All old versions moved to 'historic' directoery.
[super-star-trek.git] / historic / c-version / src / setup.c
diff --git a/historic/c-version/src/setup.c b/historic/c-version/src/setup.c
new file mode 100644 (file)
index 0000000..e6bba3f
--- /dev/null
@@ -0,0 +1,809 @@
+#include <time.h>
+#include <sys/stat.h>
+#include "sst.h"
+
+static long filelength(int fd) {
+struct stat buf;
+    fstat(fd, &buf);
+    return buf.st_size;
+}
+
+void prelim(void)
+/* issue a historically correct banner */
+{
+    skip(2);
+    prout(_("-SUPER- STAR TREK"));
+    skip(1);
+#ifdef __HISTORICAL__
+    prout(_("Latest update-21 Sept 78"));
+    skip(1);
+#endif /* __HISTORICAL__ */
+}
+
+void freeze(bool boss)
+/* save game */
+{
+    FILE *fp;
+    int key;
+    if (boss) {
+       strcpy(citem, "emsave.trk");
+    }
+    else {
+       if ((key = scan()) == IHEOL) {
+           proutn(_("File name: "));
+           key = scan();
+       }
+       if (key != IHALPHA) {
+           huh();
+           return;
+       }
+       chew();
+       if (strchr(citem, '.') == NULL) {
+           strcat(citem, ".trk");
+       }
+    }
+    if ((fp = fopen(citem, "wb")) == NULL) {
+       proutn(_("Can't freeze game as file "));
+       proutn(citem);
+       skip(1);
+       return;
+    }
+    strcpy(game.magic, SSTMAGIC);
+    fwrite(&game, sizeof(game), 1, fp);
+
+    fclose(fp);
+}
+
+
+bool thaw(void) 
+/* retrieve saved game */
+{
+    FILE *fp;
+    int key;
+
+    game.passwd[0] = '\0';
+    if ((key = scan()) == IHEOL) {
+       proutn(_("File name: "));
+       key = scan();
+    }
+    if (key != IHALPHA) {
+       huh();
+       return true;
+    }
+    chew();
+    if (strchr(citem, '.') == NULL) {
+       strcat(citem, ".trk");
+    }
+    if ((fp = fopen(citem, "rb")) == NULL) {
+       proutn(_("Can't find game file "));
+       proutn(citem);
+       skip(1);
+       return 1;
+    }
+    fread(&game, sizeof(game), 1, fp);
+    if (feof(fp) || ftell(fp) != filelength(fileno(fp)) || strcmp(game.magic, SSTMAGIC)) {
+       proutn(_("Game file format is bad, should begin with "));
+       prout(SSTMAGIC);
+       skip(1);
+       fclose(fp);
+       return 1;
+    }
+
+    fclose(fp);
+
+    return false;
+}
+
+#define SYSTEM_NAMES \
+    { \
+       /* \
+        * I used <http://www.memory-alpha.org> to find planets \
+        * with references in ST:TOS.  Eath and the Alpha Centauri \
+        * Colony have been omitted. \
+        * \
+        * Some planets marked Class G and P here will be displayed as class M \
+        * because of the way planets are generated. This is a known bug. \
+        */ \
+       /* Federation Worlds */ \
+       _("Andoria (Fesoan)"),  /* several episodes */ \
+       _("Tellar Prime (Miracht)"),    /* TOS: "Journey to Babel" */ \
+       _("Vulcan (T'Khasi)"),  /* many episodes */ \
+       _("Medusa"),            /* TOS: "Is There in Truth No Beauty?" */ \
+       _("Argelius II (Nelphia)"),/* TOS: "Wolf in the Fold" ("IV" in BSD) */ \
+       _("Ardana"),            /* TOS: "The Cloud Minders" */ \
