game.shield = game.inshld = 1250.0;
game.torps = game.intorps = 6;
game.lsupres=game.inlsr=3.0;
- game.shldup=0;
+ game.shldup=false;
game.warpfac=5.0;
game.wfacsq=25.0;
return;
{
int i,j, krem, klumper;
int ix, iy;
-#ifdef DEBUG
- game.idebug = 0;
-#endif
// Decide how many of everything
if (choose(needprompt)) return; // frozen game
// Prepare the Enterprise
game.ship = IHE;
game.energy = game.inenrg = 5000.0;
game.shield = game.inshld = 2500.0;
- game.shldchg = game.shldup = 0;
+ game.shldchg = 0;
+ game.shldup = false;
game.inlsr = 4.0;
game.lsupres = 4.0;
iran(GALSIZE, &game.quadrant.x, &game.quadrant.y);
// Set up assorted game parameters
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.resting = game.casual = 0;
+ game.nkinks = game.nhelp = game.casual = 0;
+ game.resting = false;
game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0;
game.state.starkl = game.state.basekl = 0;
game.iscraft = 1;
for_quadrants(j) {
struct quadrant *quad = &game.state.galaxy[i][j];
quad->charted = 0;
- quad->planet = NULL;
+ quad->planet = NOPLANET;
quad->romulans = 0;
quad->klingons = 0;
quad->starbase = 0;
quad->supernova = 0;
-#ifdef EXPERIMENTAL
quad->status = secure;
-#endif /* EXPERIMENTAL */
}
// Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime));
unschedule(FSCMOVE);
unschedule(FSCDBAS);
unschedule(FDSPROB);
-#ifdef EXPERIMENTAL
- if (game.options & OPTION_WORLDS)
+ if ((game.options & OPTION_WORLDS) && game.skill >= SKILL_GOOD)
schedule(FDISTR, expran(1.0 + game.intime));
+ else
+ unschedule(FDISTR);
unschedule(FENSLV);
unschedule(FREPRO);
-#endif /* EXPERIMENTAL */
// Starchart is functional but we've never seen it
game.lastchart = FOREVER;
// Put stars in the galaxy
double distq = square(ix-game.state.baseq[j].x) + square(iy-game.state.baseq[j].y);
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);
-#endif
+ if (idebug)
+ prout("=== Abandoning base #%d at %d-%d", i, ix, iy);
break;
}
-#ifdef DEBUG
else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
- prout("DEBUG: saving base #%d, close to #%d", i, j);
+ if (idebug)
+ prout("=== Saving base #%d, close to #%d", i, j);
}
-#endif
}
} while (contflag);
// Position ordinary Klingon Battle Cruisers
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
+ if (klumper > MAXKLQUAD)
+ klumper = MAXKLQUAD;
do {
double r = Rand();
int klump = (1.0 - r*r)*klumper;
game.state.galaxy[ix][iy].klingons += klump;
} while (krem > 0);
// Position Klingon Commander Ships
-#ifdef DEBUG
+#ifdef ODEBUG
klumper = 1;
-#endif
+#endif /* ODEBUG */
for (i = 1; i <= game.incom; i++) {
do {
do { /* IF debugging, put commanders by bases, always! */
-#ifdef DEBUG
+#ifdef ODEBUG
if (game.idebug && klumper <= game.inbase) {
ix = game.state.baseq[klumper].x;
iy = game.state.baseq[klumper].y;
klumper++;
}
else
-#endif
+#endif /* ODEBUG */
iran(GALSIZE, &ix, &iy);
}
while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)||
}
// Locate planets in galaxy
for (i = 0; i < game.inplan; i++) {
- do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet);
+ 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;
if (i < NINHAB) {
game.state.plnets[i].inhabited = UNINHABITED;
}
if ((game.options & OPTION_WORLDS) || i >= NINHAB)
- game.state.galaxy[ix][iy].planet = game.state.plnets + i;
+ game.state.galaxy[ix][iy].planet = i;
}
// Locate Romulans
for (i = 1; i <= game.state.nromrem; i++) {
if (game.state.nscrem) prout(" YOU'LL NEED IT.");
waitfor();
newqad(0);
- if (game.nenhere-iqhere-game.ithere) game.shldup=1.0;
+ if (game.nenhere-iqhere-game.ithere) game.shldup = true;
if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
}
prout("\"?");
}
setpassword();
-#ifdef DEBUG
- if (strcmp(game.passwd, "debug")==0) game.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
game.damfac = 0.5 * game.skill;
struct quadrant *here;
game.iattak = 1;
- game.justin = 1;
+ game.justin = true;
game.base.x = game.base.y = 0;
game.klhere = 0;
game.comhere = 0;
game.irhere = 0;
game.iplnet = 0;
game.nenhere = 0;
- game.neutz = 0;
- game.inorbit = 0;
+ game.neutz = false;
+ game.inorbit = false;
game.landed = -1;
game.ientesc = 0;
game.ithere = 0;
dropin(IHB, &game.base);
// If quadrant needs a planet, put it in
- if (here->planet) {
- game.iplnet = here->planet - game.state.plnets;
- if (here->planet->inhabited == UNINHABITED)
+ if (here->planet != NOPLANET) {
+ game.iplnet = here->planet;
+ if (game.state.plnets[here->planet].inhabited == UNINHABITED)
dropin(IHP, &game.plnet);
else
dropin(IHW, &game.plnet);
dropin(IHSTAR, &w);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) {
+ if (game.irhere > 0 && game.klhere == 0 && (here->planet == NOPLANET || game.state.plnets[here->planet].inhabited == UNINHABITED)) {
game.neutz = 1;
if (game.damage[DRADIO] <= 0.0) {
skip(1);
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 {
game.tholian.x = Rand() > 0.5 ? QUADSIZE : 1;