+++ /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)
-{
- skip(2);
- prout("-SUPER- STAR TREK");
- skip(1);
-#ifdef __HISTORICAL__
- prout("Latest update-21 Sept 78");
- skip(1);
-#endif /* __HISTORICAL__ */
-}
-
-void freeze(int boss)
-{
- 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);
-
- /* I hope that's enough! */
-}
-
-
-int thaw(void)
-{
- FILE *fp;
- int key;
-
- game.passwd[0] = '\0';
- if ((key = scan()) == IHEOL) {
- proutn("File name: ");
- key = scan();
- }
- if (key != IHALPHA) {
- huh();
- return 1;
- }
- 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)) {
- prout("Game file format is bad, should begin with " SSTMAGIC);
- skip(1);
- fclose(fp);
- return 1;
- }
-
- fclose(fp);
-
- return 0;
-}
-
-void abandn(void)
-{
- int nb, l;
-
- chew();
- if (condit==IHDOCKED) {
- if (ship!=IHE) {
- prout("You cannot abandon Ye Faerie Queene.");
- return;
- }
- }
- else {
- /* Must take shuttle craft to exit */
- if (game.damage[DSHUTTL]==-1) {
- prout("Ye Faerie Queene has no shuttle craft.");
- return;
- }
- if (game.damage[DSHUTTL]<0) {
- prout("Shuttle craft now serving Big Mac's.");
- return;
- }
- if (game.damage[DSHUTTL]>0) {
- prout("Shuttle craft damaged.");
- return;
- }
- if (landed==1) {
- prout("You must be aboard the Enterprise.");
- return;
- }
- if (iscraft!=1) {
- prout("Shuttle craft not currently available.");
- return;
- }
- /* Print abandon ship messages */
- skip(1);
- prouts("***ABANDON SHIP! ABANDON SHIP!");
- skip(1);
- prouts("***ALL HANDS ABANDON SHIP!");
- skip(2);
- prout("Captain and crew escape in shuttle craft.");
- prout("Remainder of ship's complement beam down");
- prout("to nearest habitable planet.");
- if (game.state.rembase==0) {
- /* Ops! no place to go... */
- finish(FABANDN);
- return;
- }
- /* If at least one base left, give 'em the Faerie Queene */
- skip(1);
- icrystl = 0; /* crystals are lost */
- nprobes = 0; /* No probes */
- prout("You are captured by Klingons and released to");
- prout("the Federation in a prisoner-of-war exchange.");
- nb = Rand()*game.state.rembase+1;
- /* Set up quadrant and position FQ adjacient to base */
- if (quadx!=game.state.baseqx[nb] || quady!=game.state.baseqy[nb]) {
- quadx = game.state.baseqx[nb];
- quady = game.state.baseqy[nb];
- sectx = secty = 5;
- newqad(1);
- }
- for (;;) {
- /* position next to base by trial and error */
- game.quad[sectx][secty] = IHDOT;
- for_sectors(l) {
- sectx = 3.0*Rand() - 1.0 + basex;
- secty = 3.0*Rand() - 1.0 + basey;
- if (VALID_SECTOR(sectx, secty) &&
- game.quad[sectx][secty] == IHDOT) break;
- }
- if (l < QUADSIZE+1) break; /* found a spot */
- sectx=QUADSIZE/2;
- secty=QUADSIZE/2;
- newqad(1);
- }
- }
- /* Get new commission */
- game.quad[sectx][secty] = ship = IHF;
- prout("Starfleet puts you in command of another ship,");
- prout("the Faerie Queene, which is antiquated but,");
- prout("still useable.");
- if (icrystl!=0) prout("The dilithium crystals have been moved.");
- imine=0;
- iscraft=0; /* Gallileo disappears */
- /* Resupply ship */
- condit=IHDOCKED;
- for (l = 0; l < NDEVICES; l++)
- game.damage[l] = 0.0;
- game.damage[DSHUTTL] = -1;
- energy = inenrg = 3000.0;
- shield = inshld = 1250.0;
- torps = intorps = 6;
- lsupres=inlsr=3.0;
- shldup=0;
- warpfac=5.0;
- wfacsq=25.0;
- return;
-}
-
-void setup(int needprompt)
-{
- int i,j, krem, klumper;
- int ix, iy;
-#ifdef DEBUG
- idebug = 0;
-#endif
- // Decide how many of everything
- if (choose(needprompt)) return; // frozen game
- // Prepare the Enterprise
- alldone = gamewon = 0;
- ship = IHE;
- energy = inenrg = 5000.0;
- shield = inshld = 2500.0;
- shldchg = shldup = 0;
- inlsr = 4.0;
- lsupres = 4.0;
- iran(GALSIZE, &quadx, &quady);
- iran(QUADSIZE, §x, §y);
- torps = intorps = 10;
- nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */
- warpfac = 5.0;
- wfacsq = warpfac * warpfac;
- for (i=0; i < NDEVICES; i++)
- game.damage[i] = 0.0;
- // Set up assorted game parameters
- batx = baty = 0;
- game.state.date = indate = 100.0*(int)(31.0*Rand()+20.0);
- nkinks = nhelp = resting = casual = 0;
