They all live in one structure now.
iqx = quadx+(lookx+9)/10 - 1;\r
iqy = quady+(looky+9)/10 - 1;\r
if (iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 ||\r
- state.galaxy[iqx][iqy] > 899)\r
+ game.state.galaxy[iqx][iqy] > 899)\r
return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */\r
if (ienm == IHR) return 0; /* Romulans cannot escape! */\r
if (irun == 0) {\r
/* avoid intruding on another commander's territory */\r
if (ienm == IHC) {\r
- for (l = 1; l <= state.remcom; l++)\r
- if (state.cx[l]==iqx && state.cy[l]==iqy) return 0;\r
+ for (l = 1; l <= game.state.remcom; l++)\r
+ if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0;\r
/* refuse to leave if currently attacking starbase */\r
if (batx==quadx && baty==quady) return 0;\r
}\r
/* don't leave if over 1000 units of energy */\r
- if (frozen.kpower[loccom] > 1000.) return 0;\r
+ if (game.kpower[loccom] > 1000.) return 0;\r
}\r
/* print escape message and move out of quadrant.\r
We know this if either short or long range sensors are working */\r
- if (frozen.damage[DSRSENS] == 0.0 || frozen.damage[DLRSENS] == 0.0 ||\r
+ if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||\r
condit == IHDOCKED) {\r
proutn("***");\r
cramen(ienm);\r
prout(" (and regains strength).");\r
}\r
/* handle local matters related to escape */\r
- frozen.kx[loccom] = frozen.kx[nenhere];\r
- frozen.ky[loccom] = frozen.ky[nenhere];\r
- frozen.kavgd[loccom] = frozen.kavgd[nenhere];\r
- frozen.kpower[loccom] = frozen.kpower[nenhere];\r
- frozen.kdist[loccom] = frozen.kdist[nenhere];\r
+ game.kx[loccom] = game.kx[nenhere];\r
+ game.ky[loccom] = game.ky[nenhere];\r
+ game.kavgd[loccom] = game.kavgd[nenhere];\r
+ game.kpower[loccom] = game.kpower[nenhere];\r
+ game.kdist[loccom] = game.kdist[nenhere];\r
klhere--;\r
nenhere--;\r
if (condit != IHDOCKED) newcnd();\r
/* Handle global matters related to escape */\r
- state.galaxy[quadx][quady] -= 100;\r
- state.galaxy[iqx][iqy] += 100;\r
+ game.state.galaxy[quadx][quady] -= 100;\r
+ game.state.galaxy[iqx][iqy] += 100;\r
if (ienm==IHS) {\r
ishere=0;\r
iscate=0;\r
ientesc=0;\r
isatb=0;\r
- frozen.future[FSCMOVE]=0.2777+state.date;\r
- frozen.future[FSCDBAS]=1e30;\r
- state.isx=iqx;\r
- state.isy=iqy;\r
+ game.future[FSCMOVE]=0.2777+game.state.date;\r
+ game.future[FSCDBAS]=1e30;\r
+ game.state.isx=iqx;\r
+ game.state.isy=iqy;\r
}\r
else {\r
- for (l=1; l<=state.remcom; l++) {\r
- if (state.cx[l]==quadx && state.cy[l]==quady) {\r
- state.cx[l]=iqx;\r
- state.cy[l]=iqy;\r
+ for (l=1; l<=game.state.remcom; l++) {\r
+ if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {\r
+ game.state.cx[l]=iqx;\r
+ game.state.cy[l]=iqy;\r
break;\r
}\r
}\r
(comhere + ishere);\r
double dist1, forces;\r
\r
- dist1 = frozen.kdist[loccom];\r
+ dist1 = game.kdist[loccom];\r
mdist = dist1 + 0.5; /* Nearest integer distance */\r
\r
/* If SC, check with spy to see if should hi-tail it */\r
if (ienm==IHS &&\r
- (frozen.kpower[loccom] <= 500.0 || (condit==IHDOCKED && frozen.damage[DPHOTON]==0))) {\r
+ (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) {\r
irun = 1;\r
motion = -10;\r
}\r
* Motion is limited to skill level, except for SC hi-tailing it out.\r
*/\r
\r
- forces = frozen.kpower[loccom]+100.0*nenhere+400*(nbaddys-1);\r
+ forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1);\r
if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */\r
- if (frozen.damage[DPHASER] == 0.0 || frozen.damage[DPHOTON] == 0.0) {\r
- if (frozen.damage[DPHASER] != 0) /* phasers damaged */\r
+ if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) {\r
+ if (game.damage[DPHASER] != 0) /* phasers damaged */\r
forces += 300.0;\r
else\r
forces -= 0.2*(energy - 2500.0);\r
- if (frozen.damage[DPHOTON] != 0) /* photon torpedoes damaged */\r
+ if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */\r
forces += 300.0;\r
else\r
forces -= 50.0*torps;\r
if (my != 0) my = my*motion < 0 ? -1 : 1;\r
nextx = comx;\r
nexty = comy;\r
- frozen.quad[comx][comy] = IHDOT;\r
+ game.quad[comx][comy] = IHDOT;\r
/* main move loop */\r
for (ll = 1; ll <= nsteps; ll++) {\r
#ifdef DEBUG\r
looky = nexty + krawly;\r
krawly = -krawly;\r
}\r
- else if (frozen.quad[lookx][looky] != IHDOT) {\r
+ else if (game.quad[lookx][looky] != IHDOT) {\r
/* See if we should ram ship */\r
- if (frozen.quad[lookx][looky] == ship &&\r
+ if (game.quad[lookx][looky] == ship &&\r
(ienm == IHC || ienm == IHS)) {\r
ram(1, ienm, comx, comy);\r
return;\r
else break; /* done early */\r
}\r
/* Put commander in place within same quadrant */\r
- frozen.quad[nextx][nexty] = ienm;\r
+ game.quad[nextx][nexty] = ienm;\r
if (nextx != comx || nexty != comy) {\r
/* it moved */\r
- frozen.kx[loccom] = nextx;\r
- frozen.ky[loccom] = nexty;\r
- frozen.kdist[loccom] = frozen.kavgd[loccom] =\r
+ game.kx[loccom] = nextx;\r
+ game.ky[loccom] = nexty;\r
+ game.kdist[loccom] = game.kavgd[loccom] =\r
sqrt(square(sectx-nextx)+square(secty-nexty));\r
- if (frozen.damage[DSRSENS] == 0 || condit == IHDOCKED) {\r
+ if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) {\r
proutn("***");\r
cramen(ienm);\r
- if (frozen.kdist[loccom] < dist1) proutn(" advances to");\r
+ if (game.kdist[loccom] < dist1) proutn(" advances to");\r
else proutn(" retreats to");\r
cramlc(2, nextx, nexty);\r
skip(1);\r
/* Figure out which Klingon is the commander (or Supercommander)\r
and do move */\r
if (comhere) for (i = 1; i <= nenhere; i++) {\r
- ix = frozen.kx[i];\r
- iy = frozen.ky[i];\r
- if (frozen.quad[ix][iy] == IHC) {\r
+ ix = game.kx[i];\r
+ iy = game.ky[i];\r
+ if (game.quad[ix][iy] == IHC) {\r
movebaddy(ix, iy, i, IHC);\r
break;\r
}\r
}\r
if (ishere) for (i = 1; i <= nenhere; i++) {\r
- ix = frozen.kx[i];\r
- iy = frozen.ky[i];\r
- if (frozen.quad[ix][iy] == IHS) {\r
+ ix = game.kx[i];\r
+ iy = game.ky[i];\r
+ if (game.quad[ix][iy] == IHS) {\r
movebaddy(ix, iy, i, IHS);\r
break;\r
}\r
Move these last so they can base their actions on what the\r
commander(s) do. */\r
if (skill > 3) for (i = 1; i <= nenhere; i++) {\r
- ix = frozen.kx[i];\r
- iy = frozen.ky[i];\r
- if (frozen.quad[ix][iy] == IHK || frozen.quad[ix][iy] == IHR)\r
- movebaddy(ix, iy, i, frozen.quad[ix][iy]);\r
+ ix = game.kx[i];\r
+ iy = game.ky[i];\r
+ if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)\r
+ movebaddy(ix, iy, i, game.quad[ix][iy]);\r
}\r
\r
sortkl();\r
\r
if ((iqx==quadx && iqy==quady) ||\r
iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 ||\r
- state.galaxy[iqx][iqy] > 899) return 1;\r
+ game.state.galaxy[iqx][iqy] > 899) return 1;\r
if (flag) {\r
/* Avoid quadrants with bases if we want to avoid Enterprise */\r
- for (i = 1; i <= state.rembase; i++)\r
- if (state.baseqx[i]==iqx && state.baseqy[i]==iqy) return 1;\r
+ for (i = 1; i <= game.state.rembase; i++)\r
+ if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1;\r
}\r
\r
/* do the move */\r
- state.galaxy[state.isx][state.isy] -= 100;\r
- state.isx = iqx;\r
- state.isy = iqy;\r
- state.galaxy[state.isx][state.isy] += 100;\r
+ game.state.galaxy[game.state.isx][game.state.isy] -= 100;\r
+ game.state.isx = iqx;\r
+ game.state.isy = iqy;\r
+ game.state.galaxy[game.state.isx][game.state.isy] += 100;\r
if (iscate) {\r
/* SC has scooted, Remove him from current quadrant */\r
iscate=0;\r
isatb=0;\r
ishere=0;\r
ientesc=0;\r
- frozen.future[FSCDBAS]=1e30;\r
+ game.future[FSCDBAS]=1e30;\r
for (i = 1; i <= nenhere; i++) \r
- if (frozen.quad[frozen.kx[i]][frozen.ky[i]] == IHS) break;\r
- frozen.quad[frozen.kx[i]][frozen.ky[i]] = IHDOT;\r
- frozen.kx[i] = frozen.kx[nenhere];\r
- frozen.ky[i] = frozen.ky[nenhere];\r
- frozen.kdist[i] = frozen.kdist[nenhere];\r
- frozen.kavgd[i] = frozen.kavgd[nenhere];\r
- frozen.kpower[i] = frozen.kpower[nenhere];\r
+ if (game.quad[game.kx[i]][game.ky[i]] == IHS) break;\r
+ game.quad[game.kx[i]][game.ky[i]] = IHDOT;\r
+ game.kx[i] = game.kx[nenhere];\r
+ game.ky[i] = game.ky[nenhere];\r
+ game.kdist[i] = game.kdist[nenhere];\r
+ game.kavgd[i] = game.kavgd[nenhere];\r
+ game.kpower[i] = game.kpower[nenhere];\r
klhere--;\r
nenhere--;\r
if (condit!=IHDOCKED) newcnd();\r
}\r
/* check for a helpful planet */\r
for (i = 1; i <= inplan; i++) {\r
- if (state.plnets[i].x==state.isx && state.plnets[i].y==state.isy &&\r
- state.plnets[i].crystals == 1) {\r
+ if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy &&\r
+ game.state.plnets[i].crystals == 1) {\r
/* destroy the planet */\r
- state.plnets[i] = nulplanet;\r
- state.newstuf[state.isx][state.isy] -= 1;\r
- if (frozen.damage[DRADIO] == 0.0 || condit == IHDOCKED) {\r
+ game.state.plnets[i] = nulplanet;\r
+ game.state.newstuf[game.state.isx][game.state.isy] -= 1;\r
+ if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {\r
if (*ipage==0) pause(1);\r
*ipage = 1;\r
prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");\r
proutn(" a planet in");\r
- cramlc(1, state.isx, state.isy);\r
+ cramlc(1, game.state.isx, game.state.isy);\r
prout(" has been destroyed");\r
prout(" by the Super-commander.\"");\r
}\r
#endif\r
\r
/* Decide on being active or passive */\r
- flag = ((state.killc+state.killk)/(state.date+0.01-indate) < 0.1*skill*(skill+1.0) ||\r
- (state.date-indate) < 3.0);\r
+ flag = ((game.state.killc+game.state.killk)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) ||\r
+ (game.state.date-indate) < 3.0);\r
if (iscate==0 && flag) {\r
/* compute move away from Enterprise */\r
- ideltax = state.isx-quadx;\r
- ideltay = state.isy-quady;\r
+ ideltax = game.state.isx-quadx;\r
+ ideltay = game.state.isy-quady;\r
if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {\r
/* circulate in space */\r
- ideltax = state.isy-quady;\r
- ideltay = quadx-state.isx;\r
+ ideltax = game.state.isy-quady;\r
+ ideltay = quadx-game.state.isx;\r
}\r
}\r
else {\r
/* compute distances to starbases */\r
- if (state.rembase <= 0) {\r
+ if (game.state.rembase <= 0) {\r
/* nothing left to do */\r
- frozen.future[FSCMOVE] = 1e30;\r
+ game.future[FSCMOVE] = 1e30;\r
return;\r
}\r
- sx = state.isx;\r
- sy = state.isy;\r
- for (i = 1; i <= state.rembase; i++) {\r
+ sx = game.state.isx;\r
+ sy = game.state.isy;\r
+ for (i = 1; i <= game.state.rembase; i++) {\r
basetbl[i] = i;\r
- ibqx = state.baseqx[i];\r
- ibqy = state.baseqy[i];\r
+ ibqx = game.state.baseqx[i];\r
+ ibqy = game.state.baseqy[i];\r
bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy));\r
}\r
- if (state.rembase > 1) {\r
+ if (game.state.rembase > 1) {\r
/* sort into nearest first order */\r
int iswitch;\r
do {\r
iswitch = 0;\r
- for (i=1; i < state.rembase-1; i++) {\r
+ for (i=1; i < game.state.rembase-1; i++) {\r
if (bdist[i] > bdist[i+1]) {\r
int ti = basetbl[i];\r
double t = bdist[i];\r
without too many Klingons, and not already under attack. */\r
ifindit = iwhichb = 0;\r
\r
- for (i2 = 1; i2 <= state.rembase; i2++) {\r
+ for (i2 = 1; i2 <= game.state.rembase; i2++) {\r
i = basetbl[i2]; /* bug in original had it not finding nearest*/\r
- ibqx = state.baseqx[i];\r
- ibqy = state.baseqy[i];\r
+ ibqx = game.state.baseqx[i];\r
+ ibqy = game.state.baseqy[i];\r
if ((ibqx == quadx && ibqy == quady) ||\r
(ibqx == batx && ibqy == baty) ||\r
- state.galaxy[ibqx][ibqy] > 899) continue;\r
+ game.state.galaxy[ibqx][ibqy] > 899) continue;\r
/* if there is a commander, an no other base is appropriate,\r
we will take the one with the commander */\r
- for (j = 1; j <= state.remcom; j++) {\r
- if (ibqx==state.cx[j] && ibqy==state.cy[j] && ifindit!= 2) {\r
+ for (j = 1; j <= game.state.remcom; j++) {\r
+ if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {\r
ifindit = 2;\r
iwhichb = i;\r
break;\r
}\r
}\r
- if (j > state.remcom) { /* no commander -- use this one */\r
+ if (j > game.state.remcom) { /* no commander -- use this one */\r
ifindit = 1;\r
iwhichb = i;\r
break;\r
}\r
}\r
if (ifindit==0) return; /* Nothing suitable -- wait until next time*/\r
- ibqx = state.baseqx[iwhichb];\r
- ibqy = state.baseqy[iwhichb];\r
+ ibqx = game.state.baseqx[iwhichb];\r
+ ibqy = game.state.baseqy[iwhichb];\r
/* decide how to move toward base */\r
- ideltax = ibqx - state.isx;\r
- ideltay = ibqy - state.isy;\r
+ ideltax = ibqx - game.state.isx;\r
+ ideltay = ibqy - game.state.isy;\r
}\r
/* Maximum movement is 1 quadrant in either or both axis */\r
if (ideltax > 1) ideltax = 1;\r
if (ideltay < -1) ideltay = -1;\r
\r
/* try moving in both x and y directions */\r
- iqx = state.isx + ideltax;\r
- iqy = state.isy + ideltax;\r
+ iqx = game.state.isx + ideltax;\r
+ iqy = game.state.isy + ideltax;\r
if (checkdest(iqx, iqy, flag, ipage)) {\r
/* failed -- try some other maneuvers */\r
if (ideltax==0 || ideltay==0) {\r
/* attempt angle move */\r
if (ideltax != 0) {\r
- iqy = state.isy + 1;\r
+ iqy = game.state.isy + 1;\r
if (checkdest(iqx, iqy, flag, ipage)) {\r
- iqy = state.isy - 1;\r
+ iqy = game.state.isy - 1;\r
checkdest(iqx, iqy, flag, ipage);\r
}\r
}\r
else {\r
- iqx = state.isx + 1;\r
+ iqx = game.state.isx + 1;\r
if (checkdest(iqx, iqy, flag, ipage)) {\r
- iqx = state.isx - 1;\r
+ iqx = game.state.isx - 1;\r
checkdest(iqx, iqy, flag, ipage);\r
}\r
}\r
}\r
else {\r
/* try moving just in x or y */\r
- iqy = state.isy;\r
+ iqy = game.state.isy;\r
if (checkdest(iqx, iqy, flag, ipage)) {\r
- iqy = state.isy + ideltay;\r
- iqx = state.isx;\r
+ iqy = game.state.isy + ideltay;\r
+ iqx = game.state.isx;\r
checkdest(iqx, iqy, flag, ipage);\r
}\r
}\r
}\r
/* check for a base */\r
- if (state.rembase == 0) {\r
- frozen.future[FSCMOVE] = 1e30;\r
+ if (game.state.rembase == 0) {\r
+ game.future[FSCMOVE] = 1e30;\r
}\r
- else for (i=1; i<=state.rembase; i++) {\r
- ibqx = state.baseqx[i];\r
- ibqy = state.baseqy[i];\r
- if (ibqx==state.isx && ibqy == state.isy && state.isx != batx && state.isy != baty) {\r
+ else for (i=1; i<=game.state.rembase; i++) {\r
+ ibqx = game.state.baseqx[i];\r
+ ibqy = game.state.baseqy[i];\r
+ if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) {\r
/* attack the base */\r
if (flag) return; /* no, don't attack base! */\r
iseenit = 0;\r
isatb=1;\r
- frozen.future[FSCDBAS] = state.date + 1.0 +2.0*Rand();\r
- if (batx != 0) frozen.future[FSCDBAS] += frozen.future[FCDBAS]-state.date;\r
- if (frozen.damage[DRADIO] > 0 && condit != IHDOCKED)\r
+ game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand();\r
+ if (batx != 0) game.future[FSCDBAS] += game.future[FCDBAS]-game.state.date;\r
+ if (game.damage[DRADIO] > 0 && condit != IHDOCKED)\r
return; /* no warning */\r
iseenit = 1;\r
if (*ipage == 0) pause(1);\r
*ipage=1;\r
proutn("Lt. Uhura- \"Captain, the starbase in");\r
- cramlc(1, state.isx, state.isy);\r
+ cramlc(1, game.state.isx, game.state.isy);\r
skip(1);\r
prout(" reports that it is under attack from the Klingon Super-commander.");\r
proutn(" It can survive until stardate ");\r
- cramf(frozen.future[FSCDBAS], 0, 1);\r
+ cramf(game.future[FSCDBAS], 0, 1);\r
prout(" .\"");\r
if (resting==0) return;\r
prout("Mr. Spock- \"Captain, shall we cancel the rest period?\"");\r
idebug==0 &&\r
#endif\r
(Rand() > 0.2 ||\r
- (frozen.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||\r
- frozen.starch[state.isx][state.isy] > 0))\r
+ (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||\r
+ game.starch[game.state.isx][game.state.isy] > 0))\r
return;\r
if (*ipage==0) pause(1);\r
*ipage = 1;\r
prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");\r
proutn(" the Super-commander is in");\r
- cramlc(1, state.isx, state. isy);\r
