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] = 1e30;
- game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : 1e30;
- game.future[FSCDBAS] = 1e30;
- game.future[FDSPROB] = 1e30;
- // Starchart is functional
- stdamtim = 1e30;
+ 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 (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-inbase) && Rand() < 0.75) {
+ if (distq < 6.0*(BASEMAX+1-inbase) && Rand() < 0.75) {
contflag = TRUE;
#ifdef DEBUG
- proutn("DEBUG: Abandoning base #%d at %d-%d\n", i, ix, iy);
+ prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy);
#endif
break;
}
#ifdef DEBUG
- else if (distq < 6.0 * (BASEMAX-inbase)) {
- proutn("DEBUG: saving base #%d, close to #%d\n", i, j);
+ else if (distq < 6.0 * (BASEMAX+1-inbase)) {
+ prout("DEBUG: saving base #%d, close to #%d", i, j);
}
#endif
}
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);
+ 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
// Use parameters to generate initial values of things
damfac = 0.5 * skill;
- game.state.rembase = 2.0 + Rand()*(MAXBASES-2.0);
+ 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.nscrem = (skill > SKILL_FAIR ? 1 : 0);
game.state.remtime = 7.0 * length;
intime = game.state.remtime;
- game.state.remkl = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15);
- inkling = 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.remkl = inkling + incom + game.state.nscrem;
game.state.remres = (inkling+4*incom)*intime;
inresor = game.state.remres;
if (inkling > 50) {