#endif /* __HISTORICAL__ */
}
-void freeze(int boss)
+void freeze(bool boss)
{
FILE *fp;
int key;
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("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;
}
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 (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;
+ if (game.quadrant.x!=game.state.baseq[nb].x || game.quadrant.y!=game.state.baseq[nb].y) {
+ game.quadrant.x = game.state.baseq[nb].x;
+ game.quadrant.y = game.state.baseq[nb].y;
+ game.sector.x = game.sector.y = 5;
newqad(1);
}
for (;;) {
/* position next to base by trial and error */
- game.quad[game.sectx][game.secty] = IHDOT;
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
for_sectors(l) {
- 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;
+ game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
+ game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
+ if (VALID_SECTOR(game.sector.x, game.sector.y) &&
+ game.quad[game.sector.x][game.sector.y] == IHDOT) break;
}
if (l < QUADSIZE+1) break; /* found a spot */
- game.sectx=QUADSIZE/2;
- game.secty=QUADSIZE/2;
+ game.sector.x=QUADSIZE/2;
+ game.sector.y=QUADSIZE/2;
newqad(1);
}
}
/* Get new commission */
- game.quad[game.sectx][game.secty] = game.ship = IHF;
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
prout("Starfleet puts you in command of another ship,");
prout("the Faerie Queene, which is antiquated but,");
prout("still useable.");
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.quadx, &game.quady);
- iran(QUADSIZE, &game.sectx, &game.secty);
+ iran(GALSIZE, &game.quadrant.x, &game.quadrant.y);
+ iran(QUADSIZE, &game.sector.x, &game.sector.y);
game.torps = game.intorps = 10;
game.nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */
game.warpfac = 5.0;
for (i=0; i < NDEVICES; i++)
game.damage[i] = 0.0;
// Set up assorted game parameters
- game.batx = game.baty = 0;
+ 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;
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 = 0;
+ quad->supernova = 0;
+ quad->status = secure;
}
// Initialize times for extraneous events
- 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*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;
+ 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
game.lastchart = FOREVER;
// Put stars in the galaxy
}
// Locate star bases in galaxy
for (i = 1; i <= game.inbase; i++) {
- int contflag;
+ bool contflag;
do {
do iran(GALSIZE, &ix, &iy);
while (game.state.galaxy[ix][iy].starbase);
- contflag = FALSE;
+ 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]);
+ 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
+ contflag = true;
+ 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);
- game.state.baseqx[i] = ix;
- game.state.baseqy[i] = iy;
+ game.state.baseq[i].x = ix;
+ game.state.baseq[i].y = iy;
game.state.galaxy[ix][iy].starbase = 1;
game.state.chart[ix][iy].starbase = 1;
}
// 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.baseqx[klumper];
- iy = game.state.baseqy[klumper];
+ 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)||
game.state.galaxy[ix][iy].klingons > 8);
// check for duplicate
for (j = 1; j < i; j++)
- if (game.state.cx[j]==ix && game.state.cy[j]==iy) break;
+ if (game.state.kcmdr[j].x==ix && game.state.kcmdr[j].y==iy) break;
} while (j < i);
game.state.galaxy[ix][iy].klingons++;
- game.state.cx[i] = ix;
- game.state.cy[i] = iy;
+ game.state.kcmdr[i].x = ix;
+ game.state.kcmdr[i].y = iy;
}
// Locate planets in galaxy
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;
- 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;
+ 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].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;
+ } 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;
+ }
+ if ((game.options & OPTION_WORLDS) || i >= NINHAB)
+ game.state.galaxy[ix][iy].planet = i;
}
// Locate Romulans
for (i = 1; i <= game.state.nromrem; i++) {
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.kscmdr.x = ix;
+ game.state.kscmdr.y = iy;
game.state.galaxy[ix][iy].klingons++;
}
// Place thing (in tournament game, thingx == -1, don't want one!)
