int nb, l;
chew();
- if (condit==IHDOCKED) {
- if (ship!=IHE) {
+ if (game.condit==IHDOCKED) {
+ if (game.ship!=IHE) {
prout("You cannot abandon Ye Faerie Queene.");
return;
}
return;
}
if (game.damage[DSHUTTL]<0) {
- prout("Shuttle craft now serving Big Mac's.");
+ prout("Shuttle craft now serving Big Macs.");
return;
}
if (game.damage[DSHUTTL]>0) {
prout("Shuttle craft damaged.");
return;
}
- if (landed==1) {
+ if (game.landed==1) {
prout("You must be aboard the Enterprise.");
return;
}
- if (iscraft!=1) {
+ if (game.iscraft!=1) {
prout("Shuttle craft not currently available.");
return;
}
prout("Remainder of ship's complement beam down");
prout("to nearest habitable planet.");
if (game.state.rembase==0) {
- /* Ops! no place to go... */
+ /* Oops! 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 */
+ 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 (quadx!=game.state.baseqx[nb] || quady!=game.state.baseqy[nb]) {
- quadx = game.state.baseqx[nb];
- quady = game.state.baseqy[nb];
- sectx = secty = 5;
+ if (game.quadx!=game.state.baseqx[nb] || game.quady!=game.state.baseqy[nb]) {
+ game.quadx = game.state.baseqx[nb];
+ game.quady = game.state.baseqy[nb];
+ game.sectx = game.secty = 5;
newqad(1);
}
for (;;) {
/* position next to base by trial and error */
- game.quad[sectx][secty] = IHDOT;
+ game.quad[game.sectx][game.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;
+ game.sectx = 3.0*Rand() - 1.0 + game.basex;
+ game.secty = 3.0*Rand() - 1.0 + game.basey;
+ if (VALID_SECTOR(game.sectx, game.secty) &&
+ game.quad[game.sectx][game.secty] == IHDOT) break;
}
if (l < QUADSIZE+1) break; /* found a spot */
- sectx=QUADSIZE/2;
- secty=QUADSIZE/2;
+ game.sectx=QUADSIZE/2;
+ game.secty=QUADSIZE/2;
newqad(1);
}
}
/* Get new commission */
- game.quad[sectx][secty] = ship = IHF;
+ game.quad[game.sectx][game.secty] = game.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 */
+ if (game.icrystl!=0) prout("The dilithium crystals have been moved.");
+ game.imine=0;
+ game.iscraft=0; /* Gallileo disappears */
/* Resupply ship */
- condit=IHDOCKED;
+ game.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;
+ 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=0;
+ game.warpfac=5.0;
+ game.wfacsq=25.0;
return;
}
int i,j, krem, klumper;
int ix, iy;
#ifdef DEBUG
- idebug = 0;
+ game.idebug = 0;
#endif
// 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 = 0;
+ game.ship = IHE;
+ game.energy = game.inenrg = 5000.0;
+ game.shield = game.inshld = 2500.0;
+ game.shldchg = game.shldup = 0;
+ game.inlsr = 4.0;
+ game.lsupres = 4.0;
+ iran(GALSIZE, &game.quadx, &game.quady);
+ iran(QUADSIZE, &game.sectx, &game.secty);
+ 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;
+ game.batx = game.baty = 0;
+ game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
+ game.nkinks = game.nhelp = game.resting = game.casual = 0;
+ game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0;
game.state.starkl = game.state.basekl = 0;
- iscraft = 1;
- landed = -1;
- alive = 1;
- docfac = 0.25;
+ game.iscraft = 1;
+ game.landed = -1;
+ game.alive = 1;
+ game.docfac = 0.25;
for_quadrants(i)
for_quadrants(j) {
game.state.galaxy[i][j].charted = 0;
game.state.galaxy[i][j].supernova = 0;
}
// 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[FSNOVA] = game.state.date + expran(0.5 * game.intime);
+ game.future[FTBEAM] = game.state.date + expran(1.5 * (game.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[FBATTAK] = game.state.date + expran(0.3*game.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;
// 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++) {
+ for (i = 1; i <= game.inbase; i++) {
int contflag;
do {
do iran(GALSIZE, &ix, &iy);
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) {
+ if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) {
