#endif /* __HISTORICAL__ */
}
-void freeze(int boss)
+void freeze(bool boss)
{
FILE *fp;
int key;
}
else {
if ((key = scan()) == IHEOL) {
- proutn("File name: ");
+ proutn(_("File name: "));
key = scan();
}
if (key != IHALPHA) {
}
}
if ((fp = fopen(citem, "wb")) == NULL) {
- proutn("Can't freeze game as file ");
+ proutn(_("Can't freeze game as file "));
proutn(citem);
skip(1);
return;
return 0;
}
+/*
+** Abandon Ship
+**
+** The ship is abandoned. If your current ship is the Faire
+** Queene, or if your shuttlecraft is dead, you're out of
+** luck. You need the shuttlecraft in order for the captain
+** (that's you!!) to escape.
+**
+** Your crew can beam to an inhabited starsystem in the
+** quadrant, if there is one and if the transporter is working.
+** If there is no inhabited starsystem, or if the transporter
+** is out, they are left to die in outer space.
+**
+** If there are no starbases left, you are captured by the
+** Klingons, who torture you mercilessly. However, if there
+** is at least one starbase, you are returned to the
+** Federation in a prisoner of war exchange. Of course, this
+** can't happen unless you have taken some prisoners.
+**
+*/
+
void abandn(void)
{
int nb, l;
+ struct quadrant *q;
chew();
if (game.condit==IHDOCKED) {
prouts("***ALL HANDS ABANDON SHIP!");
skip(2);
prout("Captain and crew escape in shuttle craft.");
- prout("Remainder of ship's complement beam down");
- prout("to nearest habitable planet.");
if (game.state.rembase==0) {
/* Oops! no place to go... */
finish(FABANDN);
return;
}
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ /* Dispose of crew */
+ if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
+ prout("Remainder of ship's complement beam down");
+ prout("to nearest habitable planet.");
+ } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
+ prout("Remainder of ship's complement beam down");
+ prout("to %s.", systemname(q->planet));
+ } else {
+ prout("Entire crew of %d left to die in outer space.");
+ game.casual += game.state.crew;
+ game.abandoned += game.state.crew;
+ }
+
/* If at least one base left, give 'em the Faerie Queene */
skip(1);
game.icrystl = 0; /* crystals are lost */
}
/* Get new commission */
game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
+ game.state.crew = FULLCREW;
prout("Starfleet puts you in command of another ship,");
prout("the Faerie Queene, which is antiquated but,");
prout("still useable.");
if (game.icrystl!=0) prout("The dilithium crystals have been moved.");
game.imine=0;
- game.iscraft=0; /* Gallileo disappears */
+ game.iscraft=0; /* Galileo disappears */
/* Resupply ship */
game.condit=IHDOCKED;
for (l = 0; l < NDEVICES; l++)
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.alldone = game.gamewon = 0;
game.ship = IHE;
+ game.state.crew = FULLCREW;
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 = game.abandoned = 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
}
// 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.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);
// 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
}
-int choose(int needprompt)
+bool choose(bool needprompt)
{
- while (TRUE) {
+ for(;;) {
game.tourn = 0;
game.thawed = 0;
game.skill = SKILL_NONE;
if (!game.alldone) game.thawed = 1; // No plaque if not finished
report();
waitfor();
- return TRUE;
+ return true;
}
if (isit("regular")) break;
proutn("What is \"");
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;
if (game.inkling > 50) {
game.inbase = (game.state.rembase += 1);
}
- return FALSE;
+ return false;
}
void dropin(int iquad, coord *w)
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) {
+ if (!damaged(DRADIO)) {
skip(1);
prout("LT. Uhura- \"Captain, an urgent message.");
prout(" I'll put it on audio.\" CLICK");
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
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) {
+ if (!damaged(DSRSENS)) {
skip(1);
prout("MR. SPOCK- \"Captain, this is most unusual.");
prout(" Please examine your short-range scan.\"");
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;
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;
}
} while (sw);
}
+
+void setpassword(void)
+{
+ if (!(game.options & OPTION_CURSES)) {
+ while (TRUE) {
+ scan();
+ strcpy(game.passwd, citem);
+ chew();
+ if (*game.passwd != 0) break;
+ proutn(_("Please type in a secret password-"));
+ }
+ } else {
+ int i;
+ for(i=0;i<3;i++) game.passwd[i]=(char)(97+(int)(Rand()*25));
+ game.passwd[3]=0;
+ }
+}