+       _("Catulla (Cendo-Prae)"),      /* TOS: "The Way to Eden" */ \
+       _("Gideon"),            /* TOS: "The Mark of Gideon" */ \
+       _("Aldebaran III"),     /* TOS: "The Deadly Years" */ \
+       _("Alpha Majoris I"),   /* TOS: "Wolf in the Fold" */ \
+       _("Altair IV"),         /* TOS: "Amok Time */ \
+       _("Ariannus"),          /* TOS: "Let That Be Your Last Battlefield" */ \
+       _("Benecia"),           /* TOS: "The Conscience of the King" */ \
+       _("Beta Niobe I (Sarpeidon)"),  /* TOS: "All Our Yesterdays" */ \
+       _("Alpha Carinae II"),  /* TOS: "The Ultimate Computer" */ \
+       _("Capella IV (Kohath)"),       /* TOS: "Friday's Child" (Class G) */ \
+       _("Daran V"),           /* TOS: "For the World is Hollow and I Have Touched the Sky" */ \
+       _("Deneb II"),          /* TOS: "Wolf in the Fold" ("IV" in BSD) */ \
+       _("Eminiar VII"),               /* TOS: "A Taste of Armageddon" */ \
+       _("Gamma Canaris IV"),  /* TOS: "Metamorphosis" */ \
+       _("Gamma Tranguli VI (Vaalel)"),        /* TOS: "The Apple" */ \
+       _("Ingraham B"),                /* TOS: "Operation: Annihilate" */ \
+       _("Janus IV"),          /* TOS: "The Devil in the Dark" */ \
+       _("Makus III"),         /* TOS: "The Galileo Seven" */ \
+       _("Marcos XII"),                /* TOS: "And the Children Shall Lead", */ \
+       _("Omega IV"),          /* TOS: "The Omega Glory" */ \
+       _("Regulus V"),         /* TOS: "Amok Time */ \
+       _("Deneva"),            /* TOS: "Operation -- Annihilate!" */ \
+       /* Worlds from BSD Trek */ \
+       _("Rigel II"),          /* TOS: "Shore Leave" ("III" in BSD) */ \
+       _("Beta III"),          /* TOS: "The Return of the Archons" */ \
+       _("Triacus"),           /* TOS: "And the Children Shall Lead", */ \
+       _("Exo III"),           /* TOS: "What Are Little Girls Made Of?" (Class P) */ \
+    }
+#if 0  /* Others */
+       _("Hansen's Planet"),   /* TOS: "The Galileo Seven" */
+       _("Taurus IV"),         /* TOS: "The Galileo Seven" (class G) */
+       _("Antos IV (Doraphane)"),      /* TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" */
+       _("Izar"),                      /* TOS: "Whom Gods Destroy" */
+       _("Tiburon"),           /* TOS: "The Way to Eden" */
+       _("Merak II"),          /* TOS: "The Cloud Minders" */
+       _("Coridan (Desotriana)"),      /* TOS: "Journey to Babel" */
+       _("Iotia"),             /* TOS: "A Piece of the Action" */
+#endif
+
+#define DEVICE_NAMES \
+    { \
+       _("S. R. Sensors"), \
+       _("L. R. Sensors"), \
+       _("Phasers"), \
+       _("Photon Tubes"), \
+       _("Life Support"), \
+       _("Warp Engines"), \
+       _("Impulse Engines"), \
+       _("Shields"), \
+       _("Subspace Radio"), \
+       _("Shuttle Craft"), \
+       _("Computer"), \
+       _("Navigation System"), \
+       _("Transporter"), \
+       _("Shield Control"), \
+       _("Death Ray"), \
+       _("D. S. Probe") \
+    }
+
+static void setup_names(void)
+/* Sets up some arrays with localized names.
