--- /dev/null
+#include <time.h>
+#include <sys/stat.h>
+#include "sst.h"
+
+static long filelength(int fd) {
+struct stat buf;
+ fstat(fd, &buf);
+ return buf.st_size;
+}
+
+void prelim(void)
+/* issue a historically correct banner */
+{
+ skip(2);
+ prout(_("-SUPER- STAR TREK"));
+ skip(1);
+#ifdef __HISTORICAL__
+ prout(_("Latest update-21 Sept 78"));
+ skip(1);
+#endif /* __HISTORICAL__ */
+}
+
+void freeze(bool boss)
+/* save game */
+{
+ FILE *fp;
+ int key;
+ if (boss) {
+ strcpy(citem, "emsave.trk");
+ }
+ else {
+ if ((key = scan()) == IHEOL) {
+ proutn(_("File name: "));
+ key = scan();
+ }
+ if (key != IHALPHA) {
+ huh();
+ return;
+ }
+ chew();
+ if (strchr(citem, '.') == NULL) {
+ strcat(citem, ".trk");
+ }
+ }
+ if ((fp = fopen(citem, "wb")) == NULL) {
+ proutn(_("Can't freeze game as file "));
+ proutn(citem);
+ skip(1);
+ return;
+ }
+ strcpy(game.magic, SSTMAGIC);
+ fwrite(&game, sizeof(game), 1, fp);
+
+ fclose(fp);
+}
+
+
+bool thaw(void)
+/* retrieve saved game */
+{
+ FILE *fp;
+ int key;
+
+ game.passwd[0] = '\0';
+ if ((key = scan()) == IHEOL) {
+ proutn(_("File name: "));
+ key = scan();
+ }
+ if (key != IHALPHA) {
+ huh();
+ return true;
+ }
+ chew();
+ if (strchr(citem, '.') == NULL) {
+ strcat(citem, ".trk");
+ }
+ if ((fp = fopen(citem, "rb")) == NULL) {
+ proutn(_("Can't find game file "));
+ proutn(citem);
+ skip(1);
+ return 1;
+ }
+ fread(&game, sizeof(game), 1, fp);
+ if (feof(fp) || ftell(fp) != filelength(fileno(fp)) || strcmp(game.magic, SSTMAGIC)) {
+ proutn(_("Game file format is bad, should begin with "));
+ prout(SSTMAGIC);
+ skip(1);
+ fclose(fp);
+ return 1;
+ }
+
+ fclose(fp);
+
+ return false;
+}
+
+#define SYSTEM_NAMES \
+ { \
+ /* \
+ * I used <http://www.memory-alpha.org> to find planets \
+ * with references in ST:TOS. Eath and the Alpha Centauri \
+ * Colony have been omitted. \
+ * \
+ * Some planets marked Class G and P here will be displayed as class M \
+ * because of the way planets are generated. This is a known bug. \
+ */ \
+ /* 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;
+ }
+}