+ cramlc(1, game.state.isx, game.state. isy);\r
prout(".\"");\r
return;\r
}\r
}\r
\r
/* Do nothing if we are blocked */\r
- if (frozen.quad[idx][idy]!= IHDOT && frozen.quad[idx][idy]!= IHWEB) return;\r
- frozen.quad[ithx][ithy] = IHWEB;\r
+ if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;\r
+ game.quad[ithx][ithy] = IHWEB;\r
\r
if (ithx != idx) {\r
/* move in x axis */\r
im = fabs((double)idx - ithx)/((double)idx - ithx);\r
while (ithx != idx) {\r
ithx += im;\r
- if (frozen.quad[ithx][ithy]==IHDOT) frozen.quad[ithx][ithy] = IHWEB;\r
+ if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;\r
}\r
}\r
else if (ithy != idy) {\r
im = fabs((double)idy - ithy)/((double)idy - ithy);\r
while (ithy != idy) {\r
ithy += im;\r
- if (frozen.quad[ithx][ithy]==IHDOT) frozen.quad[ithx][ithy] = IHWEB;\r
+ if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;\r
}\r
}\r
- frozen.quad[ithx][ithy] = IHT;\r
+ game.quad[ithx][ithy] = IHT;\r
\r
/* check to see if all holes plugged */\r
for (i = 1; i < 11; i++) {\r
- if (frozen.quad[1][i]!=IHWEB && frozen.quad[1][i]!=IHT) return;\r
- if (frozen.quad[10][i]!=IHWEB && frozen.quad[10][i]!=IHT) return;\r
- if (frozen.quad[i][1]!=IHWEB && frozen.quad[i][1]!=IHT) return;\r
- if (frozen.quad[i][10]!=IHWEB && frozen.quad[i][10]!=IHT) return;\r
+ if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;\r
+ if (game.quad[10][i]!=IHWEB && game.quad[10][i]!=IHT) return;\r
+ if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;\r
+ if (game.quad[i][10]!=IHWEB && game.quad[i][10]!=IHT) return;\r
}\r
/* All plugged up -- Tholian splits */\r
- frozen.quad[ithx][ithy]=IHWEB;\r
+ game.quad[ithx][ithy]=IHWEB;\r
dropin(IHBLANK, &dum, &my);\r
crmena(1,IHT, 2, ithx, ithy);\r
prout(" completes web.");\r
action = NRG;\r
else {\r
chew();\r
- if (frozen.damage[DSHIELD]) {\r
+ if (game.damage[DSHIELD]) {\r
prout("Shields damaged and down.");\r
return;\r
}\r
proutn("Energy to transfer to shields- ");\r
action = NRG;\r
}\r
- else if (frozen.damage[DSHIELD]) {\r
+ else if (game.damage[DSHIELD]) {\r
prout("Shields damaged and down.");\r
return;\r
}\r
casual += icas;\r
for (l=1; l <= ndevice; l++) {\r
if (l == DDRAY) continue; // Don't damage deathray \r
- if (frozen.damage[l] < 0) continue;\r
+ if (game.damage[l] < 0) continue;\r
extradm = (10.0*type*Rand()+1.0)*damfac;\r
- frozen.damage[l] += Time + extradm; /* Damage for at least time of travel! */\r
+ game.damage[l] += Time + extradm; /* Damage for at least time of travel! */\r
}\r
shldup = 0;\r
- if (state.remkl) {\r
+ if (game.state.remkl) {\r
pause(2);\r
dreprt();\r
}\r
proutn(" - ");\r
cramf(y, 0, 1);\r
proutn(" ");\r
- iquad=frozen.quad[ix][iy];\r
+ iquad=game.quad[ix][iy];\r
if (iquad==IHDOT) continue;\r
/* hit something */\r
skip(1);\r
jx=ix+xx+0.5;\r
jy=iy+yy+0.5;\r
if (jx<1 || jx>10 || jy<1 ||jy > 10) return;\r
- if (frozen.quad[jx][jy]==IHBLANK) {\r
+ if (game.quad[jx][jy]==IHBLANK) {\r
finish(FHOLE);\r
return;\r
}\r
- if (frozen.quad[jx][jy]!=IHDOT) {\r
+ if (game.quad[jx][jy]!=IHDOT) {\r
/* can't move into object */\r
return;\r
}\r
case IHK:\r
/* find the enemy */\r
for (ll=1; ll <= nenhere; ll++)\r
- if (ix==frozen.kx[ll] && iy==frozen.ky[ll]) break;\r
- kp = fabs(frozen.kpower[ll]);\r
+ if (ix==game.kx[ll] && iy==game.ky[ll]) break;\r
+ kp = fabs(game.kpower[ll]);\r
h1 = 700.0 + 100.0*Rand() -\r
1000.0*sqrt(square(ix-inx)+square(iy-iny))*\r
fabs(sin(bullseye-angle));\r
h1 = fabs(h1);\r
if (kp < h1) h1 = kp;\r
- frozen.kpower[ll] -= (frozen.kpower[ll]<0 ? -h1 : h1);\r
- if (frozen.kpower[ll] == 0) {\r
+ game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1);\r
+ if (game.kpower[ll] == 0) {\r
deadkl(ix, iy, iquad, ix, iy);\r
return;\r
}\r
prout(" damaged but not destroyed.");\r
return;\r
}\r
- if (frozen.quad[jx][jy]==IHBLANK) {\r
+ if (game.quad[jx][jy]==IHBLANK) {\r
prout(" buffeted into black hole.");\r
deadkl(ix, iy, iquad, jx, jy);\r
return;\r
}\r
- if (frozen.quad[jx][jy]!=IHDOT) {\r
+ if (game.quad[jx][jy]!=IHDOT) {\r
/* can't move into object */\r
prout(" damaged but not destroyed.");\r
return;\r
}\r
prout(" damaged--");\r
- frozen.kx[ll] = jx;\r
- frozen.ky[ll] = jy;\r
+ game.kx[ll] = jx;\r
+ game.ky[ll] = jy;\r
shoved = 1;\r
break;\r
case IHB: /* Hit a base */\r
prout("***STARBASE DESTROYED..");\r
- if (frozen.starch[quadx][quady] < 0) frozen.starch[quadx][quady] = 0;\r
- for (ll=1; ll<=state.rembase; ll++) {\r
- if (state.baseqx[ll]==quadx && state.baseqy[ll]==quady) {\r
- state.baseqx[ll]=state.baseqx[state.rembase];\r
- state.baseqy[ll]=state.baseqy[state.rembase];\r
+ if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0;\r
+ for (ll=1; ll<=game.state.rembase; ll++) {\r
+ if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) {\r
+ game.state.baseqx[ll]=game.state.baseqx[game.state.rembase];\r
+ game.state.baseqy[ll]=game.state.baseqy[game.state.rembase];\r
break;\r
}\r
}\r
- frozen.quad[ix][iy]=IHDOT;\r
- state.rembase--;\r
+ game.quad[ix][iy]=IHDOT;\r
+ game.state.rembase--;\r
basex=basey=0;\r
- state.galaxy[quadx][quady] -= 10;\r
- state.basekl++;\r
+ game.state.galaxy[quadx][quady] -= 10;\r
+ game.state.basekl++;\r
newcnd();\r
return;\r
case IHP: /* Hit a planet */\r
crmena(1, iquad, 2, ix, iy);\r
prout(" destroyed.");\r
- state.nplankl++;\r
- state.newstuf[quadx][quady] -= 1;\r
- state.plnets[iplnet] = nulplanet;\r
+ game.state.nplankl++;\r
+ game.state.newstuf[quadx][quady] -= 1;\r
+ game.state.plnets[iplnet] = nulplanet;\r
iplnet = 0;\r
plnetx = plnety = 0;\r
- frozen.quad[ix][iy] = IHDOT;\r
+ game.quad[ix][iy] = IHDOT;\r
if (landed==1) {\r
/* captain parishes on planet */\r
finish(FDPLANET);\r
proutn("Mr. Spock-");\r
prouts(" \"Facinating!\"");\r
skip(1);\r
- frozen.quad[ix][iy] = IHDOT;\r
+ game.quad[ix][iy] = IHDOT;\r
return;\r
case IHBLANK: /* Black hole */\r
skip(1);\r
h1 = fabs(h1);\r
if (h1 >= 600) {\r
prout(" destroyed.");\r
- frozen.quad[ix][iy] = IHDOT;\r
+ game.quad[ix][iy] = IHDOT;\r
ithere = 0;\r
ithx = ithy = 0;\r
return;\r
return;\r
}\r
prout(" disappears.");\r
- frozen.quad[ix][iy] = IHWEB;\r
+ game.quad[ix][iy] = IHWEB;\r
ithere = ithx = ithy = 0;\r
{\r
int dum, my;\r
break;\r
}\r
if (shoved) {\r
- frozen.quad[jx][jy]=iquad;\r
- frozen.quad[ix][iy]=IHDOT;\r
+ game.quad[jx][jy]=iquad;\r
+ game.quad[ix][iy]=IHDOT;\r
proutn(" displaced by blast to");\r
cramlc(2, jx, jy);\r
skip(1);\r
for (ll=1; ll<=nenhere; ll++)\r
- frozen.kdist[ll] = frozen.kavgd[ll] = sqrt(square(sectx-frozen.kx[ll])+square(secty-frozen.ky[ll]));\r
+ game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll]));\r
sortkl();\r
return;\r
}\r
do {\r
j = ndevice*Rand()+1.0;\r
/* Cheat to prevent shuttle damage unless on ship */\r
- } while (frozen.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||\r
+ } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||\r
j == DDRAY);\r
cdam[l] = j;\r
extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand()));\r
- frozen.damage[j] += extradm;\r
+ game.damage[j] += extradm;\r
if (l > 1) {\r
for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ;\r
if (ll<=l) continue;\r
proutn(device[j]);\r
}\r
prout(" damaged.");\r
- if (frozen.damage[DSHIELD] && shldup) {\r
+ if (game.damage[DSHIELD] && shldup) {\r
prout("***Shields knocked down.");\r
shldup=0;\r
}\r
skip(1);\r
if (skill <= 2) i = 2;\r
for (l=1; l <= nenhere; l++) {\r
- if (frozen.kpower[l] < 0) continue; /* too weak to attack */\r
+ if (game.kpower[l] < 0) continue; /* too weak to attack */\r
/* compute hit strength and diminsh shield power */\r
r = Rand();\r
/* Increase chance of photon torpedos if docked or enemy energy low */\r
if (condit == IHDOCKED) r *= 0.25;\r
- if (frozen.kpower[l] < 500) r *= 0.25; \r
- jx = frozen.kx[l];\r
- jy = frozen.ky[l];\r
- iquad = frozen.quad[jx][jy];\r
+ if (game.kpower[l] < 500) r *= 0.25; \r
+ jx = game.kx[l];\r
+ jy = game.ky[l];\r
+ iquad = game.quad[jx][jy];\r
itflag = (iquad == IHK && r > 0.0005) || k == 0 ||\r
(iquad==IHC && r > 0.015) ||\r
(iquad==IHR && r > 0.3) ||\r
if (condit == IHDOCKED) continue; /* Don't waste the effort! */\r
attempt = 1; /* Attempt to attack */\r
dustfac = 0.8+0.05*Rand();\r
- hit = frozen.kpower[l]*pow(dustfac,frozen.kavgd[l]);\r
- frozen.kpower[l] *= 0.75;\r
+ hit = game.kpower[l]*pow(dustfac,game.kavgd[l]);\r
+ game.kpower[l] *= 0.75;\r
}\r
else { /* Enemy used photon torpedo */\r
double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx);\r
hit = 0;\r
proutn("***TORPEDO INCOMING");\r
- if (frozen.damage[DSRSENS] <= 0.0) {\r
+ if (game.damage[DSRSENS] <= 0.0) {\r
proutn(" From ");\r
crmena(0, iquad, i, jx, jy);\r
}\r
attempt = 1;\r
prout("--");\r
r = (Rand()+Rand())*0.5 -0.5;\r
- r += 0.002*frozen.kpower[l]*r;\r
+ r += 0.002*game.kpower[l]*r;\r
torpedo(course, r, jx, jy, &hit);\r
- if (state.remkl==0) finish(FWON); /* Klingons did themselves in! */\r
- if (state.galaxy[quadx][quady] == 1000 ||\r
+ if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */\r
+ if (game.state.galaxy[quadx][quady] == 1000 ||\r
alldone) return; /* Supernova or finished */\r
if (hit == 0) continue;\r
}\r
ihurt = 1;\r
cramf(hit, 0, 2);\r
proutn(" unit hit");\r
- if ((frozen.damage[DSRSENS] > 0 && itflag) || skill <= 2) {\r
+ if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) {\r
proutn(" on the ");\r
crmshp();\r
}\r
- if (frozen.damage[DSRSENS] <= 0.0 && itflag) {\r
+ if (game.damage[DSRSENS] <= 0.0 && itflag) {\r
proutn(" from ");\r
crmena(0, iquad, i, jx, jy);\r
}\r
cramf(energy, 0, 2);\r
proutn(" shields ");\r
if (shldup) proutn("up, ");\r
- else if (frozen.damage[DSHIELD] == 0) proutn("down, ");\r
+ else if (game.damage[DSHIELD] == 0) proutn("down, ");\r
else proutn("damaged, ");\r
}\r
crami(percent, 1);\r
}\r
/* After attack, reset average distance to enemies */\r
for (l = 1; l <= nenhere; l++)\r
- frozen.kavgd[l] = frozen.kdist[l];\r
+ game.kavgd[l] = game.kdist[l];\r
sortkl();\r
return;\r
}\r
/* Decide what kind of enemy it is and update approriately */\r
if (type == IHR) {\r
/* chalk up a Romulan */\r
- state.newstuf[quadx][quady] -= 10;\r
+ game.state.newstuf[quadx][quady] -= 10;\r
irhere--;\r
- state.nromkl++;\r
- state.nromrem--;\r
+ game.state.nromkl++;\r
+ game.state.nromrem--;\r
}\r
else if (type == IHT) {\r
/* Killed a Tholian */\r
}\r
else {\r
/* Some type of a Klingon */\r
- state.galaxy[quadx][quady] -= 100;\r
+ game.state.galaxy[quadx][quady] -= 100;\r
klhere--;\r
- state.remkl--;\r
+ game.state.remkl--;\r
switch (type) {\r
case IHC:\r
comhere = 0;\r
- for (i=1; i<=state.remcom; i++)\r
- if (state.cx[i]==quadx && state.cy[i]==quady) break;\r
- state.cx[i] = state.cx[state.remcom];\r
- state.cy[i] = state.cy[state.remcom];\r
- state.cx[state.remcom] = 0;\r
- state.cy[state.remcom] = 0;\r
- state.remcom--;\r
- frozen.future[FTBEAM] = 1e30;\r
- if (state.remcom != 0)\r
- frozen.future[FTBEAM] = state.date + expran(1.0*incom/state.remcom);\r
- state.killc++;\r
+ for (i=1; i<=game.state.remcom; i++)\r
+ if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;\r
+ game.state.cx[i] = game.state.cx[game.state.remcom];\r
+ game.state.cy[i] = game.state.cy[game.state.remcom];\r
+ game.state.cx[game.state.remcom] = 0;\r
+ game.state.cy[game.state.remcom] = 0;\r
+ game.state.remcom--;\r
+ game.future[FTBEAM] = 1e30;\r
+ if (game.state.remcom != 0)\r
+ game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);\r
+ game.state.killc++;\r
break;\r
case IHK:\r
- state.killk++;\r
+ game.state.killk++;\r
break;\r
case IHS:\r
- state.nscrem = ishere = state.isx = state.isy = isatb = iscate = 0;\r
- state.nsckill = 1;\r
- frozen.future[FSCMOVE] = frozen.future[FSCDBAS] = 1e30;\r
+ game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0;\r
+ game.state.nsckill = 1;\r
+ game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;\r
break;\r
}\r
}\r
\r
/* For each kind of enemy, finish message to player */\r
prout(" destroyed.");\r
- frozen.quad[ix][iy] = IHDOT;\r
- if (state.remkl==0) return;\r
+ game.quad[ix][iy] = IHDOT;\r
+ if (game.state.remkl==0) return;\r
\r
- state.remtime = state.remres/(state.remkl + 4*state.remcom);\r
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);\r
\r
if (type == IHT) return;\r
\r
/* Remove enemy ship from arrays describing local conditions */\r
\r
for (i=1; i<=nenhere; i++)\r
- if (frozen.kx[i]==ix && frozen.ky[i]==iy) break;\r
+ if (game.kx[i]==ix && game.ky[i]==iy) break;\r
nenhere--;\r
if (i <= nenhere) {\r
for (j=i; j<=nenhere; j++) {\r
- frozen.kx[j] = frozen.kx[j+1];\r
- frozen.ky[j] = frozen.ky[j+1];\r
- frozen.kpower[j] = frozen.kpower[j+1];\r
- frozen.kavgd[j] = frozen.kdist[j] = frozen.kdist[j+1];\r
+ game.kx[j] = game.kx[j+1];\r
+ game.ky[j] = game.ky[j+1];\r
+ game.kpower[j] = game.kpower[j+1];\r
+ game.kavgd[j] = game.kdist[j] = game.kdist[j+1];\r
}\r
}\r
- frozen.kx[nenhere+1] = 0;\r
- frozen.ky[nenhere+1] = 0;\r
- frozen.kdist[nenhere+1] = 0;\r
- frozen.kavgd[nenhere+1] = 0;\r
- frozen.kpower[nenhere+1] = 0;\r
+ game.kx[nenhere+1] = 0;\r
+ game.ky[nenhere+1] = 0;\r
+ game.kdist[nenhere+1] = 0;\r
+ game.kavgd[nenhere+1] = 0;\r
+ game.kpower[nenhere+1] = 0;\r
return;\r
}\r
\r
\r
ididit = 0;\r
\r
- if (frozen.damage[DPHOTON]) {\r
+ if (game.damage[DPHOTON]) {\r
prout("Photon tubes damaged.");\r
chew();\r
return;\r
osuabor=1;\r
if (Rand() <= 0.2) {\r
prout("***Photon tubes damaged by misfire.");\r
- frozen.damage[DPHOTON] = damfac*(1.0+2.0*Rand());\r
+ game.damage[DPHOTON] = damfac*(1.0+2.0*Rand());\r
break;\r
}\r
}\r
proutn("Torpedo track- ");\r
}\r
torpedo(course[i], r, sectx, secty, &dummy);\r
- if (alldone || state.galaxy[quadx][quady]==1000) return;\r
+ if (alldone || game.state.galaxy[quadx][quady]==1000) return;\r
}\r
- if (state.remkl==0) finish(FWON);\r
+ if (game.state.remkl==0) finish(FWON);\r
}\r
\r
\r
double chekbrn = (rpow-1500.)*0.00038;\r
if (Rand() <= chekbrn) {\r
prout("Weapons officer Sulu- \"Phasers overheated, sir.\"");\r
- frozen.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);\r
+ game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn);\r
}\r
}\r
}\r
\r
skip(1);\r
/* SR sensors and Computer */\r
- if (frozen.damage[DSRSENS]+frozen.damage[DCOMPTR] > 0) ipoop = 0;\r
+ if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0;\r
if (condit == IHDOCKED) {\r
prout("Phasers can't be fired through base shields.");\r
chew();\r
return;\r
}\r
- if (frozen.damage[DPHASER] != 0) {\r
+ if (game.damage[DPHASER] != 0) {\r
prout("Phaser control damaged.");\r
chew();\r
return;\r
}\r
if (shldup) {\r
- if (frozen.damage[DSHCTRL]) {\r
+ if (game.damage[DSHCTRL]) {\r
prout("High speed shield control damaged.");\r
chew();\r
return;\r
for (i = 1; i <= nenhere; i++) {\r
hits[i] = 0.0;\r
if (powrem <= 0) continue;\r
- hits[i] = fabs(frozen.kpower[i])/(phasefac*pow(0.90,frozen.kdist[i]));\r
+ hits[i] = fabs(game.kpower[i])/(phasefac*pow(0.90,game.kdist[i]));\r
over = (0.01 + 0.05*Rand())*hits[i];\r
temp = powrem;\r
powrem -= hits[i] + over;\r
case FORCEMAN:\r
chew();\r
key = IHEOL;\r
- if (frozen.damage[DCOMPTR]!=0)\r
+ if (game.damage[DCOMPTR]!=0)\r
prout("Battle comuter damaged, manual file only.");\r
else {\r
skip(1);\r
case MANUAL:\r
rpow = 0.0;\r
for (k = 1; k <= nenhere;) {\r
- int ii = frozen.kx[k], jj = frozen.ky[k];\r
- int ienm = frozen.quad[ii][jj];\r
+ int ii = game.kx[k], jj = game.ky[k];\r
+ int ienm = game.quad[ii][jj];\r
if (msgflag) {\r
proutn("Energy available= ");\r
cramf(energy-.006-(ifast?200:0), 0, 2);\r
