return buf.st_size;
}
-void prelim(void)
+void prelim(void)
+/* issue a historically correct banner */
{
skip(2);
prout("-SUPER- STAR TREK");
#endif /* __HISTORICAL__ */
}
-void freeze(bool boss)
+void freeze(bool boss)
+/* save game */
{
FILE *fp;
int key;
fwrite(&game, sizeof(game), 1, fp);
fclose(fp);
-
- /* I hope that's enough! */
}
-int thaw(void)
+bool thaw(void)
+/* retrieve saved game */
{
FILE *fp;
int key;
}
if (key != IHALPHA) {
huh();
- return 1;
+ return true;
}
chew();
if (strchr(citem, '.') == NULL) {
fclose(fp);
- return 0;
+ return false;
}
/*
*/
void abandn(void)
+/* abandon ship */
{
int nb, l;
struct quadrant *q;
}
void setup(bool needprompt)
+/* prepare to play, set up cosmos */
{
int i,j, krem, klumper;
- int ix, iy;
+ coord w;
// Decide how many of everything
if (choose(needprompt)) return; // frozen game
// Prepare the Enterprise
game.shldup = false;
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.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;
for (i = 1; i <= game.inbase; i++) {
bool contflag;
do {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].starbase);
+ 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(ix-game.state.baseq[j].x) + square(iy-game.state.baseq[j].y);
+ 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, ix, iy);
+ prout("=== Abandoning base #%d at %d-%d", i, w.x, w.y);
break;
}
else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
}
} 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;
+ 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;
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;
+ 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
do { /* IF debugging, put commanders by bases, always! */
#ifdef ODEBUG
if (game.idebug && klumper <= game.inbase) {
- ix = game.state.baseq[klumper].x;
- iy = game.state.baseq[klumper].y;
+ w = game.state.baseq[klumper];
klumper++;
}
else
#endif /* ODEBUG */
- iran(GALSIZE, &ix, &iy);
+ w = iran(GALSIZE);
}
- while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)||
- game.state.galaxy[ix][iy].supernova||
- game.state.galaxy[ix][iy].klingons > 8);
+ 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==ix && game.state.kcmdr[j].y==iy) break;
+ if (game.state.kcmdr[j].x==w.x && game.state.kcmdr[j].y==w.y) break;
} while (j < i);
- game.state.galaxy[ix][iy].klingons++;
- game.state.kcmdr[i].x = ix;
- game.state.kcmdr[i].y = iy;
+ 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 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;
+ 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].inhabited = UNINHABITED;
}
if ((game.options & OPTION_WORLDS) || i >= NINHAB)
- game.state.galaxy[ix][iy].planet = i;
+ game.state.galaxy[w.x][w.y].planet = i;
}
// Locate Romulans
for (i = 1; i <= game.state.nromrem; i++) {
- iran(GALSIZE, &ix, &iy);
- game.state.galaxy[ix][iy].romulans = 1;
+ w = iran(GALSIZE);
+ game.state.galaxy[w.x][w.y].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++;
+ 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) {
- iran(GALSIZE, &thing.x, &thing.y);
+ thing = iran(GALSIZE);
}
else {
thing.x = thing.y = 0;
}
bool choose(bool needprompt)
+/* choose your game type */
{
for(;;) {
game.tourn = 0;
- game.thawed = 0;
+ game.thawed = false;
game.skill = SKILL_NONE;
game.length = 0;
if (needprompt) /* Can start with command line options */
return false;
}
-void dropin(int iquad, coord *w)
+coord dropin(int iquad)
+/* drop a feature on a random dot in the current quadrant */
{
- do iran(QUADSIZE, &w->x, &w->y);
- while (game.quad[w->x][w->y] != IHDOT);
- game.quad[w->x][w->y] = iquad;
+ 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)
+void newcnd(void)
+/* update our alert status */
{
game.condit = IHGREEN;
if (game.energy < 1000.0) game.condit = IHYELLOW;
if (!game.alive) game.condit=IHDEAD;
}
-void newkling(int i, coord *pi)
+coord newkling(int i)
/* 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));
+ 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)
+void newqad(bool shutup)
+/* set up a new state of quadrant, for when we enter or re-enter it */
{
int i, j;
coord w;
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++)
- newkling(i, &w);
+ w = newkling(i);
// 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 (same(game.state.kcmdr[i], game.quadrant))
