0;
- landed = -1;
- ientesc = 0;
- ithere = 0;
- iqhere=0;
- iqengry=0;
- iseenit = 0;
- if (iscate) {
+ int i, j;
+ coord w;
+ struct quadrant *q;
+
+ game.justin = true;
+ invalidate(game.base);
+ game.klhere = 0;
+ game.comhere = false;
+ invalidate(game.plnet);
+ game.ishere = false;
+ game.irhere = 0;
+ game.iplnet = 0;
+ game.nenhere = 0;
+ game.neutz = false;
+ game.inorbit = false;
+ 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!
- iscate = 0;
- ientesc = 1;
+ game.iscate = false;
+ game.ientesc = true;
}
// Clear quadrant
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
// cope with supernova
- if (game.state.galaxy[quadx][quady].supernova)
+ if (q->supernova)
return;
- klhere = game.state.galaxy[quadx][quady].klingons;
- irhere = game.state.galaxy[quadx][quady].romulans;
- nplan = game.state.galaxy[quadx][quady].planets;
- nenhere = klhere + irhere;
+ game.klhere = q->klingons;
+ game.irhere = q->romulans;
+ game.nenhere = game.klhere + game.irhere;
// Position Starship
- game.quad[sectx][secty] = ship;
+ game.quad[game.sector.x][game.sector.y] = game.ship;
- if (game.state.galaxy[quadx][quady].klingons) {
+ if (q->klingons) {
+ w.x = w.y = 0; /* quiet a gcc warning */
// Position ordinary Klingons
- for (i = 1; i <= klhere; i++) {
- dropin(IHK, &ix, &iy);
- game.kx[i] = ix;
- game.ky[i] = iy;
- game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));
- game.kpower[i] = Rand()*150.0 +300.0 +25.0*skill;
- }
+ for (i = 1; i <= game.klhere; i++)
+ w = newkling(i);
// If we need a commander, promote a Klingon
for_commanders(i)
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
+ if (same(game.state.kcmdr[i], game.quadrant))
+ break;
if (i <= game.state.remcom) {
- game.quad[ix][iy] = IHC;
- game.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill;
- comhere = 1;
+ game.quad[w.x][w.y] = IHC;
+ game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
+ game.comhere = true;
}
// If we need a super-commander, promote a Klingon
- if (quadx == game.state.isx && quady == game.state.isy) {
- game.quad[game.kx[1]][game.ky[1]] = IHS;
- game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*skill;
- iscate = game.state.remkl>1;
- ishere = 1;
+ 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 = true;
}
}
// Put in Romulans if needed
- for (i = klhere+1; i <= nenhere; i++) {
- dropin(IHR, &ix, &iy);
- game.kx[i] = ix;
- game.ky[i] = iy;
- game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));
- game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*skill;
+ for (i = game.klhere+1; i <= game.nenhere; i++) {
+ w = dropin(IHR);
+ game.ks[i] = w;
+ 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 (game.state.galaxy[quadx][quady].starbase)
- dropin(IHB, &basex, &basey);
+ if (q->starbase)
+ game.base = dropin(IHB);
- if (nplan) {
- // If quadrant needs a planet, put it in
- for (i=0; i < inplan; i++)
- if (game.state.plnets[i].x == quadx && game.state.plnets[i].y == quady) break;
- if (i < inplan) {
- iplnet = i;
- dropin(IHP, &plnetx, &plnety);
- }
+ // If quadrant needs a planet, put it in
+ if (q->planet != NOPLANET) {
+ game.iplnet = q->planet;
+ if (game.state.plnets[q->planet].inhabited == UNINHABITED)
+ game.plnet = dropin(IHP);
+ else
+ game.plnet = dropin(IHW);
}
// Check for condition
newcnd();
// And finally the stars
- for (i = 1; i <= game.state.galaxy[quadx][quady].stars; i++)
- dropin(IHSTAR, &ix, &iy);
+ for (i = 1; i <= q->stars; i++)
+ dropin(IHSTAR);
// Check for RNZ
- if (irhere > 0 && klhere == 0) {
- neutz = 1;
- if (game.damage[DRADIO] <= 0.0) {