msgflag = 0;\r
rpow = 0.0;\r
}\r
- if (frozen.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&\r
+ if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) &&\r
(ienm == IHC || ienm == IHS)) {\r
cramen(ienm);\r
prout(" can't be located without short range scan.");\r
if (key == IHEOL) {\r
chew();\r
if (ipoop && k > kz) {\r
- int irec=(fabs(frozen.kpower[k])/(phasefac*pow(0.9,frozen.kdist[k])))*\r
+ int irec=(fabs(game.kpower[k])/(phasefac*pow(0.9,game.kdist[k])))*\r
(1.01+0.05*Rand()) + 1.0;\r
kz = k;\r
proutn("(");\r
for (; k <= nenhr2; k++, kk++) {\r
if ((wham = hits[k])==0) continue;\r
dustfac = 0.9 + 0.01*Rand();\r
- hit = wham*pow(dustfac,frozen.kdist[kk]);\r
- kpini = frozen.kpower[kk];\r
+ hit = wham*pow(dustfac,game.kdist[kk]);\r
+ kpini = game.kpower[kk];\r
kp = fabs(kpini);\r
if (phasefac*hit < kp) kp = phasefac*hit;\r
- frozen.kpower[kk] -= (frozen.kpower[kk] < 0 ? -kp: kp);\r
- kpow = frozen.kpower[kk];\r
- ii = frozen.kx[kk];\r
- jj = frozen.ky[kk];\r
+ game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);\r
+ kpow = game.kpower[kk];\r
+ ii = game.kx[kk];\r
+ jj = game.ky[kk];\r
if (hit > 0.005) {\r
cramf(hit, 0, 2);\r
proutn(" unit hit on ");\r
}\r
else\r
proutn("Very small hit on ");\r
- ienm = frozen.quad[ii][jj];\r
+ ienm = game.quad[ii][jj];\r
crmena(0,ienm,2,ii,jj);\r
skip(1);\r
if (kpow == 0) {\r
deadkl(ii, jj, ienm, ii, jj);\r
- if (state.remkl==0) finish(FWON);\r
+ if (game.state.remkl==0) finish(FWON);\r
if (alldone) return;\r
kk--; /* don't do the increment */\r
}\r
cramlc(2,ii,jj);\r
skip(1);\r
prout(" has just lost its firepower.\"");\r
- frozen.kpower[kk] = -kpow;\r
+ game.kpower[kk] = -kpow;\r
}\r
}\r
return;\r
void events(void) {\r
\r
int ictbeam=0, ipage=0, istract=0, line, i, j, k, l, ixhold, iyhold;\r
- double fintim = state.date + Time, datemin, xtime, repair, yank;\r
+ double fintim = game.state.date + Time, datemin, xtime, repair, yank;\r
\r
\r
#ifdef DEBUG\r
if (idebug) prout("EVENTS");\r
#endif\r
\r
- if (stdamtim == 1e30 && frozen.damage[DRADIO] != 0.0) {\r
+ if (stdamtim == 1e30 && game.damage[DRADIO] != 0.0) {\r
/* chart will no longer be updated because radio is dead */\r
- stdamtim = state.date;\r
+ stdamtim = game.state.date;\r
for (i=1; i <= 8 ; i++)\r
for (j=1; j <= 8; j++)\r
- if (frozen.starch[i][j] == 1) frozen.starch[i][j] = state.galaxy[i][j]+1000;\r
+ if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+1000;\r
}\r
\r
for (;;) {\r
if (alldone) return;\r
datemin = fintim;\r
for (l=1; l<=NEVENTS; l++)\r
- if (frozen.future[l] <= datemin) {\r
+ if (game.future[l] <= datemin) {\r
line = l;\r
- datemin = frozen.future[l];\r
+ datemin = game.future[l];\r
}\r
- xtime = datemin-state.date;\r
- state.date = datemin;\r
+ xtime = datemin-game.state.date;\r
+ game.state.date = datemin;\r
/* Decrement Federation resources and recompute remaining time */\r
- state.remres -= (state.remkl+4*state.remcom)*xtime;\r
- state.remtime = state.remres/(state.remkl+4*state.remcom);\r
- if (state.remtime <=0) {\r
+ game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;\r
+ game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);\r
+ if (game.state.remtime <=0) {\r
finish(FDEPLETE);\r
return;\r
}\r
/* Is life support adequate? */\r
- if (frozen.damage[DLIFSUP] && condit != IHDOCKED) {\r
- if (lsupres < xtime && frozen.damage[DLIFSUP] > lsupres) {\r
+ if (game.damage[DLIFSUP] && condit != IHDOCKED) {\r
+ if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) {\r
finish(FLIFESUP);\r
return;\r
}\r
lsupres -= xtime;\r
- if (frozen.damage[DLIFSUP] <= xtime) lsupres = inlsr;\r
+ if (game.damage[DLIFSUP] <= xtime) lsupres = inlsr;\r
}\r
/* Fix devices */\r
repair = xtime;\r
if (condit == IHDOCKED) repair /= docfac;\r
/* Don't fix Deathray here */\r
for (l=1; l<=ndevice; l++)\r
- if (frozen.damage[l] > 0.0 && l != DDRAY)\r
- frozen.damage[l] -= (frozen.damage[l]-repair > 0.0 ? repair : frozen.damage[l]);\r
+ if (game.damage[l] > 0.0 && l != DDRAY)\r
+ game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);\r
/* If radio repaired, update star chart and attack reports */\r
- if (stdamtim != 1e30 && frozen.damage[DRADIO] == 0.0) {\r
+ if (stdamtim != 1e30 && game.damage[DRADIO] == 0.0) {\r
stdamtim = 1e30;\r
prout("Lt. Uhura- \"Captain, the sub-space radio is working and");\r
prout(" surveillance reports are coming in.");\r
skip(1);\r
for (i=1; i <= 8 ; i++)\r
for (j=1; j <= 8; j++)\r
- if (frozen.starch[i][j] > 999) frozen.starch[i][j] = 1;\r
+ if (game.starch[i][j] > 999) game.starch[i][j] = 1;\r
if (iseenit==0) {\r
attakreport();\r
iseenit = 1;\r
if (ipage==0) pause(1);\r
ipage=1;\r
snova(0,0);\r
- frozen.future[FSNOVA] = state.date + expran(0.5*intime);\r
- if (state.galaxy[quadx][quady] == 1000) return;\r
+ game.future[FSNOVA] = game.state.date + expran(0.5*intime);\r
+ if (game.state.galaxy[quadx][quady] == 1000) return;\r
break;\r
case FSPY: /* Check with spy to see if S.C. should tractor beam */\r
- if (state.nscrem == 0 ||\r
+ if (game.state.nscrem == 0 ||\r
ictbeam+istract > 0 ||\r
condit==IHDOCKED || isatb==1 || iscate==1) return;\r
if (ientesc ||\r
(energy < 2000 && torps < 4 && shield < 1250) ||\r
- (frozen.damage[DPHASER]>0 && (frozen.damage[DPHOTON]>0 || torps < 4)) ||\r
- (frozen.damage[DSHIELD] > 0 &&\r
- (energy < 2500 || frozen.damage[DPHASER] > 0) &&\r
- (torps < 5 || frozen.damage[DPHOTON] > 0))) {\r
+ (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || torps < 4)) ||\r
+ (game.damage[DSHIELD] > 0 &&\r
+ (energy < 2500 || game.damage[DPHASER] > 0) &&\r
+ (torps < 5 || game.damage[DPHOTON] > 0))) {\r
/* Tractor-beam her! */\r
istract=1;\r
- yank = square(state.isx-quadx) + square(state.isy-quady);\r
+ yank = square(game.state.isx-quadx) + square(game.state.isy-quady);\r
/*********TBEAM CODE***********/\r
}\r
else return;\r
case FTBEAM: /* Tractor beam */\r
if (line==FTBEAM) {\r
- if (state.remcom == 0) {\r
- frozen.future[FTBEAM] = 1e30;\r
+ if (game.state.remcom == 0) {\r
+ game.future[FTBEAM] = 1e30;\r
break;\r
}\r
- i = Rand()*state.remcom+1.0;\r
- yank = square(state.cx[i]-quadx) + square(state.cy[i]-quady);\r
+ i = Rand()*game.state.remcom+1.0;\r
+ yank = square(game.state.cx[i]-quadx) + square(game.state.cy[i]-quady);\r
if (istract || condit == IHDOCKED || yank == 0) {\r
/* Drats! Have to reschedule */\r
- frozen.future[FTBEAM] = state.date + Time +\r
- expran(1.5*intime/state.remcom);\r
+ game.future[FTBEAM] = game.state.date + Time +\r
+ expran(1.5*intime/game.state.remcom);\r
break;\r
}\r
}\r
if (Rand() >0.5) {\r
prout("Galileo, left on the planet surface, is captured");\r
prout("by aliens and made into a flying McDonald's.");\r
- frozen.damage[DSHUTTL] = -10;\r
+ game.damage[DSHUTTL] = -10;\r
iscraft = -1;\r
}\r
else {\r
}\r
}\r
if (line==0) {\r
- quadx = state.isx;\r
- quady = state.isy;\r
+ quadx = game.state.isx;\r
+ quady = game.state.isy;\r
}\r
else {\r
- quadx = state.cx[i];\r
- quady = state.cy[i];\r
+ quadx = game.state.cx[i];\r
+ quady = game.state.cy[i];\r
}\r
iran10(§x, §y);\r
crmshp();\r
cramlc(2, sectx, secty);\r
skip(1);\r
if (resting) {\r
- prout("(Remainder of rest/repair period cancellestate.)");\r
+ prout("(Remainder of rest/repair period cancellegame.state.)");\r
resting = 0;\r
}\r
if (shldup==0) {\r
- if (frozen.damage[DSHIELD]==0 && shield > 0) {\r
+ if (game.damage[DSHIELD]==0 && shield > 0) {\r
doshield(2); /* Shldsup */\r
shldchg=0;\r
}\r
}\r
newqad(0);\r
/* Adjust finish time to time of tractor beaming */\r
- fintim = state.date+Time;\r
- if (state.remcom <= 0) frozen.future[FTBEAM] = 1e30;\r
- else frozen.future[FTBEAM] = state.date+Time+expran(1.5*intime/state.remcom);\r
+ fintim = game.state.date+Time;\r
+ if (game.state.remcom <= 0) game.future[FTBEAM] = 1e30;\r
+ else game.future[FTBEAM] = game.state.date+Time+expran(1.5*intime/game.state.remcom);\r
break;\r
case FSNAP: /* Snapshot of the universe (for time warp) */\r
- snapsht = state;\r
- state.snap = 1;\r
- frozen.future[FSNAP] = state.date + expran(0.5 * intime);\r
+ game.snapsht = game.state;\r
+ game.state.snap = 1;\r
+ game.future[FSNAP] = game.state.date + expran(0.5 * intime);\r
break;\r
case FBATTAK: /* Commander attacks starbase */\r
- if (state.remcom==0 || state.rembase==0) {\r
+ if (game.state.remcom==0 || game.state.rembase==0) {\r
/* no can do */\r
- frozen.future[FBATTAK] = frozen.future[FCDBAS] = 1e30;\r
+ game.future[FBATTAK] = game.future[FCDBAS] = 1e30;\r
break;\r
}\r
i = 0;\r
- for (j=1; j<=state.rembase; j++) {\r
- for (k=1; k<=state.remcom; k++)\r
- if (state.baseqx[j]==state.cx[k] && state.baseqy[j]==state.cy[k] &&\r
- (state.baseqx[j]!=quadx || state.baseqy[j]!=quady) &&\r
- (state.baseqx[j]!=state.isx || state.baseqy[j]!=state.isy)) {\r
+ for (j=1; j<=game.state.rembase; j++) {\r
+ for (k=1; k<=game.state.remcom; k++)\r
+ if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&\r
+ (game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) &&\r
+ (game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {\r
i = 1;\r
break;\r
}\r
if (i == 1) break;\r
}\r
- if (j>state.rembase) {\r
+ if (j>game.state.rembase) {\r
/* no match found -- try later */\r
- frozen.future[FBATTAK] = state.date + expran(0.3*intime);\r
- frozen.future[FCDBAS] = 1e30;\r
+ game.future[FBATTAK] = game.state.date + expran(0.3*intime);\r
+ game.future[FCDBAS] = 1e30;\r
break;\r
}\r
/* commander + starbase combination found -- launch attack */\r
- batx = state.baseqx[j];\r
- baty = state.baseqy[j];\r
- frozen.future[FCDBAS] = state.date+1.0+3.0*Rand();\r
+ batx = game.state.baseqx[j];\r
+ baty = game.state.baseqy[j];\r
+ game.future[FCDBAS] = game.state.date+1.0+3.0*Rand();\r
if (isatb) /* extra time if SC already attacking */\r
- frozen.future[FCDBAS] += frozen.future[FSCDBAS]-state.date;\r
- frozen.future[FBATTAK] = frozen.future[FCDBAS] +expran(0.3*intime);\r
+ game.future[FCDBAS] += game.future[FSCDBAS]-game.state.date;\r
+ game.future[FBATTAK] = game.future[FCDBAS] +expran(0.3*intime);\r
iseenit = 0;\r
- if (frozen.damage[DRADIO] != 0.0 &&\r
+ if (game.damage[DRADIO] != 0.0 &&\r
condit != IHDOCKED) break; /* No warning :-( */\r
iseenit = 1;\r
if (ipage==0) pause(1);\r
skip(1);\r
prout(" reports that it is under atttack and that it can");\r
proutn(" hold out only until stardate ");\r
- cramf(frozen.future[FCDBAS],1,1);\r
+ cramf(game.future[FCDBAS],1,1);\r
prout(".\"");\r
if (resting) {\r
skip(1);\r
}\r
break;\r
case FSCDBAS: /* Supercommander destroys base */\r
- frozen.future[FSCDBAS] = 1e30;\r
+ game.future[FSCDBAS] = 1e30;\r
isatb = 2;\r
- if (state.galaxy[state.isx][state.isy]%100 < 10) break; /* WAS RETURN! */\r
+ if (game.state.galaxy[game.state.isx][game.state.isy]%100 < 10) break; /* WAS RETURN! */\r
ixhold = batx;\r
iyhold = baty;\r
- batx = state.isx;\r
- baty = state.isy;\r
+ batx = game.state.isx;\r
+ baty = game.state.isy;\r
case FCDBAS: /* Commander succeeds in destroying base */\r
if (line==FCDBAS) {\r
- frozen.future[FCDBAS] = 1e30;\r
+ game.future[FCDBAS] = 1e30;\r
/* find the lucky pair */\r
- for (i = 1; i <= state.remcom; i++)\r
- if (state.cx[i]==batx && state.cy[i]==baty) break;\r
- if (i > state.remcom || state.rembase == 0 ||\r
- state.galaxy[batx][baty] % 100 < 10) {\r
+ for (i = 1; i <= game.state.remcom; i++)\r
+ if (game.state.cx[i]==batx && game.state.cy[i]==baty) break;\r
+ if (i > game.state.remcom || game.state.rembase == 0 ||\r
+ game.state.galaxy[batx][baty] % 100 < 10) {\r
/* No action to take after all */\r
batx = baty = 0;\r
break;\r
}\r
/* Code merges here for any commander destroying base */\r
/* Not perfect, but will have to do */\r
- if (frozen.starch[batx][baty] == -1) frozen.starch[batx][baty] = 0;\r
+ if (game.starch[batx][baty] == -1) game.starch[batx][baty] = 0;\r
/* Handle case where base is in same quadrant as starship */\r
if (batx==quadx && baty==quady) {\r
- if (frozen.starch[batx][baty] > 999) frozen.starch[batx][baty] -= 10;\r
- frozen.quad[basex][basey]= IHDOT;\r
+ if (game.starch[batx][baty] > 999) game.starch[batx][baty] -= 10;\r
+ game.quad[basex][basey]= IHDOT;\r
basex=basey=0;\r
newcnd();\r
skip(1);\r
- prout("Spock- \"Captain, I believe the starbase has been destroyestate.\"");\r
+ prout("Spock- \"Captain, I believe the starbase has been destroyegame.state.\"");\r
}\r
- else if (state.rembase != 1 &&\r
- (frozen.damage[DRADIO] <= 0.0 || condit == IHDOCKED)) {\r
+ else if (game.state.rembase != 1 &&\r
+ (game.damage[DRADIO] <= 0.0 || condit == IHDOCKED)) {\r
/* Get word via subspace radio */\r
if (ipage==0) pause(1);\r
ipage = 1;\r
else prout("a Klingon Commander");\r
}\r
/* Remove Starbase from galaxy */\r
- state.galaxy[batx][baty] -= 10;\r
- for (i=1; i <= state.rembase; i++)\r
- if (state.baseqx[i]==batx && state.baseqy[i]==baty) {\r
- state.baseqx[i]=state.baseqx[state.rembase];\r
- state.baseqy[i]=state.baseqy[state.rembase];\r
+ game.state.galaxy[batx][baty] -= 10;\r
+ for (i=1; i <= game.state.rembase; i++)\r
+ if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {\r
+ game.state.baseqx[i]=game.state.baseqx[game.state.rembase];\r
+ game.state.baseqy[i]=game.state.baseqy[game.state.rembase];\r
}\r
- state.rembase--;\r
+ game.state.rembase--;\r
if (isatb == 2) {\r
/* reinstate a commander's base attack */\r
batx = ixhold;\r
}\r
break;\r
case FSCMOVE: /* Supercommander moves */\r
- frozen.future[FSCMOVE] = state.date+0.2777;\r
+ game.future[FSCMOVE] = game.state.date+0.2777;\r
if (ientesc+istract==0 &&\r
isatb!=1 &&\r
(iscate!=1 || justin==1)) scom(&ipage);\r
break;\r
case FDSPROB: /* Move deep space probe */\r
- frozen.future[FDSPROB] = state.date + 0.01;\r
+ game.future[FDSPROB] = game.state.date + 0.01;\r
probex += probeinx;\r
probey += probeiny;\r
i = (int)(probex/10 +0.05);\r
probecx = i;\r
probecy = j;\r
if (i < 1 || i > 8 || j < 1 || j > 8 ||\r
- state.galaxy[probecx][probecy] == 1000) {\r
+ game.state.galaxy[probecx][probecy] == 1000) {\r
// Left galaxy or ran into supernova\r
- if (frozen.damage[DRADIO]==0.0 || condit == IHDOCKED) {\r
+ if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {\r
if (ipage==0) pause(1);\r
ipage = 1;\r
skip(1);\r
proutn("is no longer transmitting");\r
prout(".\"");\r
}\r
- frozen.future[FDSPROB] = 1e30;\r
+ game.future[FDSPROB] = 1e30;\r
break;\r
}\r
- if (frozen.damage[DRADIO]==0.0 || condit == IHDOCKED) {\r
+ if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {\r
if (ipage==0) pause(1);\r
ipage = 1;\r
skip(1);\r
}\r
/* Update star chart if Radio is working or have access to\r
radio. */\r
- if (frozen.damage[DRADIO] == 0.0 || condit == IHDOCKED)\r
- frozen.starch[probecx][probecy] = frozen.damage[DRADIO] > 0.0 ?\r
- state.galaxy[probecx][probecy]+1000 : 1;\r
+ if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED)\r
+ game.starch[probecx][probecy] = game.damage[DRADIO] > 0.0 ?\r
+ game.state.galaxy[probecx][probecy]+1000 : 1;\r
proben--; // One less to travel\r
if (proben == 0 && isarmed &&\r
- state.galaxy[probecx][probecy] % 10 > 0) {\r
+ game.state.galaxy[probecx][probecy] % 10 > 0) {\r
/* lets blow the sucker! */\r
snova(1,0);\r
- frozen.future[FDSPROB] = 1e30;\r
- if (state.galaxy[quadx][quady] == 1000) return;\r
+ game.future[FDSPROB] = 1e30;\r
+ if (game.state.galaxy[quadx][quady] == 1000) return;\r
}\r
break;\r
}\r
}\r
origTime = delay = aaitem;\r
if (delay <= 0.0) return;\r
- if (delay >= state.remtime || nenhere != 0) {\r
+ if (delay >= game.state.remtime || nenhere != 0) {\r
