Ready to ship 2.8
[super-star-trek.git] / src / setup.c
diff --git a/src/setup.c b/src/setup.c
deleted file mode 100644 (file)
index aa55bbe..0000000
+++ /dev/null
@@ -1,817 +0,0 @@
-#include <time.h>
-#include <sys/stat.h>
-#include "sst.h"
-
-static long filelength(int fd) {
-struct stat buf;
-    fstat(fd, &buf);
-    return buf.st_size;
-}
-
-void prelim(void)
-/* issue a historically correct banner */
-{
-    skip(2);
-    prout("-SUPER- STAR TREK");
-    skip(1);
-#ifdef __HISTORICAL__
-    prout("Latest update-21 Sept 78");
-    skip(1);
-#endif /* __HISTORICAL__ */
-}
-
-void freeze(bool boss)
-/* save game */
-{
-    FILE *fp;
-    int key;
-    if (boss) {
-       strcpy(citem, "emsave.trk");
-    }
-    else {
-       if ((key = scan()) == IHEOL) {
-           proutn(_("File name: "));
-           key = scan();
-       }
-       if (key != IHALPHA) {
-           huh();
-           return;
-       }
-       chew();
-       if (strchr(citem, '.') == NULL) {
-           strcat(citem, ".trk");
-       }
-    }
-    if ((fp = fopen(citem, "wb")) == NULL) {
-       proutn(_("Can't freeze game as file "));
-       proutn(citem);
-       skip(1);
-       return;
-    }
-    strcpy(game.magic, SSTMAGIC);
-    fwrite(&game, sizeof(game), 1, fp);
-
-    fclose(fp);
-}
-
-
-bool thaw(void) 
-/* retrieve saved game */
-{
-    FILE *fp;
-    int key;
-
-    game.passwd[0] = '\0';
-    if ((key = scan()) == IHEOL) {
-       proutn("File name: ");
-       key = scan();
-    }
-    if (key != IHALPHA) {
-       huh();
-       return true;
-    }
-    chew();
-    if (strchr(citem, '.') == NULL) {
-       strcat(citem, ".trk");
-    }
-    if ((fp = fopen(citem, "rb")) == NULL) {
-       proutn("Can't find game file ");
-       proutn(citem);
-       skip(1);
-       return 1;
-    }
-    fread(&game, sizeof(game), 1, fp);
-    if (feof(fp) || ftell(fp) != filelength(fileno(fp)) || strcmp(game.magic, SSTMAGIC)) {
-       prout("Game file format is bad, should begin with " SSTMAGIC);
-       skip(1);
-       fclose(fp);
-       return 1;
-    }
-
-    fclose(fp);
-
-    return false;
-}
-
-/*
-**  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) 
-/* abandon ship */
-{
-    int nb, l;
-    struct quadrant *q;
-
-    chew();
-    if (game.condit==IHDOCKED) {
-       if (game.ship!=IHE) {
-           prout("You cannot abandon Ye Faerie Queene.");
-           return;
-       }
-    }
-    else {
-       /* Must take shuttle craft to exit */
-       if (game.damage[DSHUTTL]==-1) {
-           prout("Ye Faerie Queene has no shuttle craft.");
-           return;
-       }
-       if (game.damage[DSHUTTL]<0) {
-           prout("Shuttle craft now serving Big Macs.");
-           return;
-       }
-       if (game.damage[DSHUTTL]>0) {
-           prout("Shuttle craft damaged.");
-           return;
-       }
-       if (game.landed==1) {
-           prout("You must be aboard the Enterprise.");
-           return;
-       }
-       if (game.iscraft!=1) {
-           prout("Shuttle craft not currently available.");
-           return;
-       }
-       /* Print abandon ship messages */
-       skip(1);
-       prouts("***ABANDON SHIP!  ABANDON SHIP!");
-       skip(1);
-       prouts("***ALL HANDS ABANDON SHIP!");
-       skip(2);
-       prout("Captain and crew escape in shuttle craft.");
-       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 = false; /* 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 (!same(game.quadrant, game.state.baseq[nb])) {
-           game.quadrant = game.state.baseq[nb];
-           game.sector.x = game.sector.y = 5;
-           newqad(true);
-       }
-       for (;;) {
-           /* position next to base by trial and error */
-           game.quad[game.sector.x][game.sector.y] = IHDOT;
-           for_sectors(l) {
-               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.sector.x=QUADSIZE/2;
-           game.sector.y=QUADSIZE/2;
-           newqad(true);
-       }
-    }
-    /* 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) prout("The dilithium crystals have been moved.");
-    game.imine = false;
-    game.iscraft=0; /* Galileo disappears */
-    /* Resupply ship */
-    game.condit=IHDOCKED;
-    for (l = 0; l < NDEVICES; l++) 
-       game.damage[l] = 0.0;
-    game.damage[DSHUTTL] = -1;
-    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=false;
-    game.warpfac=5.0;
-    game.wfacsq=25.0;
-    return;
-}
-       
-void setup(bool needprompt) 
-/* prepare to play, set up cosmos */
-{
-    int i,j, krem, klumper;
-    coord w;
-    //  Decide how many of everything