+ * Must be done after iostart() for localization to work. */
+{
+    char *tmp1[ARRAY_SIZE(systnames)] = SYSTEM_NAMES;
+    char *tmp2[ARRAY_SIZE(device)] = DEVICE_NAMES;
+
+    memcpy(systnames, tmp1, sizeof(systnames));
+    memcpy(device, tmp2, sizeof(device));
+}
+       
+void setup(bool needprompt) 
+/* prepare to play, set up cosmos */
+{
+    int i,j, krem, klumper;
+    coord w;
+
+    /* call the setup hooks here */
+    setup_names();
+
+    //  Decide how many of everything
+    if (choose(needprompt))
+       return; // frozen game
+    // Prepare the Enterprise
+    game.alldone = game.gamewon = false;
+    game.ship = IHE;
+    game.state.crew = FULLCREW;
+    game.energy = game.inenrg = 5000.0;
+    game.shield = game.inshld = 2500.0;
+    game.shldchg = false;
+    game.shldup = false;
+    game.inlsr = 4.0;
+    game.lsupres = 4.0;
+    game.quadrant = randplace(GALSIZE);
+    game.sector = randplace(QUADSIZE);
+    game.torps = game.intorps = 10;
+    game.nprobes = (int)(3.0*Rand() + 2.0);    /* Give them 2-4 of these wonders */
+    game.warpfac = 5.0;
+    game.wfacsq = game.warpfac * game.warpfac;
+    for (i=0; i < NDEVICES; i++) 
+       game.damage[i] = 0.0;
+    // Set up assorted game parameters
+    invalidate(game.battle);
+    game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
+    game.nkinks = game.nhelp = game.casual = game.abandoned = 0;
+    game.iscate = game.resting = game.imine = game.icrystl = game.icraft = false;
+    game.isatb = game.state.nplankl = 0;
+    game.state.starkl = game.state.basekl = 0;
+    game.iscraft = onship;
+    game.landed = false;
+    game.alive = true;
+    game.docfac = 0.25;
+    for (i = 1; i <= GALSIZE; i++)
+       for (j = 1; j <= GALSIZE; j++) {
+           struct quadrant *quad = &game.state.galaxy[i][j];
+           quad->charted = 0;
+           quad->planet = NOPLANET;
+           quad->romulans = 0;
+           quad->klingons = 0;
+           quad->starbase = false;
+           quad->supernova = false;
+           quad->status = secure;
+       }
+    // Initialize times for extraneous events
+    schedule(FSNOVA, expran(0.5 * game.intime));
+    schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)));
+    schedule(FSNAP, 1.0 + Rand()); // Force an early snapshot
+    schedule(FBATTAK, expran(0.3*game.intime));
+    unschedule(FCDBAS);
+    if (game.state.nscrem)
+       schedule(FSCMOVE, 0.2777);
+    else
+       unschedule(FSCMOVE);
+    unschedule(FSCDBAS);
+    unschedule(FDSPROB);
+    if ((game.options & OPTION_WORLDS) && game.skill >= SKILL_GOOD)
+       schedule(FDISTR, expran(1.0 + game.intime));
+    else
+       unschedule(FDISTR);
+    unschedule(FENSLV);
+    unschedule(FREPRO);
+    // Starchart is functional but we've never seen it
+    game.lastchart = FOREVER;
+    // Put stars in the galaxy
+    game.instar = 0;
+    for (i = 1; i <= GALSIZE; i++)
+       for (j = 1; j <= GALSIZE; j++) {
+           int k = Rand()*9.0 + 1.0;
+           game.instar += k;
+           game.state.galaxy[i][j].stars = k;
+       }
+    // Locate star bases in galaxy
+    for (i = 1; i <= game.inbase; i++) {
+       bool contflag;
+       do {
+           do w = randplace(GALSIZE);
+           while (game.state.galaxy[w.x][w.y].starbase);
+           contflag = false;
+           for (j = i-1; j > 0; j--) {
+               /* Improved placement algorithm to spread out bases */
+               double distq = square(w.x-game.state.baseq[j].x) + square(w.y-game.state.baseq[j].y);
+               if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) {
+                   contflag = true;
+                   if (idebug)
+                       prout("=== Abandoning base #%d at %d-%d", i, w.x, w.y);
+                   break;
+               }
+               else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
+                   if (idebug)
+                       prout("=== Saving base #%d, close to #%d", i, j);
+               }
+           }
+       } while (contflag);
+                       
+       game.state.baseq[i] = w;
+       game.state.galaxy[w.x][w.y].starbase = true;
+       game.state.chart[w.x][w.y].starbase = true;
+    }
+    // Position ordinary Klingon Battle Cruisers
+    krem = game.inkling;
+    klumper = 0.25*game.skill*(9.0-game.length)+1.0;
+    if (klumper > MAXKLQUAD) 