prout("Are you sure? ");\r
if (ja() == 0) return;\r
}\r
do {\r
if (delay <= 0) resting = 0;\r
if (resting == 0) {\r
- cramf(state.remtime, 0, 2);\r
+ cramf(game.state.remtime, 0, 2);\r
prout(" stardates left.");\r
return;\r
}\r
delay -= temp;\r
/* Repair Deathray if long rest at starbase */\r
if (origTime-delay >= 9.99 && condit == IHDOCKED)\r
- frozen.damage[DDRAY] = 0.0;\r
- } while (state.galaxy[quadx][quady] != 1000); // leave if quadrant supernovas\r
+ game.damage[DDRAY] = 0.0;\r
+ } while (game.state.galaxy[quadx][quady] != 1000); // leave if quadrant supernovas\r
\r
resting = 0;\r
Time = 0;\r
}\r
\r
/* handle initial nova */\r
- frozen.quad[ix][iy] = IHDOT;\r
+ game.quad[ix][iy] = IHDOT;\r
crmena(1, IHSTAR, 2, ix, iy);\r
prout(" novas.");\r
- state.galaxy[quadx][quady] -= 1;\r
- state.starkl++;\r
+ game.state.galaxy[quadx][quady] -= 1;\r
+ game.state.starkl++;\r
\r
/* Set up stack to recursively trigger adjacent stars */\r
bot = top = top2 = 1;\r
ii = hits[mm][1]+nn-2;\r
jj = hits[mm][2]+j-2;\r
if (ii < 1 || ii > 10 || jj < 1 || jj > 10) continue;\r
- iquad = frozen.quad[ii][jj];\r
+ iquad = game.quad[ii][jj];\r
switch (iquad) {\r
// case IHDOT: /* Empty space ends reaction\r
// case IHQUEST:\r
top2++;\r
hits[top2][1]=ii;\r
hits[top2][2]=jj;\r
- state.galaxy[quadx][quady] -= 1;\r
- state.starkl++;\r
+ game.state.galaxy[quadx][quady] -= 1;\r
+ game.state.starkl++;\r
crmena(1, IHSTAR, 2, ii, jj);\r
prout(" novas.");\r
- frozen.quad[ii][jj] = IHDOT;\r
+ game.quad[ii][jj] = IHDOT;\r
break;\r
case IHP: /* Destroy planet */\r
- state.newstuf[quadx][quady] -= 1;\r
- state.nplankl++;\r
+ game.state.newstuf[quadx][quady] -= 1;\r
+ game.state.nplankl++;\r
crmena(1, IHP, 2, ii, jj);\r
prout(" destroyed.");\r
- state.plnets[iplnet] = nulplanet;\r
+ game.state.plnets[iplnet] = nulplanet;\r
iplnet = plnetx = plnety = 0;\r
if (landed == 1) {\r
finish(FPNOVA);\r
return;\r
}\r
- frozen.quad[ii][jj] = IHDOT;\r
+ game.quad[ii][jj] = IHDOT;\r
break;\r
case IHB: /* Destroy base */\r
- state.galaxy[quadx][quady] -= 10;\r
- for (i = 1; i <= state.rembase; i++)\r
- if (state.baseqx[i]==quadx && state.baseqy[i]==quady) break;\r
- state.baseqx[i] = state.baseqx[state.rembase];\r
- state.baseqy[i] = state.baseqy[state.rembase];\r
- state.rembase--;\r
+ game.state.galaxy[quadx][quady] -= 10;\r
+ for (i = 1; i <= game.state.rembase; i++)\r
+ if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady) break;\r
+ game.state.baseqx[i] = game.state.baseqx[game.state.rembase];\r
+ game.state.baseqy[i] = game.state.baseqy[game.state.rembase];\r
+ game.state.rembase--;\r
basex = basey = 0;\r
- state.basekl++;\r
+ game.state.basekl++;\r
newcnd();\r
crmena(1, IHB, 2, ii, jj);\r
prout(" destroyed.");\r
- frozen.quad[ii][jj] = IHDOT;\r
+ game.quad[ii][jj] = IHDOT;\r
break;\r
case IHE: /* Buffet ship */\r
case IHF:\r
shield = 0.0;\r
shldup = 0;\r
prout("***Shields knocked out.");\r
- frozen.damage[DSHIELD] += 0.005*damfac*Rand()*diff;\r
+ game.damage[DSHIELD] += 0.005*damfac*Rand()*diff;\r
}\r
}\r
else energy -= 2000.0;\r
case IHS:\r
case IHR:\r
for (ll = 1; ll <= nenhere; ll++)\r
- if (frozen.kx[ll]==ii && frozen.ky[ll]==jj) break;\r
- frozen.kpower[ll] -= 800.0; /* If firepower is lost, die */\r
- if (frozen.kpower[ll] <= 0.0) {\r
+ if (game.kx[ll]==ii && game.ky[ll]==jj) break;\r
+ game.kpower[ll] -= 800.0; /* If firepower is lost, die */\r
+ if (game.kpower[ll] <= 0.0) {\r
deadkl(ii, jj, iquad, ii, jj);\r
break;\r
}\r
skip(1);\r
break;\r
}\r
- iquad1 = frozen.quad[newcx][newcy];\r
+ iquad1 = game.quad[newcx][newcy];\r
if (iquad1 == IHBLANK) {\r
proutn(", blasted into ");\r
crmena(0, IHBLANK, 2, newcx, newcy);\r
}\r
proutn(", buffeted to");\r
cramlc(2, newcx, newcy);\r
- frozen.quad[ii][jj] = IHDOT;\r
- frozen.quad[newcx][newcy] = iquad;\r
- frozen.kx[ll] = newcx;\r
- frozen.ky[ll] = newcy;\r
- frozen.kavgd[ll] = sqrt(square(sectx-newcx)+square(secty-newcy));\r
- frozen.kdist[ll] = frozen.kavgd[ll];\r
+ game.quad[ii][jj] = IHDOT;\r
+ game.quad[newcx][newcy] = iquad;\r
+ game.kx[ll] = newcx;\r
+ game.ky[ll] = newcy;\r
+ game.kavgd[ll] = sqrt(square(sectx-newcx)+square(secty-newcy));\r
+ game.kdist[ll] = game.kavgd[ll];\r
skip(1);\r
break;\r
}\r
left of universe */\r
for (nqx = 1; nqx<=8; nqx++) {\r
for (nqy = 1; nqy<=8; nqy++) {\r
- stars += state.galaxy[nqx][nqy] % 10;\r
+ stars += game.state.galaxy[nqx][nqy] % 10;\r
}\r
}\r
if (stars == 0) return; /* nothing to supernova exists */\r
num = Rand()*stars + 1;\r
for (nqx = 1; nqx<=8; nqx++) {\r
for (nqy = 1; nqy<=8; nqy++) {\r
- num -= state.galaxy[nqx][nqy] % 10;\r
+ num -= game.state.galaxy[nqx][nqy] % 10;\r
if (num <= 0) break;\r
}\r
if (num <=0) break;\r
\r
if (nqx != quady || nqy != quady || justin != 0) {\r
/* it isn't here, or we just entered (treat as inroute) */\r
- if (frozen.damage[DRADIO] == 0.0 || condit == IHDOCKED) {\r
+ if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {\r
skip(1);\r
proutn("Message from Starfleet Command Stardate ");\r
- cramf(state.date, 0, 1);\r
+ cramf(game.state.date, 0, 1);\r
skip(1);\r
proutn(" Supernova in");\r
cramlc(1, nqx, nqy);\r
else {\r
/* we are in the quadrant! */\r
insipient = 1;\r
- num = Rand()* (state.galaxy[nqx][nqy]%10) + 1;\r
+ num = Rand()* (game.state.galaxy[nqx][nqy]%10) + 1;\r
for (nsx=1; nsx < 10; nsx++) {\r
for (nsy=1; nsy < 10; nsy++) {\r
- if (frozen.quad[nsx][nsy]==IHSTAR) {\r
+ if (game.quad[nsx][nsy]==IHSTAR) {\r
num--;\r
if (num==0) break;\r
}\r
}\r
}\r
/* destroy any Klingons in supernovaed quadrant */\r
- num=state.galaxy[nqx][nqy];\r
+ num=game.state.galaxy[nqx][nqy];\r
kldead = num/100;\r
comdead = iscdead = 0;\r
- if (nqx==state.isx && nqy == state.isy) {\r
+ if (nqx==game.state.isx && nqy == game.state.isy) {\r
/* did in the Supercommander! */\r
- state.nscrem = state.isx = state.isy = isatb = iscate = 0;\r
+ game.state.nscrem = game.state.isx = game.state.isy = isatb = iscate = 0;\r
iscdead = 1;\r
- frozen.future[FSCMOVE] = frozen.future[FSCDBAS] = 1e30;\r
+ game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30;\r
}\r
- state.remkl -= kldead;\r
- if (state.remcom) {\r
- int maxloop = state.remcom, l;\r
+ game.state.remkl -= kldead;\r
+ if (game.state.remcom) {\r
+ int maxloop = game.state.remcom, l;\r
for (l = 1; l <= maxloop; l++) {\r
- if (state.cx[l] == nqx && state.cy[l] == nqy) {\r
- state.cx[l] = state.cx[state.remcom];\r
- state.cy[l] = state.cy[state.remcom];\r
- state.cx[state.remcom] = state.cy[state.remcom] = 0;\r
- state.remcom--;\r
+ if (game.state.cx[l] == nqx && game.state.cy[l] == nqy) {\r
+ game.state.cx[l] = game.state.cx[game.state.remcom];\r
+ game.state.cy[l] = game.state.cy[game.state.remcom];\r
+ game.state.cx[game.state.remcom] = game.state.cy[game.state.remcom] = 0;\r
+ game.state.remcom--;\r
kldead--;\r
comdead++;\r
- if (state.remcom==0) frozen.future[FTBEAM] = 1e30;\r
+ if (game.state.remcom==0) game.future[FTBEAM] = 1e30;\r
break;\r
}\r
}\r
}\r
/* destroy Romulans and planets in supernovaed quadrant */\r
- num = state.newstuf[nqx][nqy];\r
- state.newstuf[nqx][nqy] = 0;\r
+ num = game.state.newstuf[nqx][nqy];\r
+ game.state.newstuf[nqx][nqy] = 0;\r
nrmdead = num/10;\r
- state.nromrem -= nrmdead;\r
+ game.state.nromrem -= nrmdead;\r
npdead = num - nrmdead*10;\r
if (npdead) {\r
int l;\r
for (l = 1; l <= inplan; l++)\r
- if (state.plnets[l].x == nqx && state.plnets[l].y == nqy) {\r
- state.plnets[l] = nulplanet;\r
+ if (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) {\r
+ game.state.plnets[l] = nulplanet;\r
}\r
}\r
/* Destroy any base in supernovaed quadrant */\r
- if (state.rembase) {\r
- int maxloop = state.rembase, l;\r
+ if (game.state.rembase) {\r
+ int maxloop = game.state.rembase, l;\r
for (l = 1; l <= maxloop; l++)\r
- if (state.baseqx[l]==nqx && state.baseqy[l]==nqy) {\r
- state.baseqx[l] = state.baseqx[state.rembase];\r
- state.baseqy[l] = state.baseqy[state.rembase];\r
- state.baseqx[state.rembase] = state.baseqy[state.rembase] = 0;\r
- state.rembase--;\r
+ if (game.state.baseqx[l]==nqx && game.state.baseqy[l]==nqy) {\r
+ game.state.baseqx[l] = game.state.baseqx[game.state.rembase];\r
+ game.state.baseqy[l] = game.state.baseqy[game.state.rembase];\r
+ game.state.baseqx[game.state.rembase] = game.state.baseqy[game.state.rembase] = 0;\r
+ game.state.rembase--;\r
break;\r
}\r
}\r
/* If starship caused supernova, tally up destruction */\r
if (insx) {\r
- num = state.galaxy[nqx][nqy] % 100;\r
- state.starkl += num % 10;\r
- state.basekl += num/10;\r
- state.killk += kldead;\r
- state.killc += comdead;\r
- state.nromkl += nrmdead;\r
- state.nplankl += npdead;\r
- state.nsckill += iscdead;\r
+ num = game.state.galaxy[nqx][nqy] % 100;\r
+ game.state.starkl += num % 10;\r
+ game.state.basekl += num/10;\r
+ game.state.killk += kldead;\r
+ game.state.killc += comdead;\r
+ game.state.nromkl += nrmdead;\r
+ game.state.nplankl += npdead;\r
+ game.state.nsckill += iscdead;\r
}\r
/* mark supernova in galaxy and in star chart */\r
if ((quadx == nqx && quady == nqy) ||\r
- frozen.damage[DRADIO] == 0 ||\r
+ game.damage[DRADIO] == 0 ||\r
condit == IHDOCKED)\r
- frozen.starch[nqx][nqy] = 1;\r
- state.galaxy[nqx][nqy] = 1000;\r
+ game.starch[nqx][nqy] = 1;\r
+ game.state.galaxy[nqx][nqy] = 1000;\r
/* If supernova destroys last klingons give special message */\r
- if (state.remkl==0 && (nqx != quadx || nqy != quady)) {\r
+ if (game.state.remkl==0 && (nqx != quadx || nqy != quady)) {\r
skip(2);\r
if (insx == 0) prout("Lucky you!");\r
proutn("A supernova in");\r
void dstrct() {\r
/* Finish with a BANG! */\r
chew();\r
- if (frozen.damage[DCOMPTR] != 0.0) {\r
+ if (game.damage[DCOMPTR] != 0.0) {\r
prout("Computer damaged; cannot execute destruct sequence.");\r
return;\r
}\r
prout("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED");\r
scan();\r
chew();\r
- if (strcmp(frozen.passwd, citem) != 0) {\r
+ if (strcmp(game.passwd, citem) != 0) {\r
prouts("PASSWORD-REJECTED;"); skip(1);\r
prout("CONTINUITY-EFFECTED");\r
skip(1);\r
double whammo = 25.0 * energy;\r
int l=1;\r
while (l <= nenhere) {\r
- if (frozen.kpower[l]*frozen.kdist[l] <= whammo) \r
- deadkl(frozen.kx[l],frozen.ky[l], frozen.quad[frozen.kx[l]][frozen.ky[l]], frozen.kx[l], frozen.ky[l]);\r
+ if (game.kpower[l]*game.kdist[l] <= whammo) \r
+ deadkl(game.kx[l],game.ky[l], game.quad[game.kx[l]][game.ky[l]], game.kx[l], game.ky[l]);\r
l++;\r
}\r
}\r
int igotit = 0;\r
alldone = 1;\r
skip(3);\r
- printf("It is stardate %.1f .\n\n", state.date);\r
+ printf("It is stardate %.1f .\n\n", game.state.date);\r
switch (ifin) {\r
case FWON: // Game has been won\r
- if (state.nromrem != 0)\r
+ if (game.state.nromrem != 0)\r
printf("The remaining %d Romulans surrender to Starfleet Command.\n",\r
- state.nromrem);\r
+ game.state.nromrem);\r
\r
prout("You have smashed the Klingon invasion fleet and saved");\r
prout("the Federation.");\r
gamewon=1;\r
if (alive) {\r
double badpt;\r
- badpt = 5.*state.starkl + casual + 10.*state.nplankl +\r
- 45.*nhelp+100.*state.basekl;\r
+ badpt = 5.*game.state.starkl + casual + 10.*game.state.nplankl +\r
+ 45.*nhelp+100.*game.state.basekl;\r
if (ship == IHF) badpt += 100.0;\r
else if (ship == 0) badpt += 200.0;\r
if (badpt < 100.0) badpt = 0.0; // Close enough!\r
- if (state.date-indate < 5.0 ||\r
+ if (game.state.date-indate < 5.0 ||\r
// killsPerDate >= RateMax\r
- (state.killk+state.killc+state.nsckill)/(state.date-indate) >=\r
+ (game.state.killk+game.state.killc+game.state.nsckill)/(game.state.date-indate) >=\r
0.1*skill*(skill+1.0) + 0.1 + 0.008*badpt) {\r
skip(1);\r
prout("In fact, you have done so well that Starfleet Command");\r
prout("promotes you to Commodore Emeritus.");\r
skip(1);\r
prout("Now that you think you're really good, try playing");\r
- prout("the \"Emeritus\" frozen. It will splatter your ego.");\r
+ prout("the \"Emeritus\" game. It will splatter your ego.");\r
break;\r
case 5:\r
skip(1);\r
prout("conquered. Your starship is now Klingon property,");\r
prout("and you are put on trial as a war criminal. On the");\r
proutn("basis of your record, you are ");\r
- if (state.remkl*3.0 > inkling) {\r
+ if (game.state.remkl*3.0 > inkling) {\r
prout("aquitted.");\r
skip(1);\r
prout("LIVE LONG AND PROSPER.");\r
if (ship==IHF) ship= 0;\r
else if (ship == IHE) ship = IHF;\r
alive = 0;\r
- if (state.remkl != 0) {\r
- double goodies = state.remres/inresor;\r
- double baddies = (state.remkl + 2.0*state.remcom)/(inkling+2.0*incom);\r
+ if (game.state.remkl != 0) {\r
+ double goodies = game.state.remres/inresor;\r
+ double baddies = (game.state.remkl + 2.0*game.state.remcom)/(inkling+2.0*incom);\r
if (goodies/baddies >= 1.0+0.5*Rand()) {\r
prout("As a result of your actions, a treaty with the Klingon");\r
prout("Empire has been signed. The terms of the treaty are");\r
}\r
\r
void score(void) {\r
- double timused = state.date - indate;\r
+ double timused = game.state.date - indate;\r
int ithperd, iwon, klship;\r
\r
pause(0);\r
\r
iskill = skill;\r
- if ((timused == 0 || state.remkl != 0) && timused < 5.0) timused = 5.0;\r
- perdate = (state.killc + state.killk + state.nsckill)/timused;\r
+ if ((timused == 0 || game.state.remkl != 0) && timused < 5.0) timused = 5.0;\r
+ perdate = (game.state.killc + game.state.killk + game.state.nsckill)/timused;\r
ithperd = 500*perdate + 0.5;\r
iwon = 0;\r
if (gamewon) iwon = 100*skill;\r
if (ship == IHE) klship = 0;\r
else if (ship == IHF) klship = 1;\r
else klship = 2;\r
- if (gamewon == 0) state.nromrem = 0; // None captured if no win\r
- iscore = 10*state.killk + 50*state.killc + ithperd + iwon\r
- - 100*state.basekl - 100*klship - 45*nhelp -5*state.starkl - casual\r
- + 20*state.nromkl + 200*state.nsckill - 10*state.nplankl + state.nromrem;\r
+ if (gamewon == 0) game.state.nromrem = 0; // None captured if no win\r
+ iscore = 10*game.state.killk + 50*game.state.killc + ithperd + iwon\r
+ - 100*game.state.basekl - 100*klship - 45*nhelp -5*game.state.starkl - casual\r
+ + 20*game.state.nromkl + 200*game.state.nsckill - 10*game.state.nplankl + game.state.nromrem;\r
if (alive == 0) iscore -= 200;\r
skip(2);\r
prout("Your score --");\r
- if (state.nromkl)\r
+ if (game.state.nromkl)\r
printf("%6d Romulans destroyed %5d\n",\r
- state.nromkl,20*state.nromkl);\r
- if (state.nromrem)\r
+ game.state.nromkl,20*game.state.nromkl);\r
+ if (game.state.nromrem)\r
printf("%6d Romulans captured %5d\n",\r
- state.nromrem, state.nromrem);\r
- if (state.killk)\r
+ game.state.nromrem, game.state.nromrem);\r
+ if (game.state.killk)\r
printf("%6d ordinary Klingons destroyed %5d\n",\r
- state.killk, 10*state.killk);\r
- if (state.killc)\r
+ game.state.killk, 10*game.state.killk);\r
+ if (game.state.killc)\r
printf("%6d Klingon commanders destroyed %5d\n",\r
- state.killc, 50*state.killc);\r
- if (state.nsckill)\r
+ game.state.killc, 50*game.state.killc);\r
+ if (game.state.nsckill)\r
printf("%6d Super-Commander destroyed %5d\n",\r
- state.nsckill, 200*state.nsckill);\r
+ game.state.nsckill, 200*game.state.nsckill);\r
if (ithperd)\r
printf("%6.2f Klingons per stardate %5d\n",\r
perdate, ithperd);\r
- if (state.starkl)\r
+ if (game.state.starkl)\r
printf("%6d stars destroyed by your action %5d\n",\r
- state.starkl, -5*state.starkl);\r
- if (state.nplankl)\r
+ game.state.starkl, -5*game.state.starkl);\r
+ if (game.state.nplankl)\r
printf("%6d planets destroyed by your action %5d\n",\r