-    if (choose(needprompt)) return; // frozen game
-    // Prepare the Enterprise
-    game.alldone = game.gamewon = false;
-    game.ship = IHE;
-    game.state.crew = FULLCREW;
-    game.energy = game.inenrg = 5000.0;
-    game.shield = game.inshld = 2500.0;
-    game.shldchg = 0;
-    game.shldup = false;
-    game.inlsr = 4.0;
-    game.lsupres = 4.0;
-    game.quadrant = iran(GALSIZE);
-    game.sector = iran(QUADSIZE);
-    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
-    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.casual = game.abandoned = 0;
-    game.resting = game.imine = game.icrystl = game.icraft = false;
-    game.isatb = game.iscate = game.state.nplankl = 0;
-    game.state.starkl = game.state.basekl = 0;
-    game.iscraft = 1;
-    game.landed = -1;
-    game.alive = 1;
-    game.docfac = 0.25;
-    for_quadrants(i)
-       for_quadrants(j) {
-       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
-    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
-    game.instar = 0;
-    for_quadrants(i)
-       for_quadrants(j) {
-           int k = Rand()*9.0 + 1.0;
-           game.instar += k;
-           game.state.galaxy[i][j].stars = k;
-       }
-    // Locate star bases in galaxy
-    for (i = 1; i <= game.inbase; i++) {
-       bool contflag;
-       do {
-           do w = iran(GALSIZE);
-           while (game.state.galaxy[w.x][w.y].starbase);
-           contflag = false;
-           for (j = i-1; j > 0; j--) {
-               /* Improved placement algorithm to spread out bases */
-               double distq = square(w.x-game.state.baseq[j].x) + square(w.y-game.state.baseq[j].y);
-               if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) {
-                   contflag = true;
-                   if (idebug)
-                       prout("=== Abandoning base #%d at %d-%d", i, w.x, w.y);
-                   break;
-               }
-               else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
-                   if (idebug)
-                       prout("=== Saving base #%d, close to #%d", i, j);
-               }
-           }
-       } while (contflag);
-                       
-       game.state.baseq[i] = w;
-       game.state.galaxy[w.x][w.y].starbase = 1;
-       game.state.chart[w.x][w.y].starbase = 1;
-    }
-    // Position ordinary Klingon Battle Cruisers
-    krem = game.inkling;
-    klumper = 0.25*game.skill*(9.0-game.length)+1.0;
-    if (klumper > MAXKLQUAD) 
-       klumper = MAXKLQUAD;
-    do {
-       double r = Rand();
-       int klump = (1.0 - r*r)*klumper;
-       if (klump > krem) klump = krem;
-       krem -= klump;
-       do w = iran(GALSIZE);
-       while (game.state.galaxy[w.x][w.y].supernova ||
-               game.state.galaxy[w.x][w.y].klingons + klump > 9);
-       game.state.galaxy[w.x][w.y].klingons += klump;
-    } while (krem > 0);
-    // Position Klingon Commander Ships
-#ifdef ODEBUG
-    klumper = 1;
-#endif /* ODEBUG */
-    for (i = 1; i <= game.incom; i++) {
-       do {
-           do { /* IF debugging, put commanders by bases, always! */
-#ifdef ODEBUG
-               if (game.idebug && klumper <= game.inbase) {
-                   w = game.state.baseq[klumper];
-                   klumper++;
-               }
-               else
-#endif /* ODEBUG */
-                   w = iran(GALSIZE);
-           }
-           while ((!game.state.galaxy[w.x][w.y].klingons && Rand() < 0.75)||
-                  game.state.galaxy[w.x][w.y].supernova||
-                  game.state.galaxy[w.x][w.y].klingons > 8);
-           // check for duplicate
-           for (j = 1; j < i; j++)
-               if (game.state.kcmdr[j].x==w.x && game.state.kcmdr[j].y==w.y) break;
-       } while (j < i);
-       game.state.galaxy[w.x][w.y].klingons++;
-       game.state.kcmdr[i] = w;
-    }
-    // Locate planets in galaxy
-    for (i = 0; i < game.inplan; i++) {
-       do w = iran(GALSIZE); 
-       while (game.state.galaxy[w.x][w.y].planet != NOPLANET);
-       game.state.plnets[i].w = w;
-       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[w.x][w.y].planet = i;
-    }
-    // Locate Romulans
-    for (i = 1; i <= game.state.nromrem; i++) {
-       w = iran(GALSIZE);
-       game.state.galaxy[w.x][w.y].romulans = 1;
-    }
-    // Locate the Super Commander
-    if (game.state.nscrem > 0) {
-       do w = iran(GALSIZE);
-       while (game.state.galaxy[w.x][w.y].supernova || game.state.galaxy[w.x][w.y].klingons > 8);
-       game.state.kscmdr = w;
-       game.state.galaxy[w.x][w.y].klingons++;
-    }
-    // Place thing (in tournament game, thingx == -1, don't want one!)