+       klumper = MAXKLQUAD;
+    do {
+       double r = Rand();
+       int klump = (1.0 - r*r)*klumper;
+       if (klump > krem)
+           klump = krem;
+       krem -= klump;
+       do w = randplace(GALSIZE);
+       while (game.state.galaxy[w.x][w.y].supernova ||
+               game.state.galaxy[w.x][w.y].klingons + klump > 9);
+       game.state.galaxy[w.x][w.y].klingons += klump;
+    } while (krem > 0);
+    // Position Klingon Commander Ships
+#ifdef ODEBUG
+    klumper = 1;
+#endif /* ODEBUG */
+    for (i = 1; i <= game.incom; i++) {
+       do {
+           do { /* IF debugging, put commanders by bases, always! */
+#ifdef ODEBUG
+               if (game.idebug && klumper <= game.inbase) {
+                   w = game.state.baseq[klumper];
+                   klumper++;
+               }
+               else
+#endif /* ODEBUG */
+                   w = randplace(GALSIZE);
+           }
+           while ((!game.state.galaxy[w.x][w.y].klingons && Rand() < 0.75)||
+                  game.state.galaxy[w.x][w.y].supernova||
+                  game.state.galaxy[w.x][w.y].klingons > 8);
+           // check for duplicate
+           for (j = 1; j < i; j++)
+               if (same(game.state.kcmdr[j], w))
+                   break;
+       } while (j < i);
+       game.state.galaxy[w.x][w.y].klingons++;
+       game.state.kcmdr[i] = w;
+    }
+    // Locate planets in galaxy
+    for (i = 0; i < game.inplan; i++) {
+       do w = randplace(GALSIZE); 
+       while (game.state.galaxy[w.x][w.y].planet != NOPLANET);
+       game.state.planets[i].w = w;
+       if ((game.options & OPTION_WORLDS) && i < NINHAB) {
+           game.state.planets[i].pclass = M;   // All inhabited planets are class M
+           game.state.planets[i].crystals = absent;
+           game.state.planets[i].known = known;
+           game.state.planets[i].inhabited = i;
+       } else {
+           game.state.planets[i].pclass = Rand()*3.0; // Planet class M N or O
+           game.state.planets[i].crystals = Rand()*1.5;                // 1 in 3 chance of crystals
+           game.state.planets[i].known = unknown;
+           game.state.planets[i].inhabited = UNINHABITED;
+       }
+       game.state.galaxy[w.x][w.y].planet = i;
+    }
+    // Locate Romulans
+    for (i = 1; i <= game.state.nromrem; i++) {
+       w = randplace(GALSIZE);
+       game.state.galaxy[w.x][w.y].romulans = 1;
+    }
+    // Locate the Super Commander
+    if (game.state.nscrem > 0) {
+       do w = randplace(GALSIZE);
+       while (game.state.galaxy[w.x][w.y].supernova || game.state.galaxy[w.x][w.y].klingons > 8);
+       game.state.kscmdr = w;
+       game.state.galaxy[w.x][w.y].klingons++;
+    }
+    // Place thing (in tournament game, thingx == -1, don't want one!)
+    if (thing.x != -1) {
+       thing = randplace(GALSIZE);
+    }
+    else
+       invalidate(thing);
+
+    skip(2);
+    game.state.snap = false;
+               
+    if (game.skill == SKILL_NOVICE) {
+       prout(_("It is stardate %d. The Federation is being attacked by"),
+             (int)game.state.date);
+       prout(_("a deadly Klingon invasion force. As captain of the United"));
+       prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"));
+       prout(_("and destroy this invasion force of %d battle cruisers."),
+             (game.inkling + game.incom + game.inscom));
+       prout(_("You have an initial allotment of %d stardates to complete"), (int)game.intime);
+       prout(_("your mission.  As you proceed you may be given more time."));
+       skip(1);
+       prout(_("You will have %d supporting starbases."), game.inbase);
+       proutn(_("Starbase locations-  "));
+    }
+    else {
+       prout(_("Stardate %d."), (int)game.state.date);
+       skip(1);
+       prout(_("%d Klingons."), game.inkling + game.incom + game.inscom);
+       prout(_("An unknown number of Romulans."));
+       if (game.state.nscrem)
+           prout(_("And one (GULP) Super-Commander."));
+       prout(_("%d stardates."),(int)game.intime);
+       proutn(_("%d starbases in "), game.inbase);
+    }
+    for (i = 1; i <= game.inbase; i++) {
+       proutn(cramlc(0, game.state.baseq[i]));
+       proutn("  ");
+    }
+    skip(2);
+    proutn(_("The Enterprise is currently in "));
+    proutn(cramlc(quadrant, game.quadrant));
+    proutn(" ");
+    proutn(cramlc(sector, game.sector));