- state.nplankl, -10*state.nplankl);\r
- if (state.basekl)\r
+ game.state.nplankl, -10*game.state.nplankl);\r
+ if (game.state.basekl)\r
printf("%6d bases destroyed by your action %5d\n",\r
- state.basekl, -100*state.basekl);\r
+ game.state.basekl, -100*game.state.basekl);\r
if (nhelp)\r
printf("%6d calls for help from starbase %5d\n",\r
nhelp, -45*nhelp);\r
deltax /= bigger;\r
\r
/* If tractor beam is to occur, don't move full distance */\r
- if (state.date+Time >= frozen.future[FTBEAM]) {\r
+ if (game.state.date+Time >= game.future[FTBEAM]) {\r
trbeam = 1;\r
condit = IHRED;\r
- dist = dist*(frozen.future[FTBEAM]-state.date)/Time + 0.1;\r
- Time = frozen.future[FTBEAM] - state.date + 1e-5;\r
+ dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;\r
+ Time = game.future[FTBEAM] - game.state.date + 1e-5;\r
}\r
/* Move within the quadrant */\r
- frozen.quad[sectx][secty] = IHDOT;\r
+ game.quad[sectx][secty] = IHDOT;\r
x = sectx;\r
y = secty;\r
n = 10.0*dist*bigger+0.5;\r
if (nenhere != 0 && iattak != 2) {\r
newcnd();\r
for (l = 1; l <= nenhere; l++) {\r
- finald = sqrt((ix-frozen.kx[l])*(double)(ix-frozen.kx[l]) +\r
- (iy-frozen.ky[l])*(double)(iy-frozen.ky[l]));\r
- frozen.kavgd[l] = 0.5 * (finald+frozen.kdist[l]);\r
+ finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +\r
+ (iy-game.ky[l])*(double)(iy-game.ky[l]));\r
+ game.kavgd[l] = 0.5 * (finald+game.kdist[l]);\r
}\r
- if (state.galaxy[quadx][quady] != 1000) attack(0);\r
+ if (game.state.galaxy[quadx][quady] != 1000) attack(0);\r
if (alldone) return;\r
}\r
/* compute final position -- new quadrant and sector */\r
proutn("\nEntering");\r
cramlc(1, quadx, quady);\r
skip(1);\r
- frozen.quad[sectx][secty] = ship;\r
+ game.quad[sectx][secty] = ship;\r
newqad(0);\r
return;\r
}\r
- iquad = frozen.quad[ix][iy];\r
+ iquad = game.quad[ix][iy];\r
if (iquad != IHDOT) {\r
/* object encountered in flight path */\r
stopegy = 50.0*dist/Time;\r
finaly = secty;\r
label100:\r
/* No quadrant change -- compute new avg enemy distances */\r
- frozen.quad[sectx][secty] = ship;\r
+ game.quad[sectx][secty] = ship;\r
if (nenhere) {\r
for (l = 1; l <= nenhere; l++) {\r
- finald = sqrt((ix-frozen.kx[l])*(double)(ix-frozen.kx[l]) +\r
- (iy-frozen.ky[l])*(double)(iy-frozen.ky[l]));\r
- frozen.kavgd[l] = 0.5 * (finald+frozen.kdist[l]);\r
- frozen.kdist[l] = finald;\r
+ finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +\r
+ (iy-game.ky[l])*(double)(iy-game.ky[l]));\r
+ game.kavgd[l] = 0.5 * (finald+game.kdist[l]);\r
+ game.kdist[l] = finald;\r
}\r
sortkl();\r
- if (state.galaxy[quadx][quady] != 1000 && iattak == 0)\r
+ if (game.state.galaxy[quadx][quady] != 1000 && iattak == 0)\r
attack(0);\r
- for (l = 1 ; l <= nenhere; l++) frozen.kavgd[l] = frozen.kdist[l];\r
+ for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l];\r
}\r
newcnd();\r
iattak = 0;\r
torps = intorps;\r
lsupres = inlsr;\r
if (stdamtim != 1e30 &&\r
- (frozen.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) {\r
+ (game.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) {\r
/* get attack report from base */\r
prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");\r
attakreport();\r
return;\r
}\r
while (automatic == -1) {\r
- if (frozen.damage[DCOMPTR]) {\r
+ if (game.damage[DCOMPTR]) {\r
if (isprobe)\r
prout("Computer damaged; manual navigation only");\r
else\r
double power;\r
\r
ididit = 0;\r
- if (frozen.damage[DIMPULS]) {\r
+ if (game.damage[DIMPULS]) {\r
chew();\r
skip(1);\r
prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");\r
}\r
/* Make sure enough time is left for the trip */\r
Time = dist/0.095;\r
- if (Time >= state.remtime) {\r
+ if (Time >= game.state.remtime) {\r
prout("First Officer Spock- \"Captain, our speed under impulse");\r
prout("power is only 0.95 sectors per stardate. Are you sure");\r
prout("we dare spend the time?\"");\r
\r
if (i!=2) { /* Not WARPX entry */\r
ididit = 0;\r
- if (frozen.damage[DWARPEN] > 10.0) {\r
+ if (game.damage[DWARPEN] > 10.0) {\r
chew();\r
skip(1);\r
prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");\r
return;\r
}\r
- if (frozen.damage[DWARPEN] > 0.0 && warpfac > 4.0) {\r
+ if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {\r
chew();\r
skip(1);\r
prout("Engineer Scott- \"Sorry, Captain. Until this damage");\r
\r
/* Make sure enough time is left for the trip */\r
Time = 10.0*dist/wfacsq;\r
- if (Time >= 0.8*state.remtime) {\r
+ if (Time >= 0.8*game.state.remtime) {\r
skip(1);\r
prout("First Officer Spock- \"Captain, I compute that such");\r
proutn(" a trip would require approximately ");\r
- cramf(100.0*Time/state.remtime, 0, 2);\r
+ cramf(100.0*Time/game.state.remtime, 0, 2);\r
prout(" percent of our");\r
prout(" remaining time. Are you sure this is wise?\"");\r
if (ja() == 0) { ididit = 0; return;}\r
y += deltay;\r
iy = y +0.5;\r
if (iy < 1 || iy > 10) break;\r
- if (frozen.quad[ix][iy] != IHDOT) {\r
+ if (game.quad[ix][iy] != IHDOT) {\r
blooey = 0;\r
twarp = 0;\r
}\r
Time = 10.0*dist/wfacsq;\r
if (twarp) timwrp();\r
if (blooey) {\r
- frozen.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);\r
+ game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);\r
skip(1);\r
prout("Engineering to bridge--");\r
prout(" Scott here. The warp engines are damaged.");\r
huh();\r
return;\r
}\r
- if (frozen.damage[DWARPEN] > 10.0) {\r
+ if (game.damage[DWARPEN] > 10.0) {\r
prout("Warp engines inoperative.");\r
return;\r
}\r
- if (frozen.damage[DWARPEN] > 0.0 && aaitem > 4.0) {\r
+ if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) {\r
prout("Engineer Scott- \"I'm doing my best, Captain,\n"\r
" but right now we can only go warp 4.\"");\r
return;\r
chew();\r
/* is captain on planet? */\r
if (landed==1) {\r
- if (frozen.damage[DTRANSP]) {\r
+ if (game.damage[DTRANSP]) {\r
finish(FPNOVA);\r
return;\r
}\r
crmshp();\r
skip(1);\r
prout("safely out of quadrant.");\r
- frozen.starch[quadx][quady] = frozen.damage[DRADIO] > 0.0 ? state.galaxy[quadx][quady]+1000:1;\r
+ game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+1000:1;\r
\r
/* Try to use warp engines */\r
- if (frozen.damage[DWARPEN]) {\r
+ if (game.damage[DWARPEN]) {\r
skip(1);\r
prout("Warp engines damaged.");\r
finish(FSNOVAED);\r
return;\r
}\r
/* Repeat if another snova */\r
- } while (state.galaxy[quadx][quady] == 1000);\r
- if (state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */\r
+ } while (game.state.galaxy[quadx][quady] == 1000);\r
+ if (game.state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */\r
}\r
\r
void timwrp() {\r
int l, ll, gotit;\r
prout("***TIME WARP ENTERED.");\r
- if (state.snap && Rand() < 0.5) {\r
+ if (game.state.snap && Rand() < 0.5) {\r
/* Go back in time */\r
proutn("You are traveling backwards in time ");\r
- cramf(state.date-snapsht.date, 0, 2);\r
+ cramf(game.state.date-game.snapsht.date, 0, 2);\r
prout(" stardates.");\r
- state = snapsht;\r
- state.snap = 0;\r
- if (state.remcom) {\r
- frozen.future[FTBEAM] = state.date + expran(intime/state.remcom);\r
- frozen.future[FBATTAK] = state.date + expran(0.3*intime);\r
- }\r
- frozen.future[FSNOVA] = state.date + expran(0.5*intime);\r
- frozen.future[FSNAP] = state.date +expran(0.25*state.remtime); /* next snapshot will\r
+ game.state = game.snapsht;\r
+ game.state.snap = 0;\r
+ if (game.state.remcom) {\r
+ game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);\r
+ game.future[FBATTAK] = game.state.date + expran(0.3*intime);\r
+ }\r
+ game.future[FSNOVA] = game.state.date + expran(0.5*intime);\r
+ game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will\r
be sooner */\r
- if (state.nscrem) frozen.future[FSCMOVE] = 0.2777;\r
+ if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;\r
isatb = 0;\r
- frozen.future[FCDBAS] = frozen.future[FSCDBAS] = 1e30;\r
+ game.future[FCDBAS] = game.future[FSCDBAS] = 1e30;\r
batx = baty = 0;\r
\r
/* Make sure Galileo is consistant -- Snapshot may have been taken\r
when on planet, which would give us two Galileos! */\r
gotit = 0;\r
for (l = 1; l <= inplan; l++) {\r
- if (state.plnets[l].known == 2) {\r
+ if (game.state.plnets[l].known == 2) {\r
gotit = 1;\r
if (iscraft==1 && ship==IHE) {\r
prout("Checkov- \"Security reports the Galileo has disappeared, Sir!");\r
}\r
/* Likewise, if in the original time the Galileo was abandoned, but\r
was on ship earlier, it would have vanished -- lets restore it */\r
- if (iscraft==0 && gotit==0 && frozen.damage[DSHUTTL] >= 0.0) {\r
+ if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {\r
prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\"");\r
iscraft = 1;\r
}\r
\r
/* Revert star chart to earlier era, if it was known then*/\r
- if (frozen.damage[DRADIO]==0.0 || stdamtim > state.date) {\r
+ if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) {\r
for (l = 1; l <= 8; l++)\r
for (ll = 1; ll <= 8; ll++)\r
- if (frozen.starch[l][ll] > 1)\r
- frozen.starch[l][ll]=frozen.damage[DRADIO]>0.0 ? state.galaxy[l][ll]+1000 :1;\r
+ if (game.starch[l][ll] > 1)\r
+ game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+1000 :1;\r
prout("Spock has reconstructed a correct star chart from memory");\r
- if (frozen.damage[DRADIO] > 0.0) stdamtim = state.date;\r
+ if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date;\r
}\r
}\r
else {\r
cramf(Time, 1, 2);\r
prout(" stardates.");\r
/* cheat to make sure no tractor beams occur during time warp */\r
- frozen.future[FTBEAM] += Time;\r
- frozen.damage[DRADIO] += Time;\r
+ game.future[FTBEAM] += Time;\r
+ game.damage[DRADIO] += Time;\r
}\r
newqad(0);\r
}\r
prout("Ye Faerie Queene has no deep space probes.");\r
return;\r
}\r
- if (frozen.damage[DDSP] != 0.0) {\r
+ if (game.damage[DDSP] != 0.0) {\r
chew();\r
skip(1);\r
prout("Engineer Scott- \"The probe launcher is damaged, Sir.\"");\r
return;\r
}\r
- if (frozen.future[FDSPROB] != 1e30) {\r
+ if (game.future[FDSPROB] != 1e30) {\r
chew();\r
skip(1);\r
- if (frozen.damage[DRADIO] != 0 && condit != IHDOCKED) {\r
+ if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {\r
prout("Spock- \"Records show the previous probe has not yet");\r
prout(" reached its destination.\"");\r
}\r
probey = quady*10 + secty - 1;\r
probecx = quadx;\r
probecy = quady;\r
- frozen.future[FDSPROB] = state.date + 0.01; // Time to move one sector\r
+ game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector\r
prout("Ensign Chekov- \"The deep space probe is launched, Captain.\"");\r
return;\r
}\r
prout("Lt. Uhura- \"But Captain, we're already docked.\"");\r
return;\r
}\r
- if (frozen.damage[DRADIO] != 0) {\r
+ if (game.damage[DRADIO] != 0) {\r
prout("Subspace radio damaged.");\r
return;\r
}\r
- if (state.rembase==0) {\r
+ if (game.state.rembase==0) {\r
prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"");\r
return;\r
}\r
}\r
else {\r
ddist = 1e30;\r
- for (l = 1; l <= state.rembase; l++) {\r
- xdist=10.0*sqrt(square(state.baseqx[l]-quadx)+square(state.baseqy[l]-quady));\r
+ for (l = 1; l <= game.state.rembase; l++) {\r
+ xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));\r
if (xdist < ddist) {\r
ddist = xdist;\r
line = l;\r
}\r
}\r
/* Since starbase not in quadrant, set up new quadrant */\r
- quadx = state.baseqx[line];\r
- quady = state.baseqy[line];\r
+ quadx = game.state.baseqx[line];\r
+ quady = game.state.baseqy[line];\r
newqad(1);\r
}\r
/* dematerialize starship */\r
- frozen.quad[sectx][secty]=IHDOT;\r
+ game.quad[sectx][secty]=IHDOT;\r
proutn("Starbase in");\r
cramlc(1, quadx, quady);\r
proutn(" responds--");\r
for (l = 1; l <= 5; l++) {\r
ix = basex+3.0*Rand()-1;\r
iy = basey+3.0*Rand()-1;\r
- if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && frozen.quad[ix][iy]==IHDOT) {\r
+ if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && game.quad[ix][iy]==IHDOT) {\r
/* found one -- finish up */\r
prout("succeeds.");\r
sectx=ix;\r
secty=iy;\r
- frozen.quad[ix][iy]=ship;\r
+ game.quad[ix][iy]=ship;\r
dock();\r
skip(1);\r
prout("Lt. Uhura- \"Captain, we made it!\"");\r
struct termio oldstate, newstate;\r
ioctl(0,TCGETA,&oldstate);\r
newstate = oldstate;\r
- newstate.c_iflag = 0;\r
- newstate.c_lflag = 0;\r
+ newgame.state.c_iflag = 0;\r
+ newgame.state.c_lflag = 0;\r
ioctl(0,TCSETA,&newstate);\r
read(0, &chbuf, 1);\r
ioctl(0,TCSETA,&oldstate);\r
ididit = 1;\r
#if 0\r
/* Don't wory about this */\r
- if (future[FTBEAM] <= state.date+Time && state.remcom != 0 && condit != IHDOCKED) {\r
+ if (future[FTBEAM] <= game.state.date+Time && game.state.remcom != 0 && condit != IHDOCKED) {\r
/* We are about to be tractor beamed -- operation fails */\r
return 1;\r
}\r
events(); /* Used to avoid if future[FSCMOVE] within time */\r
// future[FSNOVA] = asave;\r
/*fails if game over, quadrant super-novas or we've moved to new quadrant*/\r
- if (alldone || state.galaxy[quadx][quady] == 1000 || justin != 0) return 1;\r
+ if (alldone || game.state.galaxy[quadx][quady] == 1000 || justin != 0) return 1;\r
return 0;\r
}\r
\r
prout("Spock- \"Planet report follows, Captain.\"");\r
skip(1);\r
for (i = 1; i <= inplan; i++) {\r
- if (state.plnets[i].known\r
+ if (game.state.plnets[i].known\r
#ifdef DEBUG\r
- || ( idebug && state.plnets[i].x !=0)\r
+ || ( idebug && game.state.plnets[i].x !=0)\r
#endif\r
) {\r
iknow = 1;\r
#ifdef DEBUG\r
- if (idebug && state.plnets[i].known==0) proutn("(Unknown) ");\r
+ if (idebug && game.state.plnets[i].known==0) proutn("(Unknown) ");\r
#endif\r
- cramlc(1, state.plnets[i].x, state.plnets[i].y);\r
+ cramlc(1, game.state.plnets[i].x, game.state.plnets[i].y);\r
proutn(" class ");\r
- proutn(classes[state.plnets[i].pclass]);\r
+ proutn(classes[game.state.plnets[i].pclass]);\r
proutn(" ");\r
- if (state.plnets[i].crystals == 0) proutn("no ");\r
+ if (game.state.plnets[i].crystals == 0) proutn("no ");\r
prout("dilithium crystals present.");\r
- if (state.plnets[i].known==2) \r
+ if (game.state.plnets[i].known==2) \r
prout(" Shuttle Craft Galileo on surface.");\r
}\r
}\r
prout("Already in standard orbit.");\r
return;\r
}\r
- if (frozen.damage[DWARPEN] != 0 && frozen.damage[DIMPULS] != 0) {\r
+ if (game.damage[DWARPEN] != 0 && game.damage[DIMPULS] != 0) {\r
prout("Both warp and impulse engines damaged.");\r
return;\r
}\r
void sensor(void) {\r
skip(1);\r
chew();\r
- if (frozen.damage[DSRSENS] != 0.0) {\r
+ if (game.damage[DSRSENS] != 0.0) {\r
prout("Short range sensors damaged.");\r
return;\r
}\r
proutn(" Planet at");\r
cramlc(2, plnetx, plnety);\r
proutn(" is of class ");\r
- proutn(classes[state.plnets[iplnet].pclass]);\r
+ proutn(classes[game.state.plnets[iplnet].pclass]);\r
prout(".");\r
- if (state.plnets[iplnet].known==2) \r
+ if (game.state.plnets[iplnet].known==2) \r
prout(" Sensors show Galileo still on surface.");\r
proutn(" Readings indicate");\r
- if (state.plnets[iplnet].crystals == 0) proutn(" no");\r
+ if (game.state.plnets[iplnet].crystals == 0) proutn(" no");\r
prout(" dilithium crystals present.\"");\r
- if (state.plnets[iplnet].known == 0) state.plnets[iplnet].known = 1;\r
+ if (game.state.plnets[iplnet].known == 0) game.state.plnets[iplnet].known = 1;\r
return;\r
}\r
\r
void beam(void) {\r
chew();\r
skip(1);\r
- if (frozen.damage[DTRANSP] != 0) {\r
+ if (game.damage[DTRANSP] != 0) {\r
prout("Transporter damaged.");\r
- if (frozen.damage[DSHUTTL]==0 && (state.plnets[iplnet].known==2 || iscraft == 1)) {\r
+ if (game.damage[DSHUTTL]==0 && (game.state.plnets[iplnet].known==2 || iscraft == 1)) {\r
skip(1);\r
prout("Spock- \"May I suggest the shuttle craft, Sir?\" ");\r