contflag = TRUE;
#ifdef DEBUG
prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy);
break;
}
#ifdef DEBUG
- else if (distq < 6.0 * (BASEMAX+1-inbase)) {
+ else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
prout("DEBUG: saving base #%d, close to #%d", i, j);
}
#endif
game.state.chart[ix][iy].starbase = 1;
}
// Position ordinary Klingon Battle Cruisers
- krem = inkling;
- klumper = 0.25*skill*(9.0-length)+1.0;
+ krem = game.inkling;
+ klumper = 0.25*game.skill*(9.0-game.length)+1.0;
if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant
do {
double r = Rand();
#ifdef DEBUG
klumper = 1;
#endif
- for (i = 1; i <= incom; i++) {
+ for (i = 1; i <= game.incom; i++) {
do {
do { /* IF debugging, put commanders by bases, always! */
#ifdef DEBUG
- if (idebug && klumper <= inbase) {
+ if (game.idebug && klumper <= game.inbase) {
ix = game.state.baseqx[klumper];
iy = game.state.baseqy[klumper];
klumper++;
game.state.cy[i] = iy;
}
// Locate planets in galaxy
- for (i = 0; i < inplan; i++) {
+ for (i = 0; i < game.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;
skip(2);
game.state.snap = 0;
- if (skill == SKILL_NOVICE) {
+ 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.",
INKLINGTOT);
- prout("You have an initial allotment of %d stardates to complete", (int)intime);
+ 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);
+ prout("You will have %d supporting starbases.", game.inbase);
proutn("Starbase locations- ");
}
else {
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);
+ prout("%d stardates.",(int)game.intime);
+ proutn("%d starbases in ", game.inbase);
}
- for (i = 1; i <= inbase; i++) {
+ for (i = 1; i <= game.inbase; i++) {
proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i]));
proutn(" ");
}
skip(2);
proutn("The Enterprise is currently in ");
- proutn(cramlc(quadrant, quadx, quady));
+ proutn(cramlc(quadrant, game.quadx, game.quady));
proutn(" ");
- proutn(cramlc(sector, sectx, secty));
+ proutn(cramlc(sector, game.sectx, game.secty));
skip(2);
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
+ if (game.nenhere-iqhere-game.ithere) game.shldup=1.0;
+ if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
}
int choose(int needprompt)
{
while (TRUE) {
- tourn = 0;
- thawed = 0;
- skill = SKILL_NONE;
- length = 0;
+ game.tourn = 0;
+ game.thawed = 0;
+ 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? ");
scan();
chew();
continue; // We don't want a blank entry
}
- tourn = (int)aaitem;
+ game.tourn = (int)aaitem;
thingx = -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;
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(citem);
}
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
}
setpassword();
#ifdef DEBUG
- if (strcmp(game.passwd, "debug")==0) idebug = 1;
+ if (strcmp(game.passwd, "debug")==0) game.idebug = 1;
#endif
// 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);
+ game.inplan = (PLNETMAX/2) + (PLNETMAX/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 newcnd(void)
{
- 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.condit = IHGREEN;
+ if (game.energy < 1000.0) game.condit = IHYELLOW;
+ if (game.state.galaxy[game.quadx][game.quady].klingons || game.state.galaxy[game.quadx][game.quady].romulans)
+ game.condit = IHRED;
+ if (!game.alive) game.condit=IHDEAD;
}
{
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;
+ game.iattak = 1;
+ game.justin = 1;
+ game.basex = game.basey = 0;
+ game.klhere = 0;
+ game.comhere = 0;
+ game.plnetx = game.plnety = 0;
+ game.ishere = 0;
+ game.irhere = 0;
+ game.iplnet = 0;
+ game.nenhere = 0;
+ game.neutz = 0;
+ game.inorbit = 0;
+ game.landed = -1;
+ game.ientesc = 0;
+ game.ithere = 0;
iqhere=0;
iqengry=0;
- iseenit = 0;
- if (iscate) {
+ game.iseenit = 0;
+ if (game.iscate) {
// Attempt to escape Super-commander, so tbeam back!