- if (thingx != -1) {
- iran(GALSIZE, &thingx, &thingy);
+ if (thing.x != -1) {
+ iran(GALSIZE, &thing.x, &thing.y);
}
else {
- thingx = thingy = 0;
+ thing.x = thing.y = 0;
}
// idate = date;
proutn("%d starbases in ", game.inbase);
}
for (i = 1; i <= game.inbase; i++) {
- proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i]));
+ proutn(cramlc(0, game.state.baseq[i]));
proutn(" ");
}
skip(2);
proutn("The Enterprise is currently in ");
- proutn(cramlc(quadrant, game.quadx, game.quady));
+ proutn(cramlc(quadrant, game.quadrant));
proutn(" ");
- proutn(cramlc(sector, game.sectx, game.secty));
+ proutn(cramlc(sector, game.sector));
skip(2);
prout("Good Luck!");
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
}
-int choose(int needprompt)
+bool choose(bool needprompt)
{
- while (TRUE) {
+ for(;;) {
game.tourn = 0;
game.thawed = 0;
game.skill = SKILL_NONE;
continue; // We don't want a blank entry
}
game.tourn = (int)aaitem;
- thingx = -1;
+ thing.x = -1;
srand((unsigned int)(int)aaitem);
break;
}
if (!game.alldone) game.thawed = 1; // No plaque if not finished
report();
waitfor();
- return TRUE;
+ return true;
}
if (isit("regular")) break;
proutn("What is \"");
// 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"))
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;
game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0);
game.inbase = game.state.rembase;
if (game.options & OPTION_PLANETS)
- game.inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand();
+ 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;
if (game.inkling > 50) {
game.inbase = (game.state.rembase += 1);
}
- return FALSE;
+ return false;
}
-void dropin(int iquad, int *ix, int *iy)
+void dropin(int iquad, coord *w)
{
- do iran(QUADSIZE, ix, iy);
- while (game.quad[*ix][*iy] != IHDOT);
- game.quad[*ix][*iy] = iquad;
+ do iran(QUADSIZE, &w->x, &w->y);
+ while (game.quad[w->x][w->y] != IHDOT);
+ game.quad[w->x][w->y] = iquad;
}
void newcnd(void)
{
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)
+ if (game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons || game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans)
game.condit = IHRED;
if (!game.alive) game.condit=IHDEAD;
}
+void newkling(int i, coord *pi)
+/* drop new Klingon into current quadrant */
+{
+ dropin(IHK, pi);
+ game.ks[i] = *pi;
+ game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-pi->x) + square(game.sector.y-pi->y));
+ game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
+}
void newqad(int shutup)
{
- int i, j, ix, iy, nplan;
+ int i, j;
+ coord w;
+ struct quadrant *here;
game.iattak = 1;
- game.justin = 1;
- game.basex = game.basey = 0;
+ game.justin = true;
+ game.base.x = game.base.y = 0;
game.klhere = 0;
game.comhere = 0;
- game.plnetx = game.plnety = 0;
+ game.plnet.x = game.plnet.y = 0;
game.ishere = 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;
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
+ here = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
// cope with supernova
- if (game.state.galaxy[game.quadx][game.quady].supernova)
+ if (here->supernova)
return;
- 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.klhere = here->klingons;
+ game.irhere = here->romulans;
game.nenhere = game.klhere + game.irhere;
// Position Starship
- game.quad[game.sectx][game.secty] = game.ship;
+ game.quad[game.sector.x][game.sector.y] = game.ship;
- if (game.state.galaxy[game.quadx][game.quady].klingons) {
+ if (here->klingons) {
// Position ordinary Klingons
- 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(game.sectx-ix) + square(game.secty-iy));
- game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
- }
+ for (i = 1; i <= game.klhere; i++)
+ newkling(i, &w);
// If we need a commander, promote a Klingon
for_commanders(i)
- if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) break;
+ if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
if (i <= game.state.remcom) {
- game.quad[ix][iy] = IHC;
+ game.quad[w.x][w.y] = IHC;
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 (game.quadx == game.state.isx && game.quady == game.state.isy) {
- game.quad[game.kx[1]][game.ky[1]] = IHS;
+ if (game.quadrant.x == game.state.kscmdr.x && game.quadrant.y == game.state.kscmdr.y) {
+ 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 = 1;
}
// Put in Romulans if needed
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(game.sectx-ix) + square(game.secty-iy));
+ dropin(IHR, &w);
+ game.ks[i] = w;
+ game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y));
game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
}
// If quadrant needs a starbase, put it in
- if (game.state.galaxy[game.quadx][game.quady].starbase)
- dropin(IHB, &game.basex, &game.basey);
+ if (here->starbase)
+ dropin(IHB, &game.base);
- if (nplan) {
- // If quadrant needs a planet, put it in
- 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);
- }
+ // If quadrant needs a planet, put it in
+ 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);
}
// Check for game.condition
newcnd();
// And finally the stars
- for (i = 1; i <= game.state.galaxy[game.quadx][game.quady].stars; i++)
- dropin(IHSTAR, &ix, &iy);
+ for (i = 1; i <= here->stars; i++)
+ dropin(IHSTAR, &w);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0) {
+ 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 (shutup==0) {
// Put in THING if needed
- if (thingx == game.quadx && thingy == game.quady) {
- dropin(IHQUEST, &ix, &iy);
- iran(GALSIZE, &thingx, &thingy);
+ if (same(thing, game.quadrant)) {
+ dropin(IHQUEST, &w);
+ iran(GALSIZE, &thing.x, &thing.y);
game.nenhere++;
iqhere=1;
- game.kx[game.nenhere] = ix;
- game.ky[game.nenhere] = iy;
+ game.ks[game.nenhere] = w;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
- sqrt(square(game.sectx-ix) + square(game.secty-iy));
+ sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y));
game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (game.damage[DSRSENS] == 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.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.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 = 1;
game.nenhere++;
- game.kx[game.nenhere] = game.ithx;
- game.ky[game.nenhere] = game.ithy;
+ game.ks[game.nenhere].x = game.tholian.x;
+ game.ks[game.nenhere].y = game.tholian.y;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
- sqrt(square(game.sectx-game.ithx) + square(game.secty-game.ithy));
+ sqrt(square(game.sector.x-game.tholian.x) + square(game.sector.y-game.tholian.y));
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';
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
- dropin(IHBLANK, &ix, &iy);
+ dropin(IHBLANK, &w);
// Take out X's in corners if Tholian present
if (game.ithere) {
void sortkl(void)
{
double t;
- int sw, j, k;
+ int j, k;
+ bool sw;
// The author liked bubble sort. So we will use it. :-(
if (game.nenhere-iqhere-game.ithere < 2) return;
do {
- sw = FALSE;
+ 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;