+++ /dev/null
-#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)
-{
- skip(2);
- prout("-SUPER- STAR TREK");
- skip(1);
-#ifdef __HISTORICAL__
- prout("Latest update-21 Sept 78");
- skip(1);
-#endif /* __HISTORICAL__ */
-}
-
-void freeze(bool boss)
-{
- 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);
-
- /* I hope that's enough! */
-}
-
-
-int thaw(void)
-{
- FILE *fp;
- int key;
-
- game.passwd[0] = '\0';
- if ((key = scan()) == IHEOL) {
- proutn("File name: ");
- key = scan();
- }
- if (key != IHALPHA) {
- huh();
- return 1;
- }
- 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 0;
-}
-
-void abandn(void)
-{
- int nb, l;
-
- 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.");
- 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;
- }
- /* If at least one base left, give 'em the Faerie Queene */
- skip(1);
- game.icrystl = 0; /* 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 (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.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(1);
- }
- }
- /* Get new commission */
- 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.");
- if (game.icrystl!=0) prout("The dilithium crystals have been moved.");
- game.imine=0;
- game.iscraft=0; /* Gallileo 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=0;
- game.warpfac=5.0;
- game.wfacsq=25.0;
- return;
-}
-
-void setup(int needprompt)
-{
- 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.energy = game.inenrg = 5000.0;
- game.shield = game.inshld = 2500.0;
- game.shldchg = game.shldup = 0;
- game.inlsr = 4.0;
- game.lsupres = 4.0;
- 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;
- 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.resting = game.casual = 0;
- game.isatb = game.iscate = true;
- game.imine = game.icrystl = game.icraft = 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 = NULL;
- 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));
- 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);
-#ifdef EXPERIMENTAL
- if (game.options & OPTION_WORLDS)
- schedule(FDISTR, expran(1.0 + game.intime));
- unschedule(FENSLV);
- unschedule(FREPRO);
-#endif /* EXPERIMENTAL */
- // 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 iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].starbase);
- 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
- break;
- }
-#ifdef DEBUG
- else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
- prout("DEBUG: saving base #%d, close to #%d", i, j);
- }
-#endif
- }
- } while (contflag);
-
- 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
- do {
- double r = Rand();
- int klump = (1.0 - r*r)*klumper;
- if (klump > krem) klump = krem;
- krem -= klump;
- do iran(GALSIZE,&ix,&iy);
- while (game.state.galaxy[ix][iy].supernova ||
- game.state.galaxy[ix][iy].klingons + klump > 9);
- game.state.galaxy[ix][iy].klingons += klump;
- } while (krem > 0);
- // Position Klingon Commander Ships
-#ifdef DEBUG
- klumper = 1;
-#endif
- for (i = 1; i <= game.incom; i++) {
- do {
- do { /* IF debugging, put commanders by bases, always! */
-#ifdef DEBUG
- if (game.idebug && klumper <= game.inbase) {
- ix = game.state.baseq[klumper].x;
- iy = game.state.baseq[klumper].y;
- klumper++;
- }
- else
-#endif
- iran(GALSIZE, &ix, &iy);
- }
- while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)||
- game.state.galaxy[ix][iy].supernova||
- game.state.galaxy[ix][iy].klingons > 8);
- // check for duplicate
- for (j = 1; j < i; j++)
- 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.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].planet);
- 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 = game.state.plnets + i;
- }
- // Locate Romulans
- for (i = 1; i <= game.state.nromrem; i++) {
- iran(GALSIZE, &ix, &iy);
- game.state.galaxy[ix][iy].romulans = 1;
- }
- // Locate the Super Commander
- 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.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 (thing.x != -1) {
- iran(GALSIZE, &thing.x, &thing.y);
- }
- 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(0);
- if (game.nenhere-iqhere-game.ithere) game.shldup=1.0;
- if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
-}
-
-bool choose(bool needprompt)
-{
- for(;;) {
- game.tourn = 0;
- game.thawed = 0;
- 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();
-#ifdef DEBUG
- if (strcmp(game.passwd, "debug")==0) game.idebug = 1;
-#endif
-
- // 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;
-}
-
-void dropin(int iquad, coord *w)
-{
- 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.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;
- coord w;
- struct quadrant *here;
-
- game.iattak = 1;
- game.justin = 1;
- game.base.x = game.base.y = 0;
- game.klhere = 0;
- game.comhere = 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.landed = -1;
- game.ientesc = 0;
- game.ithere = 0;
- iqhere=0;
- iqengry=0;
- game.iseenit = 0;
- if (game.iscate) {
- // Attempt to escape Super-commander, so tbeam back!
- game.iscate = 0;
- game.ientesc = 1;
- }
- // Clear quadrant
- 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 (here->supernova)
- return;
- game.klhere = here->klingons;
- game.irhere = here->romulans;
- game.nenhere = game.klhere + game.irhere;
-
- // Position Starship
- game.quad[game.sector.x][game.sector.y] = game.ship;
-
- if (here->klingons) {
- // Position ordinary Klingons
- for (i = 1; i <= game.klhere; i++)
- newkling(i, &w);
- // If we need a commander, promote a Klingon
- for_commanders(i)
- 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[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.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, &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 (here->starbase)
- 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)
- dropin(IHP, &game.plnet);
- else
- dropin(IHW, &game.plnet);
- }
- // Check for game.condition
- newcnd();
- // And finally the stars
- for (i = 1; i <= here->stars; i++)
- dropin(IHSTAR, &w);
-
- // Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) {
- game.neutz = 1;
- if (game.damage[DRADIO] <= 0.0) {
- 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)) {
- dropin(IHQUEST, &w);
- iran(GALSIZE, &thing.x, &thing.y);
- game.nenhere++;
- iqhere=1;
- game.ks[game.nenhere] = w;
- 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) {
- 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)
- #ifdef DEBUG
- || strcmp(game.passwd, "tholianx")==0
- #endif
- ) {
- 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 = 1;
- game.nenhere++;
- 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.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';
- 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, &w);
-
- // 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)
-{
- 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);
-}