- isatb = iscate = imine = icrystl = icraft = game.state.nplankl = 0;
- game.state.starkl = game.state.basekl = 0;
- iscraft = 1;
- landed = -1;
- alive = 1;
- docfac = 0.25;
- for_quadrants(i)
- for_quadrants(j) {
- game.state.galaxy[i][j].charted = 0;
- game.state.galaxy[i][j].planets = 0;
- game.state.galaxy[i][j].romulans = 0;
- game.state.galaxy[i][j].klingons = 0;
- game.state.galaxy[i][j].starbase = 0;
- game.state.galaxy[i][j].supernova = 0;
- }
- // Initialize times for extraneous events
- game.future[FSNOVA] = game.state.date + expran(0.5 * intime);
- game.future[FTBEAM] = game.state.date + expran(1.5 * (intime / game.state.remcom));
- game.future[FSNAP] = game.state.date + 1.0 + Rand(); // Force an early snapshot
- game.future[FBATTAK] = game.state.date + expran(0.3*intime);
- game.future[FCDBAS] = FOREVER;
- game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : FOREVER;
- game.future[FSCDBAS] = FOREVER;
- game.future[FDSPROB] = FOREVER;
- // Starchart is functional but we've never seen it
- lastchart = FOREVER;
- // Put stars in the galaxy
- instar = 0;
- for_quadrants(i)
- for_quadrants(j) {
- int k = Rand()*9.0 + 1.0;
- instar += k;
- game.state.galaxy[i][j].stars = k;
- }
- // Locate star bases in galaxy
- for (i = 1; i <= inbase; i++) {
- int contflag;
- do {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].starbase);
- contflag = FALSE;
- for (j = i-1; j > 0; j--) {
- /* Improved placement algorithm to spread out bases */
- double distq = square(ix-game.state.baseqx[j]) + square(iy-game.state.baseqy[j]);
- if (distq < 6.0*(BASEMAX+1-inbase) && Rand() < 0.75) {
- contflag = TRUE;
-#ifdef DEBUG
- prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy);
-#endif
- break;
- }
-#ifdef DEBUG
- else if (distq < 6.0 * (BASEMAX+1-inbase)) {
- prout("DEBUG: saving base #%d, close to #%d", i, j);
- }
-#endif
- }
- } while (contflag);
-
- game.state.baseqx[i] = ix;
- game.state.baseqy[i] = iy;
- game.state.galaxy[ix][iy].starbase = 1;
- game.state.chart[ix][iy].starbase = 1;
- }
- // Position ordinary Klingon Battle Cruisers
- krem = inkling;
- klumper = 0.25*skill*(9.0-length)+1.0;
- if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant
- do {
- double r = Rand();
- int klump = (1.0 - r*r)*klumper;
- if (klump > krem) klump = krem;
- krem -= klump;
- do iran(GALSIZE,&ix,&iy);
- while (game.state.galaxy[ix][iy].supernova ||
- game.state.galaxy[ix][iy].klingons + klump > 9);
- game.state.galaxy[ix][iy].klingons += klump;
- } while (krem > 0);
- // Position Klingon Commander Ships
-#ifdef DEBUG
- klumper = 1;
-#endif
- for (i = 1; i <= incom; i++) {
- do {
- do { /* IF debugging, put commanders by bases, always! */
-#ifdef DEBUG
- if (idebug && klumper <= inbase) {
- ix = game.state.baseqx[klumper];
- iy = game.state.baseqy[klumper];
- klumper++;
- }
- else
-#endif
- iran(GALSIZE, &ix, &iy);
- }
- while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)||
- game.state.galaxy[ix][iy].supernova||
- game.state.galaxy[ix][iy].klingons > 8);
- // check for duplicate
- for (j = 1; j < i; j++)
- if (game.state.cx[j]==ix && game.state.cy[j]==iy) break;
- } while (j < i);
- game.state.galaxy[ix][iy].klingons++;
- game.state.cx[i] = ix;
- game.state.cy[i] = iy;
- }
- // Locate planets in galaxy
- for (i = 0; i < inplan; i++) {
- do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planets);
- game.state.galaxy[ix][iy].planets = 1;
- game.state.plnets[i].x = ix;
- game.state.plnets[i].y = iy;
- game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
- game.state.plnets[i].crystals = 1.5*Rand(); // 1 in 3 chance of crystals
- game.state.plnets[i].known = unknown;
- }
- // Locate Romulans
- for (i = 1; i <= game.state.nromrem; i++) {
- iran(GALSIZE, &ix, &iy);
- game.state.galaxy[ix][iy].romulans = 1;
- }
- // Locate the Super Commander
- if (game.state.nscrem > 0) {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].supernova || game.state.galaxy[ix][iy].klingons > 8);
- game.state.isx = ix;
- game.state.isy = iy;
- game.state.galaxy[ix][iy].klingons++;
- }
- // Place thing (in tournament game, thingx == -1, don't want one!)