+ break;
if (i <= game.state.remcom) {
game.quad[w.x][w.y] = IHC;
}
// If we need a super-commander, promote a Klingon
- if (game.quadrant.x == game.state.kscmdr.x && game.quadrant.y == game.state.kscmdr.y) {
+ 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;
}
// Put in Romulans if needed
for (i = game.klhere+1; i <= game.nenhere; i++) {
- dropin(IHR, &w);
+ w = dropin(IHR);
game.ks[i] = w;
- game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y));
+ 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)
- dropin(IHB, &game.base);
+ 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)
- dropin(IHP, &game.plnet);
+ game.plnet = dropin(IHP);
else
- dropin(IHW, &game.plnet);
+ game.plnet = dropin(IHW);
}
// Check for game.condition
newcnd();
// And finally the stars
for (i = 1; i <= q->stars; i++)
- dropin(IHSTAR, &w);
+ dropin(IHSTAR);
// Check for RNZ
if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
if (shutup==0) {
// Put in THING if needed
if (same(thing, game.quadrant)) {
- dropin(IHQUEST, &w);
- iran(GALSIZE, &thing.x, &thing.y);
+ w = dropin(IHQUEST);
+ thing = iran(GALSIZE);
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));
+ distance(game.sector, w);
game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (!damaged(DSRSENS)) {
skip(1);
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));
+ 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';
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
- dropin(IHBLANK, &w);
+ dropin(IHBLANK);
// Take out X's in corners if Tholian present
if (game.ithere) {
}
void sortkl(void)
+/* sort Klingons by distance from us */
{
double t;
int j, k;
} while (sw);
}
-void setpassword(void)
+void setpassword(void)
+/* set the self-destruct password */
{
if (!(game.options & OPTION_CURSES)) {
while (TRUE) {
#define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
#define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
-static void listCommands(void) {
+static void listCommands(void)
+/* generate a list of legal commands */
+{
int i, k = 0;
proutn("LEGAL COMMANDS ARE:");
for (i = 0; i < NUMCOMMANDS; i++) {
skip(1);
}
-static void helpme(void)
+static void helpme(void)
+/* browse on-line help */
{
int i, j;
char cmdbuf[32], *cp;
fclose(fp);
}
-void enqueue(char *s)
+void enqueue(char *s)
+/* enqueue input for the command parser */
{
strcpy(line, s);
}
-static void makemoves(void)
+static void makemoves(void)
+/* command-interpretation loop */
{
int key, i, v = 0;
bool hitme;
if (game.ididit) hitme = true;
break;
case QUIT:
- game.alldone = 1; // quit the game
+ game.alldone = true; // quit the game
break;
case HELP:
helpme(); // get help
setup(line[0] == '\0');
if (game.alldone) {
score();
- game.alldone = 0;
+ game.alldone = false;
}
else makemoves();
skip(1);
void cramen(int i)
+/* print the name of an enemy */
{
/* return an enemy */
char *s;
}
char *cramlc(enum loctype key, coord w)
+/* name a location */
{
static char buf[32];
buf[0] = '\0';
}
void crmena(bool stars, int enemy, enum loctype key, coord w)
+/* print an enemy and his location */
{
if (stars) proutn("***");
cramen(enemy);
proutn(cramlc(key, w));
}
-void crmshp(void)
+void crmshp(void)
+/* print our ship name */
{
char *s;
switch (game.ship) {
proutn(s);
}
-void stars(void)
+void stars(void)
+/* print a line of stars */
{
prouts("******************************************************");
skip(1);
return rand()/(1.0 + (double)RAND_MAX);
}
-void iran(int size, int *i, int *j)
+coord iran(int size)
+/* choose a random location */
{
- *i = Rand()*(size*1.0) + 1.0;
- *j = Rand()*(size*1.0) + 1.0;
+ coord w;
+ w.x = Rand()*(size*1.0) + 1.0;
+ w.y = Rand()*(size*1.0) + 1.0;
+ return w;
}
void chew(void)
return IHALPHA;
}
-bool ja(void)
+bool ja(void)
+/* yes-or-no confirmation */
{
chew();
for(;;) {
}
}
-void huh(void)
+void huh(void)
+/* complain about unparseable input */
{
chew();
skip(1);
}
int isit(char *s)
+/* compares s to citem and returns true if it matches to the length of s */
{
- /* New function -- compares s to scanned citem and returns true if it
- matches to the length of s */
-
return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
-
}
-void debugme(void)
+void debugme(void)
+/* access to the internals for debugging */
{
proutn("Reset levels? ");
if (ja() == true) {