* 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" */ \
/* Sets up some arrays with localized names.
* Must be done after iostart() for localization to work. */
{
- char *tmp1[] = SYSTEM_NAMES;
- char *tmp2[] = DEVICE_NAMES;
+ char *tmp1[ARRAY_SIZE(systnames)] = SYSTEM_NAMES;
+ char *tmp2[ARRAY_SIZE(device)] = DEVICE_NAMES;
memcpy(systnames, tmp1, sizeof(systnames));
memcpy(device, tmp2, sizeof(device));
setup_names();
// Decide how many of everything
- if (choose(needprompt)) return; // frozen game
+ if (choose(needprompt))
+ return; // frozen game
// Prepare the Enterprise
game.alldone = game.gamewon = false;
game.ship = IHE;
for (i=0; i < NDEVICES; i++)
game.damage[i] = 0.0;
// Set up assorted game parameters
- game.battle.x = game.battle.y = 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.landed = false;
game.alive = true;
game.docfac = 0.25;
- for_quadrants(i)
- for_quadrants(j) {
- struct quadrant *quad = &game.state.galaxy[i][j];
+ for (i = 1; i <= GALSIZE; i++)
+ for (j = 1; j <= GALSIZE; j++) {
+ struct quadrant *quad = &game.state.galaxy[i][j];
quad->charted = 0;
quad->planet = NOPLANET;
quad->romulans = 0;
game.lastchart = FOREVER;
// Put stars in the galaxy
game.instar = 0;
- for_quadrants(i)
- for_quadrants(j) {
+ for (i = 1; i <= GALSIZE; i++)
+ for (j = 1; j <= GALSIZE; j++) {
int k = Rand()*9.0 + 1.0;
game.instar += k;
game.state.galaxy[i][j].stars = k;
do {
double r = Rand();
int klump = (1.0 - r*r)*klumper;
- if (klump > krem) klump = krem;
+ if (klump > krem)
+ klump = krem;
krem -= klump;
do w = randplace(GALSIZE);
while (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==w.x && game.state.kcmdr[j].y==w.y) break;
+ if (same(game.state.kcmdr[j], w))
+ break;
} while (j < i);
game.state.galaxy[w.x][w.y].klingons++;
game.state.kcmdr[i] = w;
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 = 0;
- game.state.plnets[i].known = known;
- game.state.plnets[i].inhabited = i;
+ game.state.planets[i].w = w;
+ if ((game.options & OPTION_WORLDS) && i < NINHAB) {
+ game.state.planets[i].pclass = M; // All inhabited planets are class M
+ game.state.planets[i].crystals = absent;
+ game.state.planets[i].known = known;
+ game.state.planets[i].inhabited = i;
} else {
- 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;
- game.state.plnets[i].inhabited = UNINHABITED;
+ game.state.planets[i].pclass = Rand()*3.0; // Planet class M N or O
+ game.state.planets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
+ game.state.planets[i].known = unknown;
+ game.state.planets[i].inhabited = UNINHABITED;
}
- if ((game.options & OPTION_WORLDS) || i >= NINHAB)
- game.state.galaxy[w.x][w.y].planet = i;
+ game.state.galaxy[w.x][w.y].planet = i;
}
// Locate Romulans
for (i = 1; i <= game.state.nromrem; i++) {
thing = randplace(GALSIZE);
}
else
- thing.x = thing.y = 0;
+ invalidate(thing);
skip(2);
game.state.snap = false;
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);
+ (game.inkling + game.incom + game.inscom));
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("");
+ skip(1);
prout(_("You will have %d supporting starbases."), game.inbase);
proutn(_("Starbase locations- "));
}
else {
prout(_("Stardate %d."), (int)game.state.date);
- prout("");
- prout(_("%d Klingons."), INKLINGTOT);
+ skip(1);
+ prout(_("%d Klingons."), game.inkling + game.incom + game.inscom);
prout(_("An unknown number of Romulans."));
- if (game.state.nscrem) prout(_("And one (GULP) Super-Commander."));
+ if (game.state.nscrem)
+ prout(_("And one (GULP) Super-Commander."));
prout(_("%d stardates."),(int)game.intime);
proutn(_("%d starbases in "), game.inbase);
}
proutn(cramlc(sector, game.sector));
skip(2);
prout(_("Good Luck!"));
- if (game.state.nscrem) prout(_(" YOU'LL NEED IT."));
+ if (game.state.nscrem)
+ prout(_(" YOU'LL NEED IT."));
waitfor();
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
+ if (game.nenhere-iqhere-game.ithere)
+ game.shldup = true;
+ if (game.neutz) // bad luck to start in a Romulan Neutral Zone
+ attack(false);
}
bool choose(bool needprompt)
if (needprompt) /* Can start with command line options */
proutn(_("Would you like a regular, tournament, or saved game? "));
scan();
- if (strlen(citem)==0) continue; // Try again
+ if (strlen(citem)==0) // Try again
+ continue;
if (isit("tournament")) {
while (scan() == IHEOL) {