- if (thingx != -1) {
- iran(GALSIZE, &thingx, &thingy);
- }
- else {
- thingx = thingy = 0;
- }
-
-// idate = date;
- skip(2);
- game.state.snap = 0;
-
- if (skill == SKILL_NOVICE) {
- prout("It is stardate %d. The Federation is being attacked by",
- (int)game.state.date);
- prout("a deadly Klingon invasion force. As captain of the United");
- prout("Starship U.S.S. Enterprise, it is your mission to seek out");
- prout("and destroy this invasion force of %d battle cruisers.",
- INKLINGTOT);
- prout("You have an initial allotment of %d stardates to complete", (int)intime);
- prout("your mission. As you proceed you may be given more time.");
- prout("");
- prout("You will have %d supporting starbases.", inbase);
- proutn("Starbase locations- ");
- }
- else {
- prout("Stardate %d.", (int)game.state.date);
- prout("");
- prout("%d Klingons.", INKLINGTOT);
- prout("An unknown number of Romulans.");
- if (game.state.nscrem) prout("and one (GULP) Super-Commander.");
- prout("%d stardates.",(int)intime);
- proutn("%d starbases in ", inbase);
- }
- for (i = 1; i <= inbase; i++) {
- proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i]));
- proutn(" ");
- }
- skip(2);
- proutn("The Enterprise is currently in ");
- proutn(cramlc(quadrant, quadx, quady));
- proutn(" ");
- proutn(cramlc(sector, sectx, secty));
- skip(2);
- prout("Good Luck!");
- if (game.state.nscrem) prout(" YOU'LL NEED IT.");
- waitfor();
- newqad(0);
- if (nenhere-iqhere-ithere) shldup=1.0;
- if (neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
-}
-
-void randomize(void)
-{
- srand((int)time(NULL));
-}
-
-int choose(int needprompt)
-{
- while (TRUE) {
- tourn = 0;
- thawed = 0;
- skill = SKILL_NONE;
- length = 0;
- if (needprompt) /* Can start with command line options */
- proutn("Would you like a regular, tournament, or saved game? ");
- scan();
- if (strlen(citem)==0) continue; // Try again
- if (isit("tournament")) {
- while (scan() == IHEOL) {
- proutn("Type in tournament number-");
- }
- if (aaitem == 0) {
- chew();
- continue; // We don't want a blank entry
- }
- tourn = (int)aaitem;
- thingx = -1;
- srand((unsigned int)(int)aaitem);
- break;
- }
- if (isit("saved") || isit("frozen")) {
- if (thaw()) continue;
- chew();
- if (*game.passwd==0) continue;
- if (!alldone) thawed = 1; // No plaque if not finished
- report();
- waitfor();
- return TRUE;
- }
- if (isit("regular")) break;
- proutn("What is \"");
- proutn(citem);
- prout("\"?");
- chew();
- }
- while (length==0 || skill==SKILL_NONE) {
- if (scan() == IHALPHA) {
- if (isit("short")) length = 1;
- else if (isit("medium")) length = 2;
- else if (isit("long")) length = 4;
- else if (isit("novice")) skill = SKILL_NOVICE;
- else if (isit("fair")) skill = SKILL_FAIR;
- else if (isit("good")) skill = SKILL_GOOD;
- else if (isit("expert")) skill = SKILL_EXPERT;
- else if (isit("emeritus")) skill = SKILL_EMERITUS;
- else {
- proutn("What is \"");
- proutn(citem);
- prout("\"?");
- }
- }
- else {
- chew();
- if (length==0) proutn("Would you like a Short, Medium, or Long game? ");
- else if (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 options: ");
- 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);
- game.options |= OPTION_PLAIN;
- }