+    skip(2);
+    prout(_("Good Luck!"));
+    if (game.state.nscrem)
+       prout(_("  YOU'LL NEED IT."));
+    waitfor();
+    newqad(false);
+    if (game.nenhere-iqhere-game.ithere)
+       game.shldup = true;
+    if (game.neutz)    // bad luck to start in a Romulan Neutral Zone
+       attack(false);
+}
+
+bool choose(bool needprompt) 
+/* choose your game type */
+{
+    for(;;) {
+       game.tourn = 0;
+       game.thawed = false;
+       game.skill = SKILL_NONE;
+       game.length = 0;
+       if (needprompt) /* Can start with command line options */
+           proutn(_("Would you like a regular, tournament, or saved game? "));
+       scan();
+       if (strlen(citem)==0) // Try again
+           continue;
+       if (isit("tournament")) {
+           while (scan() == IHEOL) {
+               proutn(_("Type in tournament number-"));
+           }
+           if (aaitem == 0) {
+               chew();
+               continue; // We don't want a blank entry
+           }
+           game.tourn = (int)aaitem;
+           thing.x = -1;
+           srand((unsigned int)(int)aaitem);
+           break;
+       }
+       if (isit("saved") || isit("frozen")) {
+           if (thaw())
+               continue;
+           chew();
+           if (*game.passwd==0)
+               continue;
+           if (!game.alldone)
+               game.thawed = true; // No plaque if not finished
+           report();
+           waitfor();
+           return true;
+       }
+       if (isit("regular"))
+           break;
+       proutn(_("What is \""));
+       proutn(citem);
+       prout("\"?");
+       chew();
+    }
+    while (game.length==0 || game.skill==SKILL_NONE) {
+       if (scan() == IHALPHA) {
+           if (isit("short"))
+               game.length = 1;
+           else if (isit("medium"))
+               game.length = 2;
+           else if (isit("long"))
+               game.length = 4;
+           else if (isit("novice"))
+               game.skill = SKILL_NOVICE;
+           else if (isit("fair"))
+               game.skill = SKILL_FAIR;
+           else if (isit("good"))
+               game.skill = SKILL_GOOD;
+           else if (isit("expert"))
+               game.skill = SKILL_EXPERT;
+           else if (isit("emeritus"))
+               game.skill = SKILL_EMERITUS;
+           else {
+               proutn(_("What is \""));
+               proutn(citem);
+               prout("\"?");
+           }
+       }
+       else {
+           chew();
+           if (game.length==0)
+               proutn(_("Would you like a Short, Medium, or Long game? "));
+           else if (game.skill == SKILL_NONE)
+               proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "));
+       }
+    }
+    // Choose game options -- added by ESR for SST2K
+    if (scan() != IHALPHA) {
+       chew();
+       proutn(_("Choose your game style (plain, almy, fancy or just press enter): "));
+       scan();
+    }
+    if (isit("plain")) {
+       // Approximates the UT FORTRAN version.
+       game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
+       game.options |= OPTION_PLAIN;
+    } 
+    else if (isit("almy")) {
+       // Approximates Tom Almy's version.
+       game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
+       game.options |= OPTION_ALMY;
+    }
+    else if (isit("fancy"))
+       /* do nothing */;
+    else if (strlen(citem)) {
+           proutn(_("What is \""));
+           proutn(citem);
+           prout("\"?");
+    }
+    setpassword();
+    if (strcmp(game.passwd, "debug")==0) {
+       idebug = true;
+       fputs("=== Debug mode enabled\n", stdout);
+    }
+
+    // Use parameters to generate initial values of things
+    game.damfac = 0.5 * game.skill;
+    game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0);
+    game.inbase = game.state.rembase;
+    game.inplan = 0;
+    if (game.options & OPTION_PLANETS)
+       game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand();
+    if (game.options & OPTION_WORLDS)
+       game.inplan += NINHAB;
+    game.state.nromrem = game.inrom = (2.0+Rand())*game.skill;
+    game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR ? 1 : 0);
+    game.state.remtime = 7.0 * game.length;
+    game.intime = game.state.remtime;
+    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*Rand())*game.skill*0.1+.15);
