setup_names();
// Decide how many of everything
- if (choose(needprompt)) return; // frozen game
+ if (choose(needprompt))
+ return; // frozen game
// Prepare the Enterprise
game.alldone = game.gamewon = false;
game.ship = IHE;
game.landed = false;
game.alive = true;
game.docfac = 0.25;
- for_quadrants(i)
- for_quadrants(j) {
- struct quadrant *quad = &game.state.galaxy[i][j];
+ for (i = 1; i <= GALSIZE; i++)
+ for (j = 1; j <= GALSIZE; j++) {
+ struct quadrant *quad = &game.state.galaxy[i][j];
quad->charted = 0;
quad->planet = NOPLANET;
quad->romulans = 0;
game.lastchart = FOREVER;
// Put stars in the galaxy
game.instar = 0;
- for_quadrants(i)
- for_quadrants(j) {
+ for (i = 1; i <= GALSIZE; i++)
+ for (j = 1; j <= GALSIZE; j++) {
int k = Rand()*9.0 + 1.0;
game.instar += k;
game.state.galaxy[i][j].stars = k;
do {
double r = Rand();
int klump = (1.0 - r*r)*klumper;
- if (klump > krem) klump = krem;
+ if (klump > krem)
+ klump = krem;
krem -= klump;
do w = randplace(GALSIZE);
while (game.state.galaxy[w.x][w.y].supernova ||
for (i = 0; i < game.inplan; i++) {
do w = randplace(GALSIZE);
while (game.state.galaxy[w.x][w.y].planet != NOPLANET);
- game.state.plnets[i].w = w;
+ game.state.planets[i].w = w;
if (i < NINHAB) {
- game.state.plnets[i].pclass = M; // All inhabited planets are class M
- game.state.plnets[i].crystals = absent;
- game.state.plnets[i].known = known;
- game.state.plnets[i].inhabited = i;
+ game.state.planets[i].pclass = M; // All inhabited planets are class M
+ game.state.planets[i].crystals = absent;
+ game.state.planets[i].known = known;
+ game.state.planets[i].inhabited = i;
} else {
- game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
- game.state.plnets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
- game.state.plnets[i].known = unknown;
- game.state.plnets[i].inhabited = UNINHABITED;
+ game.state.planets[i].pclass = Rand()*3.0; // Planet class M N or O
+ game.state.planets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
+ game.state.planets[i].known = unknown;
+ game.state.planets[i].inhabited = UNINHABITED;
}
if ((game.options & OPTION_WORLDS) || i >= NINHAB)
game.state.galaxy[w.x][w.y].planet = i;
skip(1);
prout(_("%d Klingons."), INKLINGTOT);
prout(_("An unknown number of Romulans."));
- if (game.state.nscrem) prout(_("And one (GULP) Super-Commander."));
+ if (game.state.nscrem)
+ prout(_("And one (GULP) Super-Commander."));
prout(_("%d stardates."),(int)game.intime);
proutn(_("%d starbases in "), game.inbase);
}
proutn(cramlc(sector, game.sector));
skip(2);
prout(_("Good Luck!"));
- if (game.state.nscrem) prout(_(" YOU'LL NEED IT."));
+ if (game.state.nscrem)
+ prout(_(" YOU'LL NEED IT."));
waitfor();
newqad(false);
- if (game.nenhere-iqhere-game.ithere) game.shldup = true;
- if (game.neutz) attack(false); // bad luck to start in a Romulan Neutral Zone
+ if (game.nenhere-iqhere-game.ithere)
+ game.shldup = true;
+ if (game.neutz) // bad luck to start in a Romulan Neutral Zone
+ attack(false);
}
bool choose(bool needprompt)
if (needprompt) /* Can start with command line options */
proutn(_("Would you like a regular, tournament, or saved game? "));
scan();
- if (strlen(citem)==0) continue; // Try again
+ if (strlen(citem)==0) // Try again
+ continue;
if (isit("tournament")) {
while (scan() == IHEOL) {
proutn(_("Type in tournament number-"));
break;
}
if (isit("saved") || isit("frozen")) {
- if (thaw()) continue;
+ if (thaw())
+ continue;
chew();
- if (*game.passwd==0) continue;