-    if (thing.x != -1) {
-       thing = iran(GALSIZE);
-    }
-    else {
-       thing.x = thing.y = 0;
-    }
-
-//     idate = date;
-    skip(2);
-    game.state.snap = 0;
-               
-    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)game.intime);
-       prout("your mission.  As you proceed you may be given more time.");
-       prout("");
-       prout("You will have %d supporting starbases.", game.inbase);
-       proutn("Starbase locations-  ");
-    }
-    else {
-       prout("Stardate %d.", (int)game.state.date);
-       prout("");
-       prout("%d Klingons.", INKLINGTOT);
-       prout("An unknown number of Romulans.");
-       if (game.state.nscrem) prout("and one (GULP) Super-Commander.");
-       prout("%d stardates.",(int)game.intime);
-       proutn("%d starbases in ", game.inbase);
-    }
-    for (i = 1; i <= game.inbase; i++) {
-       proutn(cramlc(0, game.state.baseq[i]));
-       proutn("  ");
-    }
-    skip(2);
-    proutn("The Enterprise is currently in ");
-    proutn(cramlc(quadrant, game.quadrant));
-    proutn(" ");
-    proutn(cramlc(sector, game.sector));
-    skip(2);
-    prout("Good Luck!");
-    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(0); // bad luck to start in a Romulan Neutral Zone
-}
-
-bool choose(bool needprompt) 
-/* choose your game type */
-{
-    for(;;) {
-       game.tourn = 0;
-       game.thawed = false;
-       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();
-       if (strlen(citem)==0) continue; // Try again
-       if (isit("tournament")) {
-           while (scan() == IHEOL) {
-               proutn("Type in tournament number-");
-           }
-           if (aaitem == 0) {
-               chew();
-               continue; // We don't want a blank entry
-           }
-           game.tourn = (int)aaitem;
-           thing.x = -1;
-           srand((unsigned int)(int)aaitem);
-           break;
-       }
-       if (isit("saved") || isit("frozen")) {
-           if (thaw()) continue;
-           chew();
-           if (*game.passwd==0) continue;
-           if (!game.alldone) game.thawed = 1; // No plaque if not finished
-           report();
-           waitfor();
-           return true;
-       }
-       if (isit("regular")) break;
-       proutn("What is \"");
-       proutn(citem);
-       prout("\"?");
-       chew();
-    }
-    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;
-           else {
-               proutn("What is \"");
-               proutn(citem);
-               prout("\"?");
-           }
-       }
-       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? ");
-       }
-    }
-    // Choose game options -- added by ESR for SST2K
-    if (scan() != IHALPHA) {
-       chew();
-       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 | OPTION_WORLDS);
-       game.options |= OPTION_PLAIN;
-    } 
-    else if (isit("almy")) {
-       // Approximates Tom Almy's version.
-       game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
-       game.options |= OPTION_ALMY;
-    }
-    else if (isit("fancy"))
-       /* do nothing */;
-    else if (strlen(citem)) {
-           proutn("What is \"");
-           proutn(citem);
-           prout("\"?");
-    }
-    setpassword();
-    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 = 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;
-    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;
-}
-
-coord dropin(int iquad)
-/* drop a feature on a random dot in the current quadrant */
-{
-    coord w;
-    do w = iran(QUADSIZE);
-    while (game.quad[w.x][w.y] != IHDOT);
-    game.quad[w.x][w.y] = iquad;
-    return w;
-}
-
-void newcnd(void)
-/* update our alert status */
-{
-    game.condit = IHGREEN;
-    if (game.energy < 1000.0) game.condit = IHYELLOW;
-    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;
-}
-
-coord newkling(int i)
-/* drop new Klingon into current quadrant */
-{
-    coord pi = dropin(IHK);
-    game.ks[i] = pi;
-    game.kdist[i] = game.kavgd[i] = distance(game.sector, pi);
-    game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
-    return pi;
-}
-
-void newqad(bool shutup)
-/* set up a new state of quadrant, for when we enter or re-enter it */
-{
-    int i, j;
-    coord w;
-    struct quadrant *q;
-
-    game.iattak = 1;
-    game.justin = true;
-    game.base.x = game.base.y = 0;
-    game.klhere = 0;
-    game.comhere = false;
-    game.plnet.x = game.plnet.y = 0;
-    game.ishere = false;
-    game.irhere = 0;
-    game.iplnet = 0;
-    game.nenhere = 0;
-    game.neutz = false;
-    game.inorbit = false;
-    game.landed = -1;
-    game.ientesc = false;
-    game.ithere = false;
-    iqhere = false;
-    iqengry = false;
-    game.iseenit = false;
-    if (game.iscate) {
-       // Attempt to escape Super-commander, so tbeam back!