+    game.incom = game.skill + 0.0625*game.inkling*Rand();
+    game.state.remcom = min(10, game.incom);
+    game.incom = game.state.remcom;
+    game.state.remres = (game.inkling+4*game.incom)*game.intime;
+    game.inresor = game.state.remres;
+    if (game.inkling > 50) {
+       game.inbase = (game.state.rembase += 1);
+    }
+    return false;
+}
+
+coord dropin(feature iquad)
+/* drop a feature on a random dot in the current quadrant */
+{
+    coord w;
+    do w = randplace(QUADSIZE);
+    while (game.quad[w.x][w.y] != IHDOT);
+    game.quad[w.x][w.y] = iquad;
+    return w;
+}
+
+void newcnd(void)
+/* update our alert status */
+{
+    game.condition = green;
+    if (game.energy < 1000.0)
+       game.condition = yellow;
+    if (game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons || game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans)
+       game.condition = red;
+    if (!game.alive)
+       game.condition=dead;
+}
+
+coord newkling(int i)
+/* drop new Klingon into current quadrant */
+{
+    coord pi = dropin(IHK);
+    game.ks[i] = pi;
+    game.kdist[i] = game.kavgd[i] = distance(game.sector, pi);
+    game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
+    return pi;
+}
+
+void newqad(bool shutup)
+/* set up a new state of quadrant, for when we enter or re-enter it */
+{
+    int i, j;
+    coord w;
+    struct quadrant *q;
+
+    game.justin = true;
+    invalidate(game.base);
+    game.klhere = 0;
+    game.comhere = false;
+    invalidate(game.plnet);
+    game.ishere = false;
+    game.irhere = 0;
+    game.iplnet = 0;
+    game.nenhere = 0;
+    game.neutz = false;
+    game.inorbit = false;
+    game.landed = false;
+    game.ientesc = false;
+    game.ithere = false;
+    iqhere = false;
+    iqengry = false;
+    game.iseenit = false;
+    if (game.iscate) {
+       // Attempt to escape Super-commander, so tbeam back!
+       game.iscate = false;
+       game.ientesc = true;
+    }
+    // Clear quadrant
+    for (i = 1; i <= QUADSIZE; i++)
+       for (j = 1; j <= QUADSIZE; j++)
+           game.quad[i][j] = IHDOT;
+    q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+    // cope with supernova
+    if (q->supernova)
+       return;
+    game.klhere = q->klingons;
+    game.irhere = q->romulans;
+    game.nenhere = game.klhere + game.irhere;
+
+    // Position Starship
+    game.quad[game.sector.x][game.sector.y] = game.ship;
+
+    if (q->klingons) {
+       w.x = w.y = 0;  /* quiet a gcc warning */
+       // Position ordinary Klingons
+       for (i = 1; i <= game.klhere; i++)
+           w = newkling(i);
+       // If we need a commander, promote a Klingon
+       for (i = 1; i <= game.state.remcom; i++)
+           if (same(game.state.kcmdr[i], game.quadrant))
+               break;
+                       
+       if (i <= game.state.remcom) {
+           game.quad[w.x][w.y] = IHC;
+           game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
+           game.comhere = true;
+       }
+
+       // If we need a super-commander, promote a Klingon
+       if (same(game.quadrant, game.state.kscmdr)) {
+           game.quad[game.ks[1].x][game.ks[1].y] = IHS;
+           game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill;
+           game.iscate = (game.state.remkl > 1);
+           game.ishere = true;
+       }
+    }
+    // Put in Romulans if needed
+    for (i = game.klhere+1; i <= game.nenhere; i++) {
+       w = dropin(IHR);
+       game.ks[i] = w;
+       game.kdist[i] = game.kavgd[i] = distance(game.sector, w);
+       game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
+    }
+    // If quadrant needs a starbase, put it in
+    if (q->starbase)
+       game.base = dropin(IHB);
+       
+    // If quadrant needs a planet, put it in
+    if (q->planet != NOPLANET) {
+       game.iplnet = q->planet;
+       if (game.state.planets[q->planet].inhabited == UNINHABITED)
+           game.plnet = dropin(IHP);
+       else
+           game.plnet = dropin(IHW);
+    }
+    // Check for condition
+    newcnd();
+    // And finally the stars
+    for (i = 1; i <= q->stars; i++) 
+       dropin(IHSTAR);
+
+    // Check for RNZ
+    if (game.irhere > 0 && game.klhere == 0) {
+       game.neutz = true;
+       if (!damaged(DRADIO)) {
+           skip(1);
+           prout(_("LT. Uhura- \"Captain, an urgent message."));