- else if (isit("almy")) {
- // Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE);
- game.options |= OPTION_ALMY;
- }
- else if (isit("fancy"))
- /* do nothing */;
- else if (strlen(citem)) {
- proutn("What is \"");
- proutn(citem);
- prout("\"?");
- }
- setpassword();
-#ifdef DEBUG
- if (strcmp(game.passwd, "debug")==0) idebug = 1;
-#endif
-
- // Use parameters to generate initial values of things
- damfac = 0.5 * skill;
- game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0);
- inbase = game.state.rembase;
- if (game.options & OPTION_PLANETS)
- inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand();
- game.state.nromrem = inrom = (2.0+Rand())*skill;
- game.state.nscrem = inscom = (skill > SKILL_FAIR ? 1 : 0);
- game.state.remtime = 7.0 * length;
- intime = game.state.remtime;
- game.state.remkl = inkling = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15);
- incom = skill + 0.0625*inkling*Rand();
- game.state.remcom = min(10, incom);
- incom = game.state.remcom;
- game.state.remres = (inkling+4*incom)*intime;
- inresor = game.state.remres;
- if (inkling > 50) {
- inbase = (game.state.rembase += 1);
- }
- return FALSE;
-}
-
-void dropin(int iquad, int *ix, int *iy)
-{
- do iran(QUADSIZE, ix, iy);
- while (game.quad[*ix][*iy] != IHDOT);
- game.quad[*ix][*iy] = iquad;
-}
-
-void newcnd(void)
-{
- condit = IHGREEN;
- if (energy < 1000.0) condit = IHYELLOW;
- if (game.state.galaxy[quadx][quady].klingons || game.state.galaxy[quadx][quady].romulans)
- condit = IHRED;
- if (!alive) condit=IHDEAD;
-}
-
-
-void newqad(int shutup)
-{
- int i, j, ix, iy, nplan;
-
- iattak = 1;
- justin = 1;
- basex = basey = 0;
- klhere = 0;
- comhere = 0;
- plnetx = plnety = 0;
- ishere = 0;
- irhere = 0;
- iplnet = 0;
- nenhere = 0;
- neutz = 0;
- inorbit = 0;
- landed = -1;
- ientesc = 0;
- ithere = 0;
- iqhere=0;
- iqengry=0;
- iseenit = 0;
- if (iscate) {
- // Attempt to escape Super-commander, so tbeam back!
- iscate = 0;
- ientesc = 1;
- }
- // Clear quadrant
- for_sectors(i)
- for_sectors(j)
- game.quad[i][j] = IHDOT;
- // cope with supernova
- if (game.state.galaxy[quadx][quady].supernova)
- return;
- klhere = game.state.galaxy[quadx][quady].klingons;
- irhere = game.state.galaxy[quadx][quady].romulans;
- nplan = game.state.galaxy[quadx][quady].planets;
- nenhere = klhere + irhere;
-
- // Position Starship
- game.quad[sectx][secty] = ship;
-
- if (game.state.galaxy[quadx][quady].klingons) {
- // Position ordinary Klingons
- for (i = 1; i <= klhere; i++) {
- dropin(IHK, &ix, &iy);
- game.kx[i] = ix;
- game.ky[i] = iy;
- game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));
- game.kpower[i] = Rand()*150.0 +300.0 +25.0*skill;
- }
- // If we need a commander, promote a Klingon
- for_commanders(i)
- if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;
-
- if (i <= game.state.remcom) {
- game.quad[ix][iy] = IHC;
- game.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill;
- comhere = 1;
- }
-
- // If we need a super-commander, promote a Klingon
- if (quadx == game.state.isx && quady == game.state.isy) {
- game.quad[game.kx[1]][game.ky[1]] = IHS;
- game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*skill;
- iscate = game.state.remkl>1;
- ishere = 1;
- }
- }