if (ja() != 0) shuttle();\r
prout("Impossible to transport through shields.");\r
return;\r
}\r
- if (state.plnets[iplnet].known==0) {\r
+ if (game.state.plnets[iplnet].known==0) {\r
prout("Spock- \"Captain, we have no information on this planet");\r
prout(" and Starfleet Regulations clearly state that in this situation");\r
prout(" you may not go down.\"");\r
}\r
if (landed==1) {\r
/* Coming from planet */\r
- if (state.plnets[iplnet].known==2) {\r
+ if (game.state.plnets[iplnet].known==2) {\r
proutn("Spock- \"Wouldn't you rather take the Galileo?\" ");\r
if (ja() != 0) {\r
chew();\r
}\r
else {\r
/* Going to planet */\r
- if (state.plnets[iplnet].crystals==0) {\r
+ if (game.state.plnets[iplnet].crystals==0) {\r
prout("Spock- \"Captain, I fail to see the logic in");\r
prout(" exploring a planet with no dilithium crystals.");\r
proutn(" Are you sure this is wise?\" ");\r
skip(2);\r
prout("Transport complete.");\r
landed = -landed;\r
- if (landed==1 && state.plnets[iplnet].known==2) {\r
+ if (landed==1 && game.state.plnets[iplnet].known==2) {\r
prout("The shuttle craft Galileo is here!");\r
}\r
if (landed!=1 && imine==1) {\r
prout("Mining party not on planet.");\r
return;\r
}\r
- if (state.plnets[iplnet].crystals == 0) {\r
+ if (game.state.plnets[iplnet].crystals == 0) {\r
prout("No dilithium crystals on this planet.");\r
return;\r
}\r
prout("there's no reason to mine more at this time.");\r
return;\r
}\r
- Time = (0.1+0.2*Rand())*state.plnets[iplnet].pclass;\r
+ Time = (0.1+0.2*Rand())*game.state.plnets[iplnet].pclass;\r
if (consumeTime()) return;\r
prout("Mining operation complete.");\r
imine = 1;\r
chew();\r
skip(1);\r
ididit = 0;\r
- if(frozen.damage[DSHUTTL] != 0.0) {\r
- if (frozen.damage[DSHUTTL] == -1.0) {\r
- if (inorbit && state.plnets[iplnet].known == 2)\r
+ if(game.damage[DSHUTTL] != 0.0) {\r
+ if (game.damage[DSHUTTL] == -1.0) {\r
+ if (inorbit && game.state.plnets[iplnet].known == 2)\r
prout("Ye Faerie Queene has no shuttle craft bay to dock it at.");\r
else\r
prout("Ye Faerie Queene had no shuttle craft.");\r
}\r
- else if (frozen.damage[DSHUTTL] > 0)\r
+ else if (game.damage[DSHUTTL] > 0)\r
prout("The Galileo is damaged.");\r
else prout("Shuttle craft is now serving Big Macs.");\r
return;\r
prout(" not in standard orbit.");\r
return;\r
}\r
- if ((state.plnets[iplnet].known != 2) && iscraft != 1) {\r
+ if ((game.state.plnets[iplnet].known != 2) && iscraft != 1) {\r
prout("Shuttle craft not currently available.");\r
return;\r
}\r
- if (landed==-1 && state.plnets[iplnet].known==2) {\r
+ if (landed==-1 && game.state.plnets[iplnet].known==2) {\r
prout("You will have to beam down to retrieve the shuttle craft.");\r
return;\r
}\r
prout("Shuttle craft cannot pass through shields.");\r
return;\r
}\r
- if (state.plnets[iplnet].known==0) {\r
+ if (game.state.plnets[iplnet].known==0) {\r
prout("Spock- \"Captain, we have no information on this planet");\r
prout(" and Starfleet Regulations clearly state that in this situation");\r
prout(" you may not fly down.\"");\r
return;\r
}\r
Time = 3.0e-5*height;\r
- if (Time >= 0.8*state.remtime) {\r
+ if (Time >= 0.8*game.state.remtime) {\r
prout("First Officer Spock- \"Captain, I compute that such");\r
prout(" a maneuver would require approximately ");\r
- cramf(100*Time/state.remtime,0,4);\r
+ cramf(100*Time/game.state.remtime,0,4);\r
prout("% of our");\r
prout("remaining time.");\r
prout("Are you sure this is wise?\" ");\r
/* Kirk on planet */\r
if (iscraft==1) {\r
/* Galileo on ship! */\r
- if (frozen.damage[DTRANSP]==0) {\r
+ if (game.damage[DTRANSP]==0) {\r
proutn("Spock- \"Would you rather use the transporter?\" ");\r
if (ja() != 0) {\r
beam();\r
iscraft = 0;\r
skip(1);\r
if (consumeTime()) return;\r
- state.plnets[iplnet].known=2;\r
+ game.state.plnets[iplnet].known=2;\r
prout("Trip complete.");\r
return;\r
}\r
prout("shuttle craft for the trip back to the Enterprise.");\r
skip(1);\r
prout("The short hop begins . . .");\r
- state.plnets[iplnet].known=1;\r
+ game.state.plnets[iplnet].known=1;\r
icraft = 1;\r
skip(1);\r
landed = -1;\r
icraft = 1;\r
iscraft = 0;\r
if (consumeTime()) return;\r
- state.plnets[iplnet].known = 2;\r
+ game.state.plnets[iplnet].known = 2;\r
landed = 1;\r
icraft = 0;\r
prout("Trip complete");\r
prout("Sulu- \"But Sir, there are no enemies in this quadrant.\"");\r
return;\r
}\r
- if (frozen.damage[DDRAY] > 0.0) {\r
+ if (game.damage[DDRAY] > 0.0) {\r
prout("Death Ray is damaged.");\r
return;\r
}\r
prouts("Sulu- \"Captain! It's working!\"");\r
skip(2);\r
while (nenhere > 0)\r
- deadkl(frozen.kx[1],frozen.ky[1],frozen.quad[frozen.kx[1]][frozen.ky[1]],frozen.kx[1],frozen.ky[1]);\r
+ deadkl(game.kx[1],game.ky[1],game.quad[game.kx[1]][game.ky[1]],game.kx[1],game.ky[1]);\r
prout("Ensign Chekov- \"Congratulations, Captain!\"");\r
- if (state.remkl == 0) finish(FWON);\r
+ if (game.state.remkl == 0) finish(FWON);\r
prout("Spock- \"Captain, I believe the `Experimental Death Ray'");\r
if (Rand() <= 0.05) {\r
prout(" is still operational.\"");\r
}\r
else {\r
prout(" has been rendered disfunctional.\"");\r
- frozen.damage[DDRAY] = 39.95;\r
+ game.damage[DDRAY] = 39.95;\r
}\r
return;\r
}\r
prout(" Mr. Sulu.");\r
for (i=1; i<=10; i++)\r
for (j=1; j<=10; j++)\r
- if (frozen.quad[i][j] == IHDOT) frozen.quad[i][j] = IHQUEST;\r
+ if (game.quad[i][j] == IHDOT) game.quad[i][j] = IHQUEST;\r
prout(" Captain, our quadrant is now infested with");\r
prouts(" - - - - - - *THINGS*.");\r
skip(1);\r
#include <string.h>\r
\r
void attakreport(void) {\r
- if (frozen.future[FCDBAS] < 1e30) {\r
+ if (game.future[FCDBAS] < 1e30) {\r
proutn("Starbase in ");\r
cramlc(1, batx, baty);\r
prout(" is currently under attack.");\r
proutn("It can hold out until Stardate ");\r
- cramf(frozen.future[FCDBAS], 0,1);\r
+ cramf(game.future[FCDBAS], 0,1);\r
prout(".");\r
}\r
if (isatb == 1) {\r
proutn("Starbase in ");\r
- cramlc(1, state.isx, state.isy);\r
+ cramlc(1, game.state.isx, game.state.isy);\r
prout(" is under Super-commander attack.");\r
proutn("It can hold out until Stardate ");\r
- cramf(frozen.future[FSCDBAS], 0, 1);\r
+ cramf(game.future[FSCDBAS], 0, 1);\r
prout(".");\r
}\r
}\r
case 5: s3="emeritus"; break;\r
default: s3="skilled"; break;\r
}\r
- printf("\nYou %s playing a %s%s %s frozen.\n",\r
+ printf("\nYou %s playing a %s%s %s game.\n",\r
alldone? "were": "are now", s1, s2, s3);\r
if (skill>3 && thawed && !alldone) prout("No plaque is allowed.");\r
if (tourn) printf("This is tournament game %d.\n", tourn);\r
- if (f) printf("Your secret password is \"%s\"\n",frozen.passwd);\r
+ if (f) printf("Your secret password is \"%s\"\n",game.passwd);\r
printf("%d of %d Klingons have been killed",\r
- state.killk+state.killc+state.nsckill, inkling);\r
- if (state.killc) printf(", including %d Commander%s.\n", state.killc, state.killc==1?"":"s");\r
- else if (state.killk+state.nsckill > 0) prout(", but no Commanders.");\r
+ game.state.killk+game.state.killc+game.state.nsckill, inkling);\r
+ if (game.state.killc) printf(", including %d Commander%s.\n", game.state.killc, game.state.killc==1?"":"s");\r
+ else if (game.state.killk+game.state.nsckill > 0) prout(", but no Commanders.");\r
else prout(".");\r
if (skill > 2) printf("The Super Commander has %sbeen destroyed.\n",\r
- state.nscrem?"not ":"");\r
- if (state.rembase != inbase) {\r
+ game.state.nscrem?"not ":"");\r
+ if (game.state.rembase != inbase) {\r
proutn("There ");\r
- if (inbase-state.rembase==1) proutn("has been 1 base");\r
+ if (inbase-game.state.rembase==1) proutn("has been 1 base");\r
else {\r
proutn("have been ");\r
- crami(inbase-state.rembase, 1);\r
+ crami(inbase-game.state.rembase, 1);\r
proutn(" bases");\r
}\r
proutn(" destroyed, ");\r
- crami(state.rembase, 1);\r
+ crami(game.state.rembase, 1);\r
prout(" remaining.");\r
}\r
else printf("There are %d bases.\n", inbase);\r
- if (frozen.damage[DRADIO] == 0.0 || condit == IHDOCKED || iseenit) {\r
+ if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED || iseenit) {\r
/* Don't report this if not seen and\r
either the radio is dead or not at base! */\r
attakreport();\r
if (nprobes!=1) proutn("s");\r
prout(".");\r
}\r
- if ((frozen.damage[DRADIO] == 0.0 || condit == IHDOCKED)&&\r
- frozen.future[FDSPROB] != 1e30) {\r
+ if ((game.damage[DRADIO] == 0.0 || condit == IHDOCKED)&&\r
+ game.future[FDSPROB] != 1e30) {\r
if (isarmed) \r
proutn("An armed deep space probe is in");\r
else\r
void lrscan(void) {\r
int x, y;\r
chew();\r
- if (frozen.damage[DLRSENS] != 0.0) {\r
+ if (game.damage[DLRSENS] != 0.0) {\r
/* Now allow base's sensors if docked */\r
if (condit != IHDOCKED) {\r
prout("LONG-RANGE SENSORS DAMAGED.");\r
if (x == 0 || x > 8 || y == 0 || y > 8)\r
printf(" -1");\r
else {\r
- printf("%5d", state.galaxy[x][y]);\r
- frozen.starch[x][y] = frozen.damage[DRADIO] > 0 ? state.galaxy[x][y]+1000 :1;\r
+ printf("%5d", game.state.galaxy[x][y]);\r
+ game.starch[x][y] = game.damage[DRADIO] > 0 ? game.state.galaxy[x][y]+1000 :1;\r
}\r
}\r
putchar('\n');\r
chew();\r
\r
for (i = 1; i <= ndevice; i++) {\r
- if (frozen.damage[i] > 0.0) {\r
+ if (game.damage[i] > 0.0) {\r
if (!jdam) {\r
skip(1);\r
prout("DEVICE -REPAIR TIMES-");\r
jdam = TRUE;\r
}\r
printf(" %16s ", device[i]);\r
- cramf(frozen.damage[i]+0.05, 8, 2);\r
+ cramf(game.damage[i]+0.05, 8, 2);\r
proutn(" ");\r
- cramf(docfac*frozen.damage[i]+0.005, 8, 2);\r
+ cramf(docfac*game.damage[i]+0.005, 8, 2);\r
skip(1);\r
}\r
}\r
\r
chew();\r
skip(1);\r
- if (stdamtim != 1e30 && stdamtim != state.date && condit == IHDOCKED) {\r
+ if (stdamtim != 1e30 && stdamtim != game.state.date && condit == IHDOCKED) {\r
prout("Spock- \"I revised the Star Chart from the");\r
prout(" starbase's records.\"");\r
skip(1);\r
if (stdamtim != 1e30) {\r
if (condit == IHDOCKED) {\r
/* We are docked, so restore chart from base information */\r
- stdamtim = state.date;\r
+ stdamtim = game.state.date;\r
for (i=1; i <= 8 ; i++)\r
for (j=1; j <= 8; j++)\r
- if (frozen.starch[i][j] == 1) frozen.starch[i][j] = state.galaxy[i][j]+1000;\r
+ if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+1000;\r
}\r
else {\r
proutn("(Last surveillance update ");\r
- cramf(state.date-stdamtim, 0, 1);\r
+ cramf(game.state.date-stdamtim, 0, 1);\r
prout(" stardates ago.)");\r
}\r
}\r
for (i = 1; i <= 8; i++) {\r
printf("%d -", i);\r
for (j = 1; j <= 8; j++) {\r
- if (frozen.starch[i][j] < 0)\r
+ if (game.starch[i][j] < 0)\r
printf(" .1.");\r
- else if (frozen.starch[i][j] == 0)\r
+ else if (game.starch[i][j] == 0)\r
printf(" ...");\r
- else if (frozen.starch[i][j] > 999)\r
- printf("%5d", frozen.starch[i][j]-1000);\r
+ else if (game.starch[i][j] > 999)\r
+ printf("%5d", game.starch[i][j]-1000);\r
else\r
- printf("%5d", state.galaxy[i][j]);\r
+ printf("%5d", game.state.galaxy[i][j]);\r
}\r
prout(" -");\r
}\r
int goodScan=TRUE;\r
switch (l) {\r
case 1: // SRSCAN\r
- if (frozen.damage[DSRSENS] != 0) {\r
+ if (game.damage[DSRSENS] != 0) {\r
/* Allow base's sensors if docked */\r
if (condit != IHDOCKED) {\r
prout("SHORT-RANGE SENSORS DAMAGED");\r
prout("[Using starbase's sensors]");\r
}\r
if (goodScan)\r
- frozen.starch[quadx][quady] = frozen.damage[DRADIO]>0.0 ?\r
- state.galaxy[quadx][quady]+1000:1;\r
+ game.starch[quadx][quady] = game.damage[DRADIO]>0.0 ?\r
+ game.state.galaxy[quadx][quady]+1000:1;\r
scan();\r
if (isit("chart")) nn = TRUE;\r
if (isit("no")) rightside = FALSE;\r
printf("%2d ", i);\r
for (j = 1; j <= 10; j++) {\r
if (goodScan || (abs(i-sectx)<= 1 && abs(j-secty) <= 1))\r
- printf("%c ",frozen.quad[i][j]);\r
+ printf("%c ",game.quad[i][j]);\r
else\r
printf("- ");\r
}\r
if (rightside) {\r
switch (jj) {\r
case 1:\r
- printf(" Stardate %.1f", state.date);\r
+ printf(" Stardate %.1f", game.state.date);\r
break;\r
case 2:\r
if (condit != IHDOCKED) newcnd();\r
break;\r
case 4:\r
printf(" Life Support ");\r
- if (frozen.damage[DLIFSUP] != 0.0) {\r
+ if (game.damage[DLIFSUP] != 0.0) {\r
if (condit == IHDOCKED)\r
printf("DAMAGED, supported by starbase");\r
else\r
break;\r
case 8:\r
printf(" Shields ");\r
- if (frozen.damage[DSHIELD] != 0)\r
+ if (game.damage[DSHIELD] != 0)\r
printf("DAMAGED,");\r
else if (shldup)\r
printf("UP,");\r
(int)((100.0*shield)/inshld + 0.5), shield);\r
break;\r
case 9:\r
- printf(" Klingons Left %d", state.remkl);\r
+ printf(" Klingons Left %d", game.state.remkl);\r
break;\r
case 10:\r
- printf(" Time Left %.2f", state.remtime);\r
+ printf(" Time Left %.2f", game.state.remtime);\r
break;\r
}\r
\r
int key, ix1, ix2, iy1, iy2, prompt=FALSE;\r
int wfl;\r
double ttime, twarp, tpower;\r
- if (frozen.damage[DCOMPTR] != 0.0) {\r
+ if (game.damage[DCOMPTR] != 0.0) {\r
prout("COMPUTER DAMAGED, USE A POCKET CALCULATOR.");\r
skip(1);\r
return;\r
proutn("Time or arrival date? ");\r
if (scan()==IHREAL) {\r
ttime = aaitem;\r
- if (ttime > state.date) ttime -= state.date; // Actually a star date\r
+ if (ttime > game.state.date) ttime -= game.state.date; // Actually a star date\r
if (ttime <= 1e-10 ||\r
(twarp=(floor(sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0) > 10) {\r
prout("We'll never make it, sir.");\r
prout(".");\r
if (wfl) {\r
proutn("And we will arrive at stardate ");\r
- cramf(state.date+ttime, 1, 1);\r
+ cramf(game.state.date+ttime, 1, 1);\r
prout(".");\r
}\r
else if (twarp==1.0)\r
cramf(twarp, 1, 2);\r
skip(1);\r
proutn("and we will arrive at stardate ");\r
- cramf(state.date+ttime, 1, 2);\r
+ cramf(game.state.date+ttime, 1, 2);\r
prout(".");\r
}\r
- if (state.remtime < ttime)\r
+ if (game.state.remtime < ttime)\r
prout("Unfortunately, the Federation will be destroyed by then.");\r
if (twarp > 6.0)\r
prout("You'll be taking risks at that speed, Captain");\r
- if ((isatb==1 && state.isy == ix1 && state.isx == iy1 &&\r
- frozen.future[FSCDBAS]< ttime+state.date)||\r
- (frozen.future[FCDBAS]<ttime+state.date && baty==ix1 && batx == iy1))\r
+ if ((isatb==1 && game.state.isy == ix1 && game.state.isx == iy1 &&\r
+ game.future[FSCDBAS]< ttime+game.state.date)||\r
+ (game.future[FCDBAS]<ttime+game.state.date && baty==ix1 && batx == iy1))\r
prout("The starbase there will be destroyed by then.");\r
proutn("New warp factor to try? ");\r
if (scan() == IHREAL) {\r
skip(1);\r
return;\r
}\r
- fwrite(&state, sizeof(state), 1, fp);\r
- fwrite(&snapsht, sizeof(snapsht), 1, fp);\r
- fwrite(&frozen, sizeof(frozen), 1, fp);\r
+ fwrite(&game, sizeof(game), 1, fp);\r
\r
fclose(fp);\r
\r
FILE *fp;\r
int key;\r
\r
- frozen.passwd[0] = '\0';\r
+ game.passwd[0] = '\0';\r
if ((key = scan()) == IHEOL) {\r
proutn("File name: ");\r
key = scan();\r
skip(1);\r
return;\r
}\r
- fread(&state, sizeof(state), 1, fp);\r
- fread(&snapsht, sizeof(snapsht), 1, fp);\r
- fread(&frozen, sizeof(frozen), 1, fp);\r
+ fread(&game, sizeof(game), 1, fp);\r
\r
fclose(fp);\r
\r
}\r
else {\r
/* Must take shuttle craft to exit */\r
- if (frozen.damage[DSHUTTL]==-1) {\r
+ if (game.damage[DSHUTTL]==-1) {\r
prout("Ye Faerie Queene has no shuttle craft.");\r
return;\r
}\r
- if (frozen.damage[DSHUTTL]<0) {\r
+ if (game.damage[DSHUTTL]<0) {\r
prout("Shuttle craft now serving Big Mac's.");\r
return;\r
}\r
- if (frozen.damage[DSHUTTL]>0) {\r
+ if (game.damage[DSHUTTL]>0) {\r
prout("Shuttle craft damaged.");\r
return;\r
}\r
prout("Captain and crew escape in shuttle craft.");\r
prout("Remainder of ship's complement beam down");\r
prout("to nearest habitable planet.");\r
- if (state.rembase==0) {\r