proutn(_("Type in tournament number-"));
break;
}
if (isit("saved") || isit("frozen")) {
- if (thaw()) continue;
+ if (thaw())
+ continue;
chew();
- if (*game.passwd==0) continue;
- if (!game.alldone) game.thawed = 1; // No plaque if not finished
+ if (*game.passwd==0)
+ continue;
+ if (!game.alldone)
+ game.thawed = true; // No plaque if not finished
report();
waitfor();
return true;
}
- if (isit("regular")) break;
+ if (isit("regular"))
+ break;
proutn(_("What is \""));
proutn(citem);
prout("\"?");
}
while (game.length==0 || game.skill==SKILL_NONE) {
if (scan() == IHALPHA) {
- 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;
+ 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(citem);
}
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
game.damfac = 0.5 * game.skill;
game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0);
game.inbase = game.state.rembase;
+ game.inplan = 0;
if (game.options & OPTION_PLANETS)
- game.inplan = NINHAB + (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand();
+ game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand();
+ if (game.options & OPTION_WORLDS)
+ game.inplan += NINHAB;
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;
/* update our alert status */
{
game.condition = green;
- if (game.energy < 1000.0) game.condition = yellow;
+ 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;
+ if (!game.alive)
+ game.condition=dead;
}
coord newkling(int i)
coord w;
struct quadrant *q;
- game.iattak = 1;
game.justin = true;
- game.base.x = game.base.y = 0;
+ invalidate(game.base);
game.klhere = 0;
game.comhere = false;
- game.plnet.x = game.plnet.y = 0;
+ invalidate(game.plnet);
game.ishere = false;
game.irhere = 0;
game.iplnet = 0;
game.ientesc = true;
}
// Clear quadrant
- for_sectors(i)
- for_sectors(j)
+ for (i = 1; i <= QUADSIZE; i++)
+ for (j = 1; j <= QUADSIZE; j++)
game.quad[i][j] = IHDOT;
q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
// cope with supernova
for (i = 1; i <= game.klhere; i++)
w = newkling(i);
// If we need a commander, promote a Klingon
- for_commanders(i)
+ for (i = 1; i <= game.state.remcom; i++)
if (same(game.state.kcmdr[i], game.quadrant))
break;
// If quadrant needs a planet, put it in
if (q->planet != NOPLANET) {
game.iplnet = q->planet;
- if (game.state.plnets[q->planet].inhabited == UNINHABITED)
+ if (game.state.planets[q->planet].inhabited == UNINHABITED)
game.plnet = dropin(IHP);
else
game.plnet = dropin(IHW);
dropin(IHSTAR);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
+ if (game.irhere > 0 && game.klhere == 0) {
game.neutz = true;
if (!damaged(DRADIO)) {
skip(1);
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';
- if (game.quad[QUADSIZE][1]==IHDOT) game.quad[QUADSIZE][1] = 'X';
- if (game.quad[QUADSIZE][QUADSIZE]==IHDOT) game.quad[QUADSIZE][QUADSIZE] = 'X';
+ if (game.quad[1][1]==IHDOT)
+ game.quad[1][1] = 'X';
+ if (game.quad[1][QUADSIZE]==IHDOT)
+ game.quad[1][QUADSIZE] = 'X';
+ if (game.quad[QUADSIZE][1]==IHDOT)
+ game.quad[QUADSIZE][1] = 'X';
+ if (game.quad[QUADSIZE][QUADSIZE]==IHDOT)
+ game.quad[QUADSIZE][QUADSIZE] = 'X';
}
}
- sortkl();
+ sortklings();
// Put in a few black holes
for (i = 1; i <= 3; i++)
// Take out X's in corners if Tholian present
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;
- if (game.quad[QUADSIZE][QUADSIZE]=='X') game.quad[QUADSIZE][QUADSIZE] = IHDOT;
+ 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;
+ if (game.quad[QUADSIZE][QUADSIZE]=='X')
+ game.quad[QUADSIZE][QUADSIZE] = IHDOT;
}
}
-void sortkl(void)
+void sortklings(void)
/* sort Klingons by distance from us */
{
double t;
// The author liked bubble sort. So we will use it. :-(
- if (game.nenhere-iqhere-game.ithere < 2) return;
+ if (game.nenhere-iqhere-game.ithere < 2)
+ return;
do {
sw = false;
void setpassword(void)
/* set the self-destruct password */
{
- if (!(game.options & OPTION_CURSES)) {
+ if (game.options & OPTION_PLAIN) {
while (TRUE) {
+ chew();
+ proutn(_("Please type in a secret password- "));
scan();
strcpy(game.passwd, citem);
- chew();
- if (*game.passwd != 0) break;
- proutn(_("Please type in a secret password-"));
+ if (*game.passwd != 0)
+ break;
}
} else {
int i;
- for(i=0;i<3;i++) game.passwd[i]=(char)(97+(int)(Rand()*25));
+ for(i=0;i<3;i++)
+ game.passwd[i]=(char)(97+(int)(Rand()*25));
game.passwd[3]=0;
}
}