- iscate = 0;
- ientesc = 1;
+ game.iscate = 0;
+ game.ientesc = 1;
}
// Clear quadrant
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
// cope with supernova
- if (game.state.galaxy[quadx][quady].supernova)
+ if (game.state.galaxy[game.quadx][game.quady].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 = game.state.galaxy[game.quadx][game.quady].klingons;
+ game.irhere = game.state.galaxy[game.quadx][game.quady].romulans;
+ nplan = game.state.galaxy[game.quadx][game.quady].planets;
+ game.nenhere = game.klhere + game.irhere;
// Position Starship
- game.quad[sectx][secty] = ship;
+ game.quad[game.sectx][game.secty] = game.ship;
- if (game.state.galaxy[quadx][quady].klingons) {
+ if (game.state.galaxy[game.quadx][game.quady].klingons) {
// Position ordinary Klingons
- for (i = 1; i <= klhere; i++) {
+ for (i = 1; i <= game.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;
+ game.kdist[i] = game.kavgd[i] = sqrt(square(game.sectx-ix) + square(game.secty-iy));
+ game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
}
// If we need a commander, promote a Klingon
for_commanders(i)
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
+ if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) 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.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
+ game.comhere = 1;
}
// If we need a super-commander, promote a Klingon
- if (quadx == game.state.isx && quady == game.state.isy) {
+ if (game.quadx == game.state.isx && game.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;
+ game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill;
+ game.iscate = game.state.remkl>1;
+ game.ishere = 1;
}
}
// Put in Romulans if needed
- for (i = klhere+1; i <= nenhere; i++) {
+ for (i = game.klhere+1; i <= game.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;
+ game.kdist[i] = game.kavgd[i] = sqrt(square(game.sectx-ix) + square(game.secty-iy));
+ 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 (game.state.galaxy[game.quadx][game.quady].starbase)
+ dropin(IHB, &game.basex, &game.basey);
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);
+ for (i=0; i < game.inplan; i++)
+ if (game.state.plnets[i].x == game.quadx && game.state.plnets[i].y == game.quady) break;
+ if (i < game.inplan) {
+ game.iplnet = i;
+ dropin(IHP, &game.plnetx, &game.plnety);
}
}
- // Check for condition
+ // Check for game.condition
newcnd();
// And finally the stars
- for (i = 1; i <= game.state.galaxy[quadx][quady].stars; i++)
+ for (i = 1; i <= game.state.galaxy[game.quadx][game.quady].stars; i++)
dropin(IHSTAR, &ix, &iy);
// Check for RNZ
- if (irhere > 0 && klhere == 0) {
- neutz = 1;
+ if (game.irhere > 0 && game.klhere == 0) {
+ game.neutz = 1;
if (game.damage[DRADIO] <= 0.0) {
skip(1);
prout("LT. Uhura- \"Captain, an urgent message.");
if (shutup==0) {
// Put in THING if needed
- if (thingx == quadx && thingy == quady) {
+ if (thingx == game.quadx && thingy == game.quady) {
dropin(IHQUEST, &ix, &iy);
iran(GALSIZE, &thingx, &thingy);
- nenhere++;
+ game.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;
+ game.kx[game.nenhere] = ix;
+ game.ky[game.nenhere] = iy;
+ game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
+ sqrt(square(game.sectx-ix) + square(game.secty-iy));
+ game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (game.damage[DSRSENS] == 0.0) {
skip(1);
prout("MR. SPOCK- \"Captain, this is most unusual.");
// 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)
+ 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)
#ifdef DEBUG
|| strcmp(game.passwd, "tholianx")==0
#endif
) {
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.ithx = Rand() > 0.5 ? QUADSIZE : 1;
+ game.ithy = Rand() > 0.5 ? QUADSIZE : 1;
+ } while (game.quad[game.ithx][game.ithy] != IHDOT);
+ game.quad[game.ithx][game.ithy] = IHT;
+ game.ithere = 1;
+ game.nenhere++;
+ game.kx[game.nenhere] = game.ithx;
+ game.ky[game.nenhere] = game.ithy;
+ game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
+ sqrt(square(game.sectx-game.ithx) + square(game.secty-game.ithy));
+ 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';
dropin(IHBLANK, &ix, &iy);
// 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;
// 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++)
+ for (j = 1; j < game.nenhere; j++)
if (game.kdist[j] > game.kdist[j+1]) {
sw = TRUE;
t = game.kdist[j];