+ if (game.state.rembase==0) {\r
/* Ops! no place to go... */\r
finish(FABANDN);\r
return;\r
nprobes = 0; /* No probes */\r
prout("You are captured by Klingons and released to");\r
prout("the Federation in a prisoner-of-war exchange.");\r
- nb = Rand()*state.rembase+1;\r
+ nb = Rand()*game.state.rembase+1;\r
/* Set up quadrant and position FQ adjacient to base */\r
- if (quadx!=state.baseqx[nb] || quady!=state.baseqy[nb]) {\r
- quadx = state.baseqx[nb];\r
- quady = state.baseqy[nb];\r
+ if (quadx!=game.state.baseqx[nb] || quady!=game.state.baseqy[nb]) {\r
+ quadx = game.state.baseqx[nb];\r
+ quady = game.state.baseqy[nb];\r
sectx = secty = 5;\r
newqad(1);\r
}\r
for (;;) {\r
/* position next to base by trial and error */\r
- frozen.quad[sectx][secty] = IHDOT;\r
+ game.quad[sectx][secty] = IHDOT;\r
for (l = 1; l <= 10; l++) {\r
sectx = 3.0*Rand() - 1.0 + basex;\r
secty = 3.0*Rand() - 1.0 + basey;\r
if (sectx >= 1 && sectx <= 10 &&\r
secty >= 1 && secty <= 10 &&\r
- frozen.quad[sectx][secty] == IHDOT) break;\r
+ game.quad[sectx][secty] == IHDOT) break;\r
}\r
if (l < 11) break; /* found a spot */\r
sectx=5;\r
}\r
}\r
/* Get new commission */\r
- frozen.quad[sectx][secty] = ship = IHF;\r
+ game.quad[sectx][secty] = ship = IHF;\r
prout("Starfleet puts you in command of another ship,");\r
prout("the Faerie Queene, which is antiquated but,");\r
prout("still useable.");\r
iscraft=0; /* Gallileo disappears */\r
/* Resupply ship */\r
condit=IHDOCKED;\r
- for (l = 1; l <= ndevice; l++) frozen.damage[l] = 0.0;\r
- frozen.damage[DSHUTTL] = -1;\r
+ for (l = 1; l <= ndevice; l++) game.damage[l] = 0.0;\r
+ game.damage[DSHUTTL] = -1;\r
energy = inenrg = 3000.0;\r
shield = inshld = 1250.0;\r
torps = intorps = 6;\r
nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */\r
warpfac = 5.0;\r
wfacsq = warpfac * warpfac;\r
- for (i=0; i <= ndevice; i++) frozen.damage[i] = 0.0;\r
+ for (i=0; i <= ndevice; i++) game.damage[i] = 0.0;\r
// Set up assorted game parameters\r
batx = baty = 0;\r
- state.date = indate = 100.0*(int)(31.0*Rand()+20.0);\r
- state.killk = state.killc = nkinks = nhelp = resting = casual = state.nromkl = 0;\r
- isatb = iscate = imine = icrystl = icraft = state.nsckill = state.nplankl = 0;\r
+ game.state.date = indate = 100.0*(int)(31.0*Rand()+20.0);\r
+ game.state.killk = game.state.killc = nkinks = nhelp = resting = casual = game.state.nromkl = 0;\r
+ isatb = iscate = imine = icrystl = icraft = game.state.nsckill = game.state.nplankl = 0;\r
iscraft = 1;\r
landed = -1;\r
alive = 1;\r
docfac = 0.25;\r
for (i = 1; i <= 8; i++)\r
- for (j = 1; j <= 8; j++) state.newstuf[i][j] = frozen.starch[i][j] = 0;\r
+ for (j = 1; j <= 8; j++) game.state.newstuf[i][j] = game.starch[i][j] = 0;\r
// Initialize times for extraneous events\r
- frozen.future[FSNOVA] = state.date + expran(0.5 * intime);\r
- frozen.future[FTBEAM] = state.date + expran(1.5 * (intime / state.remcom));\r
- frozen.future[FSNAP] = state.date + 1.0 + Rand(); // Force an early snapshot\r
- frozen.future[FBATTAK] = state.date + expran(0.3*intime);\r
- frozen.future[FCDBAS] = 1e30;\r
- frozen.future[FSCMOVE] = state.nscrem ? state.date+0.2777 : 1e30;\r
- frozen.future[FSCDBAS] = 1e30;\r
- frozen.future[FDSPROB] = 1e30;\r
+ game.future[FSNOVA] = game.state.date + expran(0.5 * intime);\r
+ game.future[FTBEAM] = game.state.date + expran(1.5 * (intime / game.state.remcom));\r
+ game.future[FSNAP] = game.state.date + 1.0 + Rand(); // Force an early snapshot\r
+ game.future[FBATTAK] = game.state.date + expran(0.3*intime);\r
+ game.future[FCDBAS] = 1e30;\r
+ game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : 1e30;\r
+ game.future[FSCDBAS] = 1e30;\r
+ game.future[FDSPROB] = 1e30;\r
// Starchart is functional\r
stdamtim = 1e30;\r
// Put stars in the galaxy\r
for (j=1; j<=8; j++) {\r
int k = Rand()*9.0 + 1.0;\r
instar += k;\r
- state.galaxy[i][j] = k;\r
+ game.state.galaxy[i][j] = k;\r
}\r
// Locate star bases in galaxy\r
for (i = 1; i <= inbase; i++) {\r
int contflag;\r
do {\r
do iran8(&ix, &iy);\r
- while (state.galaxy[ix][iy] >= 10);\r
+ while (game.state.galaxy[ix][iy] >= 10);\r
contflag = FALSE;\r
for (j = i-1; j > 0; j--) {\r
/* Improved placement algorithm to spread out bases */\r
- double distq = square(ix-state.baseqx[j]) + square(iy-state.baseqy[j]);\r
+ double distq = square(ix-game.state.baseqx[j]) + square(iy-game.state.baseqy[j]);\r
if (distq < 6.0*(6-inbase) && Rand() < 0.75) {\r
contflag = TRUE;\r
#ifdef DEBUG\r
}\r
} while (contflag);\r
\r
- state.baseqx[i] = ix;\r
- state.baseqy[i] = iy;\r
- frozen.starch[ix][iy] = -1;\r
- state.galaxy[ix][iy] += 10;\r
+ game.state.baseqx[i] = ix;\r
+ game.state.baseqy[i] = iy;\r
+ game.starch[ix][iy] = -1;\r
+ game.state.galaxy[ix][iy] += 10;\r
}\r
// Position ordinary Klingon Battle Cruisers\r
- krem = inkling - incom - state.nscrem;\r
+ krem = inkling - incom - game.state.nscrem;\r
klumper = 0.25*skill*(9.0-length)+1.0;\r
if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant\r
do {\r
krem -= klump;\r
klump *= 100;\r
do iran8(&ix, &iy);\r
- while (state.galaxy[ix][iy] + klump >= 1000);\r
- state.galaxy[ix][iy] += klump;\r
+ while (game.state.galaxy[ix][iy] + klump >= 1000);\r
+ game.state.galaxy[ix][iy] += klump;\r
} while (krem > 0);\r
// Position Klingon Commander Ships\r
#ifdef DEBUG\r
do { /* IF debugging, put commanders by bases, always! */\r
#ifdef DEBUG\r
if (idebug && klumper <= inbase) {\r
- ix = state.baseqx[klumper];\r
- iy = state.baseqy[klumper];\r
+ ix = game.state.baseqx[klumper];\r
+ iy = game.state.baseqy[klumper];\r
klumper++;\r
}\r
else\r
#endif\r
iran8(&ix, &iy);\r
}\r
- while ((state.galaxy[ix][iy] < 99 && Rand() < 0.75)||\r
- state.galaxy[ix][iy]>899);\r
+ while ((game.state.galaxy[ix][iy] < 99 && Rand() < 0.75)||\r
+ game.state.galaxy[ix][iy]>899);\r
// check for duplicate\r
for (j = 1; j < i; j++)\r
- if (state.cx[j]==ix && state.cy[j]==iy) break;\r
+ if (game.state.cx[j]==ix && game.state.cy[j]==iy) break;\r
} while (j < i);\r
- state.galaxy[ix][iy] += 100;\r
- state.cx[i] = ix;\r
- state.cy[i] = iy;\r
+ game.state.galaxy[ix][iy] += 100;\r
+ game.state.cx[i] = ix;\r
+ game.state.cy[i] = iy;\r
}\r
// Locate planets in galaxy\r
for (i = 1; i <= inplan; i++) {\r
do iran8(&ix, &iy);\r
- while (state.newstuf[ix][iy] > 0);\r
- state.newstuf[ix][iy] = 1;\r
- state.plnets[i].x = ix;\r
- state.plnets[i].y = iy;\r
- state.plnets[i].pclass = Rand()*3.0 + 1.0; // Planet class M N or O\r
- state.plnets[i].crystals = 1.5*Rand(); // 1 in 3 chance of crystals\r
- state.plnets[i].known = 0;\r
+ while (game.state.newstuf[ix][iy] > 0);\r
+ game.state.newstuf[ix][iy] = 1;\r
+ game.state.plnets[i].x = ix;\r
+ game.state.plnets[i].y = iy;\r
+ game.state.plnets[i].pclass = Rand()*3.0 + 1.0; // Planet class M N or O\r
+ game.state.plnets[i].crystals = 1.5*Rand(); // 1 in 3 chance of crystals\r
+ game.state.plnets[i].known = 0;\r
}\r
// Locate Romulans\r
- for (i = 1; i <= state.nromrem; i++) {\r
+ for (i = 1; i <= game.state.nromrem; i++) {\r
iran8(&ix, &iy);\r
- state.newstuf[ix][iy] += 10;\r
+ game.state.newstuf[ix][iy] += 10;\r
}\r
// Locate the Super Commander\r
- if (state.nscrem > 0) {\r
+ if (game.state.nscrem > 0) {\r
do iran8(&ix, &iy);\r
- while (state.galaxy[ix][iy] >= 900);\r
- state.isx = ix;\r
- state.isy = iy;\r
- state.galaxy[ix][iy] += 100;\r
+ while (game.state.galaxy[ix][iy] >= 900);\r
+ game.state.isx = ix;\r
+ game.state.isy = iy;\r
+ game.state.galaxy[ix][iy] += 100;\r
}\r
// Place thing (in tournament game, thingx == -1, don't want one!)\r
if (Rand() < 0.1 && thingx != -1) {\r
\r
// idate = date;\r
skip(3);\r
- state.snap = 0;\r
+ game.state.snap = 0;\r
\r
if (skill == 1) {\r
printf("It is stardate %d. The Federation is being attacked by\n",\r
- (int)state.date);\r
+ (int)game.state.date);\r
printf("a deadly Klingon invasion force. As captain of the United\n"\r
"Starship U.S.S. Enterprise, it is your mission to seek out\n"\r
"and destroy this invasion force of %d battle cruisers.\n",\r
else {\r
printf("Stardate %d.\n\n"\r
"%d Klingons.\nAn unknown number of Romulans\n",\r
- (int)state.date, inkling);\r
- if (state.nscrem) printf("and one (GULP) Super-Commander.\n");\r
+ (int)game.state.date, inkling);\r
+ if (game.state.nscrem) printf("and one (GULP) Super-Commander.\n");\r
printf("%d stardates\n%d starbases in ",(int)intime, inbase);\r
}\r
for (i = 1; i <= inbase; i++) {\r
- cramlc(0, state.baseqx[i], state.baseqy[i]);\r
+ cramlc(0, game.state.baseqx[i], game.state.baseqy[i]);\r
if (i < inbase) proutn(" ");\r
}\r
skip(2);\r
cramlc(2, sectx, secty);\r
skip(2);\r
prout("Good Luck!");\r
- if (state.nscrem) proutn(" YOU'LL NEED IT.");\r
+ if (game.state.nscrem) proutn(" YOU'LL NEED IT.");\r
skip(1);\r
newqad(0);\r
if (nenhere) shldup=1.0;\r
if (isit("frozen")) {\r
thaw();\r
chew();\r
- if (*frozen.passwd==0) continue;\r
+ if (*game.passwd==0) continue;\r
randomize();\r
Rand(); Rand(); Rand(); Rand();\r
if (!alldone) thawed = 1; // No plaque if not finished\r
}\r
while (TRUE) {\r
scan();\r
- strcpy(frozen.passwd, citem);\r
+ strcpy(game.passwd, citem);\r
chew();\r
- if (*frozen.passwd != 0) break;\r
+ if (*game.passwd != 0) break;\r
proutn("Please type in a secret password-");\r
}\r
#ifdef DEBUG\r
- if (strcmp(frozen.passwd, "debug")==0) idebug = 1;\r
+ if (strcmp(game.passwd, "debug")==0) idebug = 1;\r
#endif\r
\r
// Use parameters to generate initial values of things\r
damfac = 0.5 * skill;\r
- state.rembase = 3.0*Rand()+2.0;\r
- inbase = state.rembase;\r
+ game.state.rembase = 3.0*Rand()+2.0;\r
+ inbase = game.state.rembase;\r
inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand();\r
- state.nromrem = (2.0+Rand())*skill;\r
- state.nscrem = (skill > 2? 1 : 0);\r
- state.remtime = 7.0 * length;\r
- intime = state.remtime;\r
- state.remkl = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15);\r
- inkling = state.remkl;\r
+ game.state.nromrem = (2.0+Rand())*skill;\r
+ game.state.nscrem = (skill > 2? 1 : 0);\r
+ game.state.remtime = 7.0 * length;\r
+ intime = game.state.remtime;\r
+ game.state.remkl = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15);\r
+ inkling = game.state.remkl;\r
incom = skill + 0.0625*inkling*Rand();\r
- state.remcom= min(10, incom);\r
- incom = state.remcom;\r
- state.remres = (inkling+4*incom)*intime;\r
- inresor = state.remres;\r
+ game.state.remcom= min(10, incom);\r
+ incom = game.state.remcom;\r
+ game.state.remres = (inkling+4*incom)*intime;\r
+ inresor = game.state.remres;\r
if (inkling > 50) {\r
- inbase = (state.rembase += 1);\r
+ inbase = (game.state.rembase += 1);\r
}\r
return FALSE;\r
}\r
\r
void dropin(int iquad, int *ix, int *iy) {\r
do iran10(ix, iy);\r
- while (frozen.quad[*ix][*iy] != IHDOT);\r
- frozen.quad[*ix][*iy] = iquad;\r
+ while (game.quad[*ix][*iy] != IHDOT);\r
+ game.quad[*ix][*iy] = iquad;\r
}\r
\r
void newcnd(void) {\r
condit = IHGREEN;\r
if (energy < 1000.0) condit = IHYELLOW;\r
- if (state.galaxy[quadx][quady] > 99 || state.newstuf[quadx][quady] > 9)\r
+ if (game.state.galaxy[quadx][quady] > 99 || game.state.newstuf[quadx][quady] > 9)\r
condit = IHRED;\r
}\r
\r
\r
void newqad(int shutup) {\r
- int quadnum = state.galaxy[quadx][quady];\r
- int newnum = state.newstuf[quadx][quady];\r
+ int quadnum = game.state.galaxy[quadx][quady];\r
+ int newnum = game.state.newstuf[quadx][quady];\r
int i, j, ix, iy, nplan;\r
\r
iattak = 1;\r
}\r
// Clear quadrant\r
for (i=1; i <= 10; i++)\r
- for (j=1; j <= 10; j++) frozen.quad[i][j] = IHDOT;\r
+ for (j=1; j <= 10; j++) game.quad[i][j] = IHDOT;\r
// cope with supernova\r
if (quadnum > 999) {\r
return;\r
nenhere = klhere + irhere;\r
\r
// Position Starship\r
- frozen.quad[sectx][secty] = ship;\r
+ game.quad[sectx][secty] = ship;\r
\r
// Decide if quadrant needs a Tholian\r
if ((skill < 3 && Rand() <= 0.02) || /* Lighten up if skill is low */\r
(skill == 3 && Rand() <= 0.05) ||\r
(skill > 3 && Rand() <= 0.08)\r
#ifdef DEBUG\r
- || strcmp(frozen.passwd, "tholianx")==0\r
+ || strcmp(game.passwd, "tholianx")==0\r
#endif\r
) {\r
do {\r
ithx = Rand() > 0.5 ? 10 : 1;\r
ithy = Rand() > 0.5 ? 10 : 1;\r
- } while (frozen.quad[ithx][ithy] != IHDOT);\r
- frozen.quad[ithx][ithy] = IHT;\r
+ } while (game.quad[ithx][ithy] != IHDOT);\r
+ game.quad[ithx][ithy] = IHT;\r
ithere = 1;\r
/* Reserve unocupied corners */\r
- if (frozen.quad[1][1]==IHDOT) frozen.quad[1][1] = 'X';\r
- if (frozen.quad[1][10]==IHDOT) frozen.quad[1][10] = 'X';\r
- if (frozen.quad[10][1]==IHDOT) frozen.quad[10][1] = 'X';\r
- if (frozen.quad[10][10]==IHDOT) frozen.quad[10][10] = 'X';\r
+ if (game.quad[1][1]==IHDOT) game.quad[1][1] = 'X';\r
+ if (game.quad[1][10]==IHDOT) game.quad[1][10] = 'X';\r
+ if (game.quad[10][1]==IHDOT) game.quad[10][1] = 'X';\r
+ if (game.quad[10][10]==IHDOT) game.quad[10][10] = 'X';\r
}\r
\r
if (quadnum >= 100) {\r
quadnum -= 100*klhere;\r
for (i = 1; i <= klhere; i++) {\r
dropin(IHK, &ix, &iy);\r
- frozen.kx[i] = ix;\r
- frozen.ky[i] = iy;\r
- frozen.kdist[i] = frozen.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));\r
- frozen.kpower[i] = Rand()*150.0 +300.0 +25.0*skill;\r
+ game.kx[i] = ix;\r
+ game.ky[i] = iy;\r
+ game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));\r
+ game.kpower[i] = Rand()*150.0 +300.0 +25.0*skill;\r
}\r
// If we need a commander, promote a Klingon\r
- for (i = 1; i <= state.remcom ; i++) \r
- if (state.cx[i]==quadx && state.cy[i]==quady) break;\r
+ for (i = 1; i <= game.state.remcom ; i++) \r
+ if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;\r
\r
- if (i <= state.remcom) {\r
- frozen.quad[ix][iy] = IHC;\r
- frozen.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill;\r
+ if (i <= game.state.remcom) {\r
+ game.quad[ix][iy] = IHC;\r
+ game.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill;\r
comhere = 1;\r
}\r
\r
// If we need a super-commander, promote a Klingon\r
- if (quadx == state.isx && quady == state.isy) {\r
- frozen.quad[frozen.kx[1]][frozen.ky[1]] = IHS;\r
- frozen.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*skill;\r
+ if (quadx == game.state.isx && quady == game.state.isy) {\r
+ game.quad[game.kx[1]][game.ky[1]] = IHS;\r
+ game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*skill;\r
iscate = 1;\r
ishere = 1;\r
}\r
// Put in Romulans if needed\r
for (i = klhere+1; i <= nenhere; i++) {\r
dropin(IHR, &ix, &iy);\r
- frozen.kx[i] = ix;\r
- frozen.ky[i] = iy;\r
- frozen.kdist[i] = frozen.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));\r
- frozen.kpower[i] = Rand()*400.0 + 450.0 + 50.0*skill;\r
+ game.kx[i] = ix;\r
+ game.ky[i] = iy;\r
+ game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));\r
+ game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*skill;\r
}\r
sortkl();\r
// If quadrant needs a starbase, put it in\r
if (nplan) {\r
// If quadrant needs a planet, put it in\r
for (i=1; i <= inplan; i++)\r
- if (state.plnets[i].x == quadx && state.plnets[i].y == quady) break;\r
+ if (game.state.plnets[i].x == quadx && game.state.plnets[i].y == quady) break;\r
if (i <= inplan) {\r
iplnet = i;\r
dropin(IHP, &plnetx, &plnety);\r
// Check for RNZ\r
if (irhere > 0 && klhere == 0 && basex == 0) {\r
neutz = 1;\r
- if (frozen.damage[DRADIO] <= 0.0) {\r
+ if (game.damage[DRADIO] <= 0.0) {\r
skip(1);\r
prout("LT. Uhura- \"Captain, an urgent message.");\r
prout(" I'll put it on audio.\" CLICK");\r
if (thingx == quadx && thingy == quady) {\r