-       game.iscate = 0;
-       game.ientesc = true;
-    }
-    // Clear quadrant
-    for_sectors(i)
-       for_sectors(j) 
-           game.quad[i][j] = IHDOT;
-    q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
-    // cope with supernova
-    if (q->supernova)
-       return;
-    game.klhere = q->klingons;
-    game.irhere = q->romulans;
-    game.nenhere = game.klhere + game.irhere;
-
-    // Position Starship
-    game.quad[game.sector.x][game.sector.y] = game.ship;
-
-    if (q->klingons) {
-       w.x = w.y = 0;  /* quiet a gcc warning */
-       // Position ordinary Klingons
-       for (i = 1; i <= game.klhere; i++)
-           w = newkling(i);
-       // If we need a commander, promote a Klingon
-       for_commanders(i)
-           if (same(game.state.kcmdr[i], game.quadrant))
-               break;
-                       
-       if (i <= game.state.remcom) {
-           game.quad[w.x][w.y] = IHC;
-           game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
-           game.comhere = true;
-       }
-
-       // If we need a super-commander, promote a Klingon
-       if (same(game.quadrant, game.state.kscmdr)) {
-           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 = true;
-       }
-    }
-    // Put in Romulans if needed
-    for (i = game.klhere+1; i <= game.nenhere; i++) {
-       w = dropin(IHR);
-       game.ks[i] = w;
-       game.kdist[i] = game.kavgd[i] = distance(game.sector, w);
-       game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
-    }
-    // If quadrant needs a starbase, put it in
-    if (q->starbase)
-       game.base = dropin(IHB);
-       
-    // If quadrant needs a planet, put it in
-    if (q->planet != NOPLANET) {
-       game.iplnet = q->planet;
-       if (game.state.plnets[q->planet].inhabited == UNINHABITED)
-           game.plnet = dropin(IHP);
-       else
-           game.plnet = dropin(IHW);
-    }
-    // Check for game.condition
-    newcnd();
-    // And finally the stars
-    for (i = 1; i <= q->stars; i++) 
-       dropin(IHSTAR);
-
-    // Check for RNZ
-    if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
-       game.neutz = true;
-       if (!damaged(DRADIO)) {
-           skip(1);
-           prout("LT. Uhura- \"Captain, an urgent message.");
-           prout("  I'll put it on audio.\"  CLICK");
-           skip(1);
-           prout("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.");
-           prout("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!");
-       }
-    }
-
-    if (shutup==0) {
-       // Put in THING if needed
-       if (same(thing, game.quadrant)) {
-           w = dropin(IHQUEST);
-           thing = iran(GALSIZE);
-           game.nenhere++;
-           iqhere=1;
-           game.ks[game.nenhere] = w;
-           game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
-               distance(game.sector, w);
-           game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
-           if (!damaged(DSRSENS)) {
-               skip(1);
-               prout("MR. SPOCK- \"Captain, this is most unusual.");
-               prout("    Please examine your short-range scan.\"");
-           }
-       }
-    }
-
-    // Decide if quadrant needs a Tholian
-    if (game.options & OPTION_THOLIAN) {
-       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)
-           ) {
-           do {
-               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 = true;
-           game.nenhere++;
-           game.ks[game.nenhere] = game.tholian;
-           game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
-               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';
-       }
-    }
-
-    sortkl();
-
-    // Put in a few black holes
-    for (i = 1; i <= 3; i++)
-       if (Rand() > 0.5) 
-           dropin(IHBLANK);
-
-    // 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;
-    }          
-}
-
-void sortkl(void) 
-/* sort Klingons by distance from us */
-{
-    double t;
-    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;
-       for (j = 1; j < game.nenhere; j++)
-           if (game.kdist[j] > game.kdist[j+1]) {
-               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.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;
-           }
-    } while (sw);
-}
-
-void setpassword(void)
-/* set the self-destruct password */
-{
-    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;
-    }
-}