+ 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 (thingx == quadx && thingy == quady) {
- dropin(IHQUEST, &ix, &iy);
- iran(GALSIZE, &thingx, &thingy);
- nenhere++;
- iqhere=1;
- game.kx[nenhere] = ix;
- game.ky[nenhere] = iy;
- game.kdist[nenhere] = game.kavgd[nenhere] =
- sqrt(square(sectx-ix) + square(secty-iy));
- game.kpower[nenhere] = Rand()*6000.0 +500.0 +250.0*skill;
- if (game.damage[DSRSENS] == 0.0) {
+ if (same(thing, game.quadrant)) {
+ w = dropin(IHQUEST);
+ thing = randplace(GALSIZE);
+ game.nenhere++;
+ iqhere = true;
+ game.ks[game.nenhere] = w;
+ game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
+ 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.\""));
}
}
}
// Decide if quadrant needs a Tholian
if (game.options & OPTION_THOLIAN) {
- if ((skill < SKILL_GOOD && Rand() <= 0.02) || /* Lighten up if skill is low */
- (skill == SKILL_GOOD && Rand() <= 0.05) ||
- (skill > SKILL_GOOD && Rand() <= 0.08)
- #ifdef DEBUG
- || strcmp(game.passwd, "tholianx")==0
- #endif
+ if ((game.skill < SKILL_GOOD && Rand() <= 0.02) || /* Lighten up if skill is low */
+ (game.skill == SKILL_GOOD && Rand() <= 0.05) ||
+ (game.skill > SKILL_GOOD && Rand() <= 0.08)
) {
do {
- ithx = Rand() > 0.5 ? QUADSIZE : 1;
- ithy = Rand() > 0.5 ? QUADSIZE : 1;
- } while (game.quad[ithx][ithy] != IHDOT);
- game.quad[ithx][ithy] = IHT;
- ithere = 1;
- nenhere++;
- game.kx[nenhere] = ithx;
- game.ky[nenhere] = ithy;
- game.kdist[nenhere] = game.kavgd[nenhere] =
- sqrt(square(sectx-ithx) + square(secty-ithy));
- game.kpower[nenhere] = Rand()*400.0 +100.0 +25.0*skill;
+ game.tholian.x = Rand() > 0.5 ? QUADSIZE : 1;
+ 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 = true;
+ game.nenhere++;
+ game.ks[game.nenhere] = game.tholian;
+ game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
+ 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';
if (game.quad[1][QUADSIZE]==IHDOT) game.quad[1][QUADSIZE] = 'X';
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
- dropin(IHBLANK, &ix, &iy);
+ dropin(IHBLANK);
// Take out X's in corners if Tholian present
- if (ithere) {
+ if (game.ithere) {
if (game.quad[1][1]=='X') game.quad[1][1] = IHDOT;
if (game.quad[1][QUADSIZE]=='X') game.quad[1][QUADSIZE] = IHDOT;
if (game.quad[QUADSIZE][1]=='X') game.quad[QUADSIZE][1] = IHDOT;
}
void sortkl(void)
+/* sort Klingons by distance from us */
{
double t;
- int sw, j, k;
+ int j, k;
+ bool sw;
// The author liked bubble sort. So we will use it. :-(
- if (nenhere-iqhere-ithere < 2) return;
+ if (game.nenhere-iqhere-game.ithere < 2) return;
do {
- sw = FALSE;
- for (j = 1; j < nenhere; j++)
+ sw = false;
+ for (j = 1; j < game.nenhere; j++)
if (game.kdist[j] > game.kdist[j+1]) {
- sw = TRUE;
+ sw = true;
t = game.kdist[j];
game.kdist[j] = game.kdist[j+1];
game.kdist[j+1] = t;
t = game.kavgd[j];
game.kavgd[j] = game.kavgd[j+1];
game.kavgd[j+1] = t;
- k = game.kx[j];
- game.kx[j] = game.kx[j+1];
- game.kx[j+1] = k;
- k = game.ky[j];
- game.ky[j] = game.ky[j+1];
- game.ky[j+1] = k;
+ k = game.ks[j].x;
+ game.ks[j].x = game.ks[j+1].x;
+ game.ks[j+1].x = k;
+ k = game.ks[j].y;
+ game.ks[j].y = game.ks[j+1].y;
+ game.ks[j+1].y = k;
t = game.kpower[j];
game.kpower[j] = game.kpower[j+1];
game.kpower[j+1] = t;
}
} while (sw);
}
+
+void setpassword(void)
+/* set the self-destruct password */
+{
+ if (!(game.options & OPTION_CURSES)) {
+ while (TRUE) {
+ scan();
+ strcpy(game.passwd, citem);
+ chew();
+ if (*game.passwd != 0) break;
+ proutn(_("Please type in a secret password-"));
+ }
+ } else {
+ int i;
+ for(i=0;i<3;i++) game.passwd[i]=(char)(97+(int)(Rand()*25));
+ game.passwd[3]=0;
+ }
+}