- // Put in Romulans if needed
- for (i = klhere+1; i <= nenhere; i++) {
- dropin(IHR, &ix, &iy);
- game.kx[i] = ix;
- game.ky[i] = iy;
- game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy));
- game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*skill;
- }
- // If quadrant needs a starbase, put it in
- if (game.state.galaxy[quadx][quady].starbase)
- dropin(IHB, &basex, &basey);
-
- if (nplan) {
- // If quadrant needs a planet, put it in
- for (i=0; i < inplan; i++)
- if (game.state.plnets[i].x == quadx && game.state.plnets[i].y == quady) break;
- if (i < inplan) {
- iplnet = i;
- dropin(IHP, &plnetx, &plnety);
- }
- }
- // Check for condition
- newcnd();
- // And finally the stars
- for (i = 1; i <= game.state.galaxy[quadx][quady].stars; i++)
- dropin(IHSTAR, &ix, &iy);
-
- // Check for RNZ
- if (irhere > 0 && klhere == 0) {
- neutz = 1;
- if (game.damage[DRADIO] <= 0.0) {
- 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 (thingx == quadx && thingy == quady) {
- dropin(IHQUEST, &ix, &iy);
- iran(GALSIZE, &thingx, &thingy);
- nenhere++;
- iqhere=1;
- game.kx[nenhere] = ix;
- game.ky[nenhere] = iy;
- game.kdist[nenhere] = game.kavgd[nenhere] =
- sqrt(square(sectx-ix) + square(secty-iy));
- game.kpower[nenhere] = Rand()*6000.0 +500.0 +250.0*skill;
- if (game.damage[DSRSENS] == 0.0) {
- 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 ((skill < SKILL_GOOD && Rand() <= 0.02) || /* Lighten up if skill is low */
- (skill == SKILL_GOOD && Rand() <= 0.05) ||
- (skill > SKILL_GOOD && Rand() <= 0.08)
- #ifdef DEBUG
- || strcmp(game.passwd, "tholianx")==0
- #endif
- ) {
- do {
- ithx = Rand() > 0.5 ? QUADSIZE : 1;
- ithy = Rand() > 0.5 ? QUADSIZE : 1;
- } while (game.quad[ithx][ithy] != IHDOT);
- game.quad[ithx][ithy] = IHT;
- ithere = 1;
- nenhere++;
- game.kx[nenhere] = ithx;
- game.ky[nenhere] = ithy;
- game.kdist[nenhere] = game.kavgd[nenhere] =
- sqrt(square(sectx-ithx) + square(secty-ithy));
- game.kpower[nenhere] = Rand()*400.0 +100.0 +25.0*skill;
- /* Reserve unocupied corners */
- if (game.quad[1][1]==IHDOT) game.quad[1][1] = 'X';
- if (game.quad[1][QUADSIZE]==IHDOT) game.quad[1][QUADSIZE] = 'X';
- if (game.quad[QUADSIZE][1]==IHDOT) game.quad[QUADSIZE][1] = 'X';
- if (game.quad[QUADSIZE][QUADSIZE]==IHDOT) game.quad[QUADSIZE][QUADSIZE] = 'X';
- }
- }
-
- sortkl();
-
- // Put in a few black holes
- for (i = 1; i <= 3; i++)
- if (Rand() > 0.5)
- dropin(IHBLANK, &ix, &iy);
-
- // Take out X's in corners if Tholian present
- if (ithere) {
- if (game.quad[1][1]=='X') game.quad[1][1] = IHDOT;
- if (game.quad[1][QUADSIZE]=='X') game.quad[1][QUADSIZE] = IHDOT;
- if (game.quad[QUADSIZE][1]=='X') game.quad[QUADSIZE][1] = IHDOT;
- if (game.quad[QUADSIZE][QUADSIZE]=='X') game.quad[QUADSIZE][QUADSIZE] = IHDOT;
- }
-}
-
-void sortkl(void)
-{
- double t;
- int sw, j, k;
-
- // The author liked bubble sort. So we will use it. :-(
-
- if (nenhere-iqhere-ithere < 2) return;
-
- do {
- sw = FALSE;
- for (j = 1; j < 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.kx[j];
- game.kx[j] = game.kx[j+1];
- game.kx[j+1] = k;
- k = game.ky[j];
- game.ky[j] = game.ky[j+1];
- game.ky[j+1] = k;
- t = game.kpower[j];
- game.kpower[j] = game.kpower[j+1];
- game.kpower[j+1] = t;
- }
- } while (sw);
-}