+++ /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)
-/* 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)) {
- proutn(_("Game file format is bad, should begin with "));
- prout(SSTMAGIC);
- skip(1);
- fclose(fp);
- return 1;
- }
-
- fclose(fp);
-
- return false;
-}
-
-#define SYSTEM_NAMES \
- { \
- /* \
- * I used <http://www.memory-alpha.org> to find planets \
- * with references in ST:TOS. Eath and the Alpha Centauri \
- * Colony have been omitted. \
- * \
- * Some planets marked Class G and P here will be displayed as class M \
- * because of the way planets are generated. This is a known bug. \
- */ \
- "ERROR", \
- /* Federation Worlds */ \
- _("Andoria (Fesoan)"), /* several episodes */ \
- _("Tellar Prime (Miracht)"), /* TOS: "Journey to Babel" */ \
- _("Vulcan (T'Khasi)"), /* many episodes */ \
- _("Medusa"), /* TOS: "Is There in Truth No Beauty?" */ \
- _("Argelius II (Nelphia)"),/* TOS: "Wolf in the Fold" ("IV" in BSD) */ \
- _("Ardana"), /* TOS: "The Cloud Minders" */ \
- _("Catulla (Cendo-Prae)"), /* TOS: "The Way to Eden" */ \
- _("Gideon"), /* TOS: "The Mark of Gideon" */ \
- _("Aldebaran III"), /* TOS: "The Deadly Years" */ \
- _("Alpha Majoris I"), /* TOS: "Wolf in the Fold" */ \
- _("Altair IV"), /* TOS: "Amok Time */ \
- _("Ariannus"), /* TOS: "Let That Be Your Last Battlefield" */ \
- _("Benecia"), /* TOS: "The Conscience of the King" */ \
- _("Beta Niobe I (Sarpeidon)"), /* TOS: "All Our Yesterdays" */ \
- _("Alpha Carinae II"), /* TOS: "The Ultimate Computer" */ \
- _("Capella IV (Kohath)"), /* TOS: "Friday's Child" (Class G) */ \
- _("Daran V"), /* TOS: "For the World is Hollow and I Have Touched the Sky" */ \
- _("Deneb II"), /* TOS: "Wolf in the Fold" ("IV" in BSD) */ \
- _("Eminiar VII"), /* TOS: "A Taste of Armageddon" */ \
- _("Gamma Canaris IV"), /* TOS: "Metamorphosis" */ \
- _("Gamma Tranguli VI (Vaalel)"), /* TOS: "The Apple" */ \
- _("Ingraham B"), /* TOS: "Operation: Annihilate" */ \
- _("Janus IV"), /* TOS: "The Devil in the Dark" */ \
- _("Makus III"), /* TOS: "The Galileo Seven" */ \
- _("Marcos XII"), /* TOS: "And the Children Shall Lead", */ \
- _("Omega IV"), /* TOS: "The Omega Glory" */ \
- _("Regulus V"), /* TOS: "Amok Time */ \
- _("Deneva"), /* TOS: "Operation -- Annihilate!" */ \
- /* Worlds from BSD Trek */ \
- _("Rigel II"), /* TOS: "Shore Leave" ("III" in BSD) */ \
- _("Beta III"), /* TOS: "The Return of the Archons" */ \
- _("Triacus"), /* TOS: "And the Children Shall Lead", */ \
- _("Exo III"), /* TOS: "What Are Little Girls Made Of?" (Class P) */ \
- }
-#if 0 /* Others */
- _("Hansen's Planet"), /* TOS: "The Galileo Seven" */
- _("Taurus IV"), /* TOS: "The Galileo Seven" (class G) */
- _("Antos IV (Doraphane)"), /* TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" */
- _("Izar"), /* TOS: "Whom Gods Destroy" */
- _("Tiburon"), /* TOS: "The Way to Eden" */
- _("Merak II"), /* TOS: "The Cloud Minders" */
- _("Coridan (Desotriana)"), /* TOS: "Journey to Babel" */
- _("Iotia"), /* TOS: "A Piece of the Action" */
-#endif
-
-#define DEVICE_NAMES \
- { \
- _("S. R. Sensors"), \
- _("L. R. Sensors"), \
- _("Phasers"), \
- _("Photon Tubes"), \
- _("Life Support"), \
- _("Warp Engines"), \
- _("Impulse Engines"), \
- _("Shields"), \
- _("Subspace Radio"), \
- _("Shuttle Craft"), \
- _("Computer"), \
- _("Navigation System"), \
- _("Transporter"), \
- _("Shield Control"), \
- _("Death Ray"), \
- _("D. S. Probe") \
- }
-
-static void setup_names(void)
-/* Sets up some arrays with localized names.
- * Must be done after iostart() for localization to work. */
-{
- char *tmp1[ARRAY_SIZE(systnames)] = SYSTEM_NAMES;
- char *tmp2[ARRAY_SIZE(device)] = DEVICE_NAMES;
-
- memcpy(systnames, tmp1, sizeof(systnames));
- memcpy(device, tmp2, sizeof(device));
-}
-
-void setup(bool needprompt)
-/* prepare to play, set up cosmos */
-{
- int i,j, krem, klumper;
- coord w;
-
- /* call the setup hooks here */
- setup_names();
-
- // 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 = false;
- game.shldup = false;
- game.inlsr = 4.0;
- game.lsupres = 4.0;
- game.quadrant = randplace(GALSIZE);
- game.sector = randplace(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.iscate = game.resting = game.imine = game.icrystl = game.icraft = false;
- game.isatb = game.state.nplankl = 0;
- game.state.starkl = game.state.basekl = 0;
- game.iscraft = onship;
- game.landed = false;
- game.alive = true;
- 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 = false;
- quad->supernova = false;
- 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 = randplace(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 = true;
- game.state.chart[w.x][w.y].starbase = true;
- }
- // 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 = randplace(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 = randplace(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 = randplace(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 = randplace(GALSIZE);
- game.state.galaxy[w.x][w.y].romulans = 1;
- }
- // Locate the Super Commander
- if (game.state.nscrem > 0) {
- do w = randplace(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 = randplace(GALSIZE);
- }
- else
- thing.x = thing.y = 0;
-
- skip(2);
- game.state.snap = false;
-
- 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(false); // 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(feature iquad)
-/* drop a feature on a random dot in the current quadrant */
-{
- coord w;
- do w = randplace(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.condition = green;
- 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;
-}
-
-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 = false;
- 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 = false;
- 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 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 = randplace(GALSIZE);
- game.nenhere++;
- iqhere = true;
- 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;
- }
-}