+           prout(_("  I'll put it on audio.\"  CLICK"));
+           skip(1);
+           prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."));
+           prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"));
+       }
+    }
+
+    if (shutup==0) {
+       // Put in THING if needed
+       if (same(thing, game.quadrant)) {
+           w = dropin(IHQUEST);
+           thing = randplace(GALSIZE);
+           game.nenhere++;
+           iqhere = true;
+           game.ks[game.nenhere] = w;
+           game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
+               distance(game.sector, w);
+           game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
+           if (!damaged(DSRSENS)) {
+               skip(1);
+               prout(_("Mr. Spock- \"Captain, this is most unusual."));
+               prout(_("    Please examine your short-range scan.\""));
+           }
+       }
+    }
+
+    // Decide if quadrant needs a Tholian
+    if (game.options & OPTION_THOLIAN) {
+       if ((game.skill < SKILL_GOOD && Rand() <= 0.02) ||   /* Lighten up if skill is low */
+           (game.skill == SKILL_GOOD && Rand() <= 0.05) ||
+           (game.skill > SKILL_GOOD && Rand() <= 0.08)
+           ) {
+           do {
+               game.tholian.x = Rand() > 0.5 ? QUADSIZE : 1;
+               game.tholian.y = Rand() > 0.5 ? QUADSIZE : 1;
+           } while (game.quad[game.tholian.x][game.tholian.y] != IHDOT);
+           game.quad[game.tholian.x][game.tholian.y] = IHT;
+           game.ithere = true;
+           game.nenhere++;
+           game.ks[game.nenhere] = game.tholian;
+           game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
+               distance(game.sector, game.tholian);
+           game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill;
+           /* Reserve unocupied corners */
+           if (game.quad[1][1]==IHDOT)
+               game.quad[1][1] = 'X';
+           if (game.quad[1][QUADSIZE]==IHDOT)
+               game.quad[1][QUADSIZE] = 'X';
+           if (game.quad[QUADSIZE][1]==IHDOT)
+               game.quad[QUADSIZE][1] = 'X';
+           if (game.quad[QUADSIZE][QUADSIZE]==IHDOT)
+               game.quad[QUADSIZE][QUADSIZE] = 'X';
+       }
+    }
+
+    sortklings();
+
+    // Put in a few black holes
+    for (i = 1; i <= 3; i++)
+       if (Rand() > 0.5) 
+           dropin(IHBLANK);
+
+    // Take out X's in corners if Tholian present
+    if (game.ithere) {
+       if (game.quad[1][1]=='X')
+           game.quad[1][1] = IHDOT;
+       if (game.quad[1][QUADSIZE]=='X')
+           game.quad[1][QUADSIZE] = IHDOT;
+       if (game.quad[QUADSIZE][1]=='X')
+           game.quad[QUADSIZE][1] = IHDOT;
+       if (game.quad[QUADSIZE][QUADSIZE]=='X')
+           game.quad[QUADSIZE][QUADSIZE] = IHDOT;
+    }          
+}
+
+void sortklings(void) 
+/* sort Klingons by distance from us */
+{
+    double t;
+    int j, k;
+    bool sw;
+
+    // The author liked bubble sort. So we will use it. :-(
+
+    if (game.nenhere-iqhere-game.ithere < 2)
+       return;
+
+    do {
+       sw = false;
+       for (j = 1; j < game.nenhere; j++)
+           if (game.kdist[j] > game.kdist[j+1]) {
+               sw = true;
+               t = game.kdist[j];
+               game.kdist[j] = game.kdist[j+1];
+               game.kdist[j+1] = t;
+               t = game.kavgd[j];
+               game.kavgd[j] = game.kavgd[j+1];
+               game.kavgd[j+1] = t;
+               k = game.ks[j].x;
+               game.ks[j].x = game.ks[j+1].x;
+               game.ks[j+1].x = k;
+               k = game.ks[j].y;
+               game.ks[j].y = game.ks[j+1].y;
+               game.ks[j+1].y = k;
+               t = game.kpower[j];
+               game.kpower[j] = game.kpower[j+1];
+               game.kpower[j+1] = t;
+           }
+    } while (sw);
+}
+
+void setpassword(void)
+/* set the self-destruct password */
+{
+    if (game.options & OPTION_PLAIN) {
+       while (TRUE) {
+           chew();
+           proutn(_("Please type in a secret password- "));
+           scan();
+           strcpy(game.passwd, citem);
+           if (*game.passwd != 0)
+               break;
+       }
+    } else {
+       int i;
+        for(i=0;i<3;i++)
+           game.passwd[i]=(char)(97+(int)(Rand()*25));
+        game.passwd[3]=0;
+    }
+}