// Set up assorted game parameters
batx = baty = 0;
game.state.date = indate = 100.0*(int)(31.0*Rand()+20.0);
- game.state.killk = game.state.killc = nkinks = nhelp = resting = casual = game.state.nromkl = 0;
- isatb = iscate = imine = icrystl = icraft = game.state.nsckill = game.state.nplankl = 0;
+ nkinks = nhelp = resting = casual = 0;
+ isatb = iscate = imine = icrystl = icraft = game.state.nplankl = 0;
game.state.starkl = game.state.basekl = 0;
iscraft = 1;
landed = -1;
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;
}
// Initialize times for extraneous events
game.future[FSNOVA] = game.state.date + expran(0.5 * intime);
game.state.chart[ix][iy].starbase = 1;
}
// Position ordinary Klingon Battle Cruisers
- krem = inkling - incom - game.state.nscrem;
+ krem = inkling;
klumper = 0.25*skill*(9.0-length)+1.0;
if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant
do {
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.",
- inkling);
+ 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("");
else {
prout("Stardate %d.", (int)game.state.date);
prout("");
- prout("%d Klingons.", inkling);
+ 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);
inbase = game.state.rembase;
if (game.options & OPTION_PLANETS)
inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand();
- game.state.nromrem = (2.0+Rand())*skill;
- game.state.nscrem = (skill > SKILL_FAIR ? 1 : 0);
+ 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 = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15);
- inkling = game.state.remkl;
+ 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);
+ game.state.remcom = min(10, incom);
incom = game.state.remcom;
game.state.remres = (inkling+4*incom)*intime;
inresor = game.state.remres;