dropin(IHQUEST, &ix, &iy);\r
thingx = thingy = 0; // Transient\r
- if (frozen.damage[DSRSENS] == 0.0) {\r
+ if (game.damage[DSRSENS] == 0.0) {\r
skip(1);\r
prout("MR. SPOCK- \"Captain, this is most unusual.");\r
prout(" Please examine your short-range scan.\"");\r
\r
// Take out X's in corners if Tholian present\r
if (ithere) {\r
- if (frozen.quad[1][1]=='X') frozen.quad[1][1] = IHDOT;\r
- if (frozen.quad[1][10]=='X') frozen.quad[1][10] = IHDOT;\r
- if (frozen.quad[10][1]=='X') frozen.quad[10][1] = IHDOT;\r
- if (frozen.quad[10][10]=='X') frozen.quad[10][10] = IHDOT;\r
+ if (game.quad[1][1]=='X') game.quad[1][1] = IHDOT;\r
+ if (game.quad[1][10]=='X') game.quad[1][10] = IHDOT;\r
+ if (game.quad[10][1]=='X') game.quad[10][1] = IHDOT;\r
+ if (game.quad[10][10]=='X') game.quad[10][10] = IHDOT;\r
} \r
}\r
\r
do {\r
sw = FALSE;\r
for (j = 1; j < nenhere; j++)\r
- if (frozen.kdist[j] > frozen.kdist[j+1]) {\r
+ if (game.kdist[j] > game.kdist[j+1]) {\r
sw = TRUE;\r
- t = frozen.kdist[j];\r
- frozen.kdist[j] = frozen.kdist[j+1];\r
- frozen.kdist[j+1] = t;\r
- t = frozen.kavgd[j];\r
- frozen.kavgd[j] = frozen.kavgd[j+1];\r
- frozen.kavgd[j+1] = t;\r
- k = frozen.kx[j];\r
- frozen.kx[j] = frozen.kx[j+1];\r
- frozen.kx[j+1] = k;\r
- k = frozen.ky[j];\r
- frozen.ky[j] = frozen.ky[j+1];\r
- frozen.ky[j+1] = k;\r
- t = frozen.kpower[j];\r
- frozen.kpower[j] = frozen.kpower[j+1];\r
- frozen.kpower[j+1] = t;\r
+ t = game.kdist[j];\r
+ game.kdist[j] = game.kdist[j+1];\r
+ game.kdist[j+1] = t;\r
+ t = game.kavgd[j];\r
+ game.kavgd[j] = game.kavgd[j+1];\r
+ game.kavgd[j+1] = t;\r
+ k = game.kx[j];\r
+ game.kx[j] = game.kx[j+1];\r
+ game.kx[j+1] = k;\r
+ k = game.ky[j];\r
+ game.ky[j] = game.ky[j+1];\r
+ game.ky[j+1] = k;\r
+ t = game.kpower[j];\r
+ game.kpower[j] = game.kpower[j+1];\r
+ game.kpower[j+1] = t;\r
}\r
} while (sw);\r
}\r
events();\r
if (alldone) break; // Events did us in\r
}\r
- if (state.galaxy[quadx][quady] == 1000) { // Galaxy went Nova!\r
+ if (game.state.galaxy[quadx][quady] == 1000) { // Galaxy went Nova!\r
atover(0);\r
continue;\r
}\r
if (hitme && justin==0) {\r
attack(2);\r
if (alldone) break;\r
- if (state.galaxy[quadx][quady] == 1000) { // went NOVA! \r
+ if (game.state.galaxy[quadx][quady] == 1000) { // went NOVA! \r
atover(0);\r
hitme = TRUE;\r
continue;\r
key = scan();\r
if (key == IHALPHA && isit("y")) {\r
damage[i] = 10.0;\r
- if (i == DRADIO) stdamtim = state.date;\r
+ if (i == DRADIO) stdamtim = game.state.date;\r
}\r
}\r
}\r
case FSCMOVE: proutn("SC Move "); break;\r
case FSCDBAS: proutn("SC Base Destroy "); break;\r
}\r
- cramf(future[i]-state.date, 8, 2);\r
+ cramf(future[i]-game.state.date, 8, 2);\r
chew();\r
proutn(" ?");\r
key = scan();\r
if (key == IHREAL) {\r
- future[i] = state.date + aaitem;\r
+ future[i] = game.state.date + aaitem;\r
}\r
}\r
chew();\r
int pclass; /* class M, N, or O (1, 2, or 3) */\r
int crystals; /* has crystals */\r
int known; /* =1 contents known, =2 shuttle on this planet */\r
-} PLANETS;\r
+} planet;\r
\r
-EXTERN struct foo {\r
- int snap, // snapshot taken\r
- remkl, // remaining klingons\r
- remcom, // remaining commanders\r
- rembase, // remaining bases\r
- starkl, // destroyed stars\r
- basekl, // destroyed bases\r
- killk, // Klingons killed\r
- killc, // commanders killed\r
- galaxy[9][9], // The Galaxy (subscript 0 not used)\r
- cx[11],cy[11], // Commander quadrant coordinates\r
- baseqx[6], // Base quadrant X\r
- baseqy[6], // Base quadrant Y\r
- newstuf[9][9], // Extended galaxy goodies\r
- isx, isy, // Coordinate of Super Commander\r
- nscrem, // remaining super commanders\r
- nromkl, // Romulans killed\r
- nromrem, // Romulans remaining\r
- nsckill, // super commanders killed\r
- nplankl; // destroyed planets\r
- PLANETS plnets[PLNETMAX+1]; // Planet information\r
+typedef struct {\r
+ int snap, // snapshot taken\r
+ remkl, // remaining klingons\r
+ remcom, // remaining commanders\r
+ rembase, // remaining bases\r
+ starkl, // destroyed stars\r
+ basekl, // destroyed bases\r
+ killk, // Klingons killed\r
+ killc, // commanders killed\r
+ galaxy[9][9], // The Galaxy (subscript 0 not used)\r
+ cx[11],cy[11], // Commander quadrant coordinates\r
+ baseqx[6], // Base quadrant X\r
+ baseqy[6], // Base quadrant Y\r
+ newstuf[9][9], // Extended galaxy goodies\r
+ isx, isy, // Coordinate of Super Commander\r
+ nscrem, // remaining super commanders\r
+ nromkl, // Romulans killed\r
+ nromrem, // Romulans remaining\r
+ nsckill, // super commanders killed\r
+ nplankl; // destroyed planets\r
+ planet plnets[PLNETMAX+1]; // Planet information\r
double date, // stardate\r
- remres, // remaining resources\r
+ remres, // remaining resources\r
remtime; // remaining time\r
-} state, snapsht; // Data that is snapshot\r
+} snapshot; // Data that is snapshot\r
\r
// Scalar variables that are needed for freezing the game\r
// are placed in a structure. #defines are used to access by their\r
// but I just didn't think of it back when I started.\r
\r
EXTERN struct foo2 {\r
+ snapshot state;\r
+ snapshot snapsht;\r
char quad[11][11]; // contents of our quadrant\r
double kpower[21]; // enemy energy levels\r
double kdist[21]; // enemy distances\r
proben,\r
isarmed,\r
nprobes;\r
- double inresor,\r
+ double inresor,\r
intime,\r
inenrg,\r
inshld,\r
probey,\r
probeinx,\r
probeiny;\r
-} frozen;\r
+} game;\r
\r
-#define inkling frozen.inkling // Initial number of klingons\r
-#define inbase frozen.inbase // Initial number of bases\r
-#define incom frozen.incom // Initian number of commanders\r
-#define instar frozen.instar // Initial stars\r
-#define intorps frozen.intorps // Initial/Max torpedoes\r
-#define condit frozen.condit // Condition (red, yellow, green docked)\r
-#define torps frozen.torps // number of torpedoes\r
-#define ship frozen.ship // Ship type -- 'E' is Enterprise\r
-#define quadx frozen.quadx // where we are\r
-#define quady frozen.quady //\r
-#define sectx frozen.sectx // where we are\r
-#define secty frozen.secty //\r
-#define length frozen.length // length of game\r
-#define skill frozen.skill // skill level\r
-#define basex frozen.basex // position of base in current quad\r
-#define basey frozen.basey //\r
-#define klhere frozen.klhere // klingons here\r
-#define comhere frozen.comhere // commanders here\r
-#define casual frozen.casual // causalties\r
-#define nhelp frozen.nhelp // calls for help\r
-#define nkinks frozen.nkinks //\r
-#define ididit frozen.ididit // Action taken -- allows enemy to attack\r
-#define gamewon frozen.gamewon // Finished!\r
-#define alive frozen.alive // We are alive (not killed)\r
-#define justin frozen.justin // just entered quadrant\r
-#define alldone frozen.alldone // game is now finished\r
-#define shldchg frozen.shldchg // shield is changing (affects efficiency)\r
-#define thingx frozen.thingx // location of strange object in galaxy\r
-#define thingy frozen.thingy //\r
-#define plnetx frozen.plnetx // location of planet in quadrant\r
-#define plnety frozen.plnety //\r
-#define inorbit frozen.inorbit // orbiting\r
-#define landed frozen.landed // party on planet (1), on ship (-1)\r
-#define iplnet frozen.iplnet // planet # in quadrant\r
-#define imine frozen.imine // mining\r
-#define inplan frozen.inplan // initial planets\r
-#define nenhere frozen.nenhere // Number of enemies in quadrant\r
-#define ishere frozen.ishere // Super-commander in quandrant\r
-#define neutz frozen.neutz // Romulan Neutral Zone\r
-#define irhere frozen.irhere // Romulans in quadrant\r
-#define icraft frozen.icraft // Kirk in Galileo\r
-#define ientesc frozen.ientesc // Attempted escape from supercommander\r
-#define iscraft frozen.iscraft // =1 if craft on ship, -1 if removed from game\r
-#define isatb frozen.isatb // =1 if SuperCommander is attacking base\r
-#define iscate frozen.iscate // Super Commander is here\r
+#define inkling game.inkling // Initial number of klingons\r
+#define inbase game.inbase // Initial number of bases\r
+#define incom game.incom // Initian number of commanders\r
+#define instar game.instar // Initial stars\r
+#define intorps game.intorps // Initial/Max torpedoes\r
+#define condit game.condit // Condition (red, yellow, green docked)\r
+#define torps game.torps // number of torpedoes\r
+#define ship game.ship // Ship type -- 'E' is Enterprise\r
+#define quadx game.quadx // where we are\r
+#define quady game.quady //\r
+#define sectx game.sectx // where we are\r
+#define secty game.secty //\r
+#define length game.length // length of game\r
+#define skill game.skill // skill level\r
+#define basex game.basex // position of base in current quad\r
+#define basey game.basey //\r
+#define klhere game.klhere // klingons here\r
+#define comhere game.comhere // commanders here\r
+#define casual game.casual // causalties\r
+#define nhelp game.nhelp // calls for help\r
+#define nkinks game.nkinks //\r
+#define ididit game.ididit // Action taken -- allows enemy to attack\r
+#define gamewon game.gamewon // Finished!\r
+#define alive game.alive // We are alive (not killed)\r
+#define justin game.justin // just entered quadrant\r
+#define alldone game.alldone // game is now finished\r
+#define shldchg game.shldchg // shield is changing (affects efficiency)\r
+#define thingx game.thingx // location of strange object in galaxy\r
+#define thingy game.thingy //\r
+#define plnetx game.plnetx // location of planet in quadrant\r
+#define plnety game.plnety //\r
+#define inorbit game.inorbit // orbiting\r
+#define landed game.landed // party on planet (1), on ship (-1)\r
+#define iplnet game.iplnet // planet # in quadrant\r
+#define imine game.imine // mining\r
+#define inplan game.inplan // initial planets\r
+#define nenhere game.nenhere // Number of enemies in quadrant\r
+#define ishere game.ishere // Super-commander in quandrant\r
+#define neutz game.neutz // Romulan Neutral Zone\r
+#define irhere game.irhere // Romulans in quadrant\r
+#define icraft game.icraft // Kirk in Galileo\r
+#define ientesc game.ientesc // Attempted escape from supercommander\r
+#define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game\r
+#define isatb game.isatb // =1 if SuperCommander is attacking base\r
+#define iscate game.iscate // Super Commander is here\r
#ifdef DEBUG\r
-#define idebug frozen.idebug // Debug mode\r
+#define idebug game.idebug // Debug mode\r
#endif\r
-#define iattak frozen.iattak // attack recursion elimination (was cracks[4])\r
-#define icrystl frozen.icrystl // dilithium crystals aboard\r
-#define tourn frozen.tourn // Tournament number\r
-#define thawed frozen.thawed // Thawed game\r
-#define batx frozen.batx // Base coordinates being attacked\r
-#define baty frozen.baty //\r
-#define ithere frozen.ithere // Tholean is here \r
-#define ithx frozen.ithx // coordinates of tholean\r
-#define ithy frozen.ithy\r
-#define iseenit frozen.iseenit // Seen base attack report\r
-#define inresor frozen.inresor // initial resources\r
-#define intime frozen.intime // initial time\r
-#define inenrg frozen.inenrg // Initial/Max Energy\r
-#define inshld frozen.inshld // Initial/Max Shield\r
-#define inlsr frozen.inlsr // initial life support resources\r
-#define indate frozen.indate // Initial date\r
-#define energy frozen.energy // Energy level\r
-#define shield frozen.shield // Shield level\r
-#define shldup frozen.shldup // Shields are up\r
-#define warpfac frozen.warpfac // Warp speed\r
-#define wfacsq frozen.wfacsq // squared warp factor\r
-#define lsupres frozen.lsupres // life support reserves\r
-#define dist frozen.dist // movement distance\r
-#define direc frozen.direc // movement direction\r
-#define Time frozen.Time // time taken by current operation\r
-#define docfac frozen.docfac // repair factor when docking (constant?)\r
-#define resting frozen.resting // rest time\r
-#define damfac frozen.damfac // damage factor\r
-#define stdamtim frozen.stdamtim // time that star chart was damaged\r
-#define cryprob frozen.cryprob // probability that crystal will work\r
-#define probex frozen.probex // location of probe\r
-#define probey frozen.probey\r
-#define probecx frozen.probecx // current probe quadrant\r
-#define probecy frozen.probecy \r
-#define probeinx frozen.probeinx // Probe x,y increment\r
-#define probeiny frozen.probeiny \r
-#define proben frozen.proben // number of moves for probe\r
-#define isarmed frozen.isarmed // Probe is armed\r
-#define nprobes frozen.nprobes // number of probes available\r
+#define iattak game.iattak // attack recursion elimination (was cracks[4])\r
+#define icrystl game.icrystl // dilithium crystals aboard\r
+#define tourn game.tourn // Tournament number\r
+#define thawed game.thawed // Thawed game\r
+#define batx game.batx // Base coordinates being attacked\r
+#define baty game.baty //\r
+#define ithere game.ithere // Tholean is here \r
+#define ithx game.ithx // coordinates of tholean\r
+#define ithy game.ithy\r
+#define iseenit game.iseenit // Seen base attack report\r
+#define inresor game.inresor // initial resources\r
+#define intime game.intime // initial time\r
+#define inenrg game.inenrg // Initial/Max Energy\r
+#define inshld game.inshld // Initial/Max Shield\r
+#define inlsr game.inlsr // initial life support resources\r
+#define indate game.indate // Initial date\r
+#define energy game.energy // Energy level\r
+#define shield game.shield // Shield level\r
+#define shldup game.shldup // Shields are up\r
+#define warpfac game.warpfac // Warp speed\r
+#define wfacsq game.wfacsq // squared warp factor\r
+#define lsupres game.lsupres // life support reserves\r
+#define dist game.dist // movement distance\r
+#define direc game.direc // movement direction\r
+#define Time game.Time // time taken by current operation\r
+#define docfac game.docfac // repair factor when docking (constant?)\r
+#define resting game.resting // rest time\r
+#define damfac game.damfac // damage factor\r
+#define stdamtim game.stdamtim // time that star chart was damaged\r
+#define cryprob game.cryprob // probability that crystal will work\r
+#define probex game.probex // location of probe\r
+#define probey game.probey\r
+#define probecx game.probecx // current probe quadrant\r
+#define probecy game.probecy \r
+#define probeinx game.probeinx // Probe x,y increment\r
+#define probeiny game.probeiny \r
+#define proben game.proben // number of moves for probe\r
+#define isarmed game.isarmed // Probe is armed\r
+#define nprobes game.nprobes // number of probes available\r
\r
/* the following global state doesn't need to be saved */\r
EXTERN int fromcommandline; // Game start from command line options\r
EXTERN char *device[ndevice+1];\r
-EXTERN PLANETS nulplanet; // zeroed planet structure\r
+EXTERN planet nulplanet; // zeroed planet structure\r
EXTERN int iscore, iskill; // Common PLAQ\r
EXTERN double perdate;\r
+EXTERN double aaitem;\r
+EXTERN char citem[10];\r
\r
typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,\r
FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,\r
FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,\r
FHOLE} FINTYPE ;\r
\r
-\r
-EXTERN double aaitem;\r
-EXTERN char citem[10];\r
-\r
-\r
/* Define devices */\r
#define DSRSENS 1\r
#define DLRSENS 2\r
#define FDSPROB 8 // Move deep space probe\r
\r
#ifdef INCLUDED\r
-PLANETS nulplanet = {0};\r
+planet nulplanet = {0};\r
char *device[ndevice+1] = {\r
"",\r
"S. R. Sensors",\r