- if (!game.alldone) game.thawed = 1; // No plaque if not finished
+ if (*game.passwd==0)
+ continue;
+ if (!game.alldone)
+ game.thawed = true; // No plaque if not finished
report();
waitfor();
return true;
}
- if (isit("regular")) break;
+ if (isit("regular"))
+ break;
proutn(_("What is \""));
proutn(citem);
prout("\"?");
}
while (game.length==0 || game.skill==SKILL_NONE) {
if (scan() == IHALPHA) {
- 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;
+ 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 (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? "));
+ 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
/* update our alert status */
{
game.condition = green;
- if (game.energy < 1000.0) game.condition = yellow;
+ if (game.energy < 1000.0)
+ game.condition = yellow;
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons || game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans)
game.condition = red;
- if (!game.alive) game.condition=dead;
+ if (!game.alive)
+ game.condition=dead;
}
coord newkling(int i)
game.ientesc = true;
}
// Clear quadrant
- for_sectors(i)
- for_sectors(j)
+ for (i = 1; i <= QUADSIZE; i++)
+ for (j = 1; j <= QUADSIZE; j++)
game.quad[i][j] = IHDOT;
q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
// cope with supernova
for (i = 1; i <= game.klhere; i++)
w = newkling(i);
// If we need a commander, promote a Klingon
- for_commanders(i)
+ for (i = 1; i <= game.state.remcom; i++)
if (same(game.state.kcmdr[i], game.quadrant))
break;
// If quadrant needs a planet, put it in
if (q->planet != NOPLANET) {
game.iplnet = q->planet;
- if (game.state.plnets[q->planet].inhabited == UNINHABITED)
+ if (game.state.planets[q->planet].inhabited == UNINHABITED)
game.plnet = dropin(IHP);
else
game.plnet = dropin(IHW);
dropin(IHSTAR);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
+ if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.planets[q->planet].inhabited == UNINHABITED)) {
game.neutz = true;
if (!damaged(DRADIO)) {
skip(1);
distance(game.sector, game.tholian);
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';
- if (game.quad[QUADSIZE][1]==IHDOT) game.quad[QUADSIZE][1] = 'X';
- if (game.quad[QUADSIZE][QUADSIZE]==IHDOT) game.quad[QUADSIZE][QUADSIZE] = 'X';
+ if (game.quad[1][1]==IHDOT)
+ game.quad[1][1] = 'X';
+ if (game.quad[1][QUADSIZE]==IHDOT)
+ game.quad[1][QUADSIZE] = 'X';
+ if (game.quad[QUADSIZE][1]==IHDOT)
+ game.quad[QUADSIZE][1] = 'X';
+ if (game.quad[QUADSIZE][QUADSIZE]==IHDOT)
+ game.quad[QUADSIZE][QUADSIZE] = 'X';
}
}
- sortkl();
+ sortklings();
// Put in a few black holes
for (i = 1; i <= 3; i++)
// Take out X's in corners if Tholian present
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;
- if (game.quad[QUADSIZE][QUADSIZE]=='X') game.quad[QUADSIZE][QUADSIZE] = IHDOT;
+ 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;
+ if (game.quad[QUADSIZE][QUADSIZE]=='X')
+ game.quad[QUADSIZE][QUADSIZE] = IHDOT;
}
}
-void sortkl(void)
+void sortklings(void)
/* sort Klingons by distance from us */
{
double t;
// The author liked bubble sort. So we will use it. :-(
- if (game.nenhere-iqhere-game.ithere < 2) return;
+ if (game.nenhere-iqhere-game.ithere < 2)
+ return;
do {
sw = false;
proutn(_("Please type in a secret password- "));
scan();
strcpy(game.passwd, citem);
- if (*game.passwd != 0) break;
+ if (*game.passwd != 0)
+ break;
}
} else {
int i;
- for(i=0;i<3;i++) game.passwd[i]=(char)(97+(int)(Rand()*25));
+ for(i=0;i<3;i++)
+ game.passwd[i]=(char)(97+(int)(Rand()*25));
game.passwd[3]=0;
}
}