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Introduce 'coord' data structure, an (x,y) tuple.
[super-star-trek.git]
/
src
/
setup.c
diff --git
a/src/setup.c
b/src/setup.c
index afb9c4fbcbf533142147675c21fc72f194d0b15d..3e6718f4620b1bc0339e0fa205f40c504e2e6a8d 100644
(file)
--- a/
src/setup.c
+++ b/
src/setup.c
@@
-147,29
+147,29
@@
void abandn(void)
prout("the Federation in a prisoner-of-war exchange.");
nb = Rand()*game.state.rembase+1;
/* Set up quadrant and position FQ adjacient to base */
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 (game.quad
x!=game.state.baseqx[nb] || game.quady!=game.state.baseqy[nb]
) {
- game.quad
x = game.state.baseqx[nb]
;
- game.quad
y = game.state.baseqy[nb]
;
- game.sect
x = game.sect
y = 5;
+ if (game.quad
rant.x!=game.state.baseq[nb].x || game.quadrant.y!=game.state.baseq[nb].y
) {
+ game.quad
rant.x = game.state.baseq[nb].x
;
+ game.quad
rant.y = game.state.baseq[nb].y
;
+ game.sect
or.x = game.sector.
y = 5;
newqad(1);
}
for (;;) {
/* position next to base by trial and error */
newqad(1);
}
for (;;) {
/* position next to base by trial and error */
- game.quad[game.sect
x][game.sect
y] = IHDOT;
+ game.quad[game.sect
or.x][game.sector.
y] = IHDOT;
for_sectors(l) {
for_sectors(l) {
- game.sect
x = 3.0*Rand() - 1.0 + game.base
x;
- game.sect
y = 3.0*Rand() - 1.0 + game.base
y;
- if (VALID_SECTOR(game.sect
x, game.sect
y) &&
- game.quad[game.sect
x][game.sect
y] == IHDOT) break;
+ game.sect
or.x = 3.0*Rand() - 1.0 + game.base.
x;
+ game.sect
or.y = 3.0*Rand() - 1.0 + game.base.
y;
+ if (VALID_SECTOR(game.sect
or.x, game.sector.
y) &&
+ game.quad[game.sect
or.x][game.sector.
y] == IHDOT) break;
}
if (l < QUADSIZE+1) break; /* found a spot */
}
if (l < QUADSIZE+1) break; /* found a spot */
- game.sectx=QUADSIZE/2;
- game.secty=QUADSIZE/2;
+ game.sect
or.
x=QUADSIZE/2;
+ game.sect
or.
y=QUADSIZE/2;
newqad(1);
}
}
/* Get new commission */
newqad(1);
}
}
/* Get new commission */
- game.quad[game.sect
x][game.sect
y] = game.ship = IHF;
+ game.quad[game.sect
or.x][game.sector.
y] = game.ship = IHF;
prout("Starfleet puts you in command of another ship,");
prout("the Faerie Queene, which is antiquated but,");
prout("still useable.");
prout("Starfleet puts you in command of another ship,");
prout("the Faerie Queene, which is antiquated but,");
prout("still useable.");
@@
-208,8
+208,8
@@
void setup(int needprompt)
game.shldchg = game.shldup = 0;
game.inlsr = 4.0;
game.lsupres = 4.0;
game.shldchg = game.shldup = 0;
game.inlsr = 4.0;
game.lsupres = 4.0;
- iran(GALSIZE, &game.quad
x, &game.quad
y);
- iran(QUADSIZE, &game.sect
x, &game.sect
y);
+ iran(GALSIZE, &game.quad
rant.x, &game.quadrant.
y);
+ iran(QUADSIZE, &game.sect
or.x, &game.sector.
y);
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.torps = game.intorps = 10;
game.nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */
game.warpfac = 5.0;
@@
-217,7
+217,7
@@
void setup(int needprompt)
for (i=0; i < NDEVICES; i++)
game.damage[i] = 0.0;
// Set up assorted game parameters
for (i=0; i < NDEVICES; i++)
game.damage[i] = 0.0;
// Set up assorted game parameters
- game.bat
x = game.bat
y = 0;
+ game.bat
tle.x = game.battle.
y = 0;
game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
game.nkinks = game.nhelp = game.resting = game.casual = 0;
game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0;
game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
game.nkinks = game.nhelp = game.resting = game.casual = 0;
game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0;
@@
-276,7
+276,7
@@
void setup(int needprompt)
contflag = FALSE;
for (j = i-1; j > 0; j--) {
/* Improved placement algorithm to spread out bases */
contflag = FALSE;
for (j = i-1; j > 0; j--) {
/* Improved placement algorithm to spread out bases */
- double distq = square(ix-game.state.baseq
x[j]) + square(iy-game.state.baseqy[j]
);
+ double distq = square(ix-game.state.baseq
[j].x) + square(iy-game.state.baseq[j].y
);
if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) {
contflag = TRUE;
#ifdef DEBUG
if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) {
contflag = TRUE;
#ifdef DEBUG
@@
-292,8
+292,8
@@
void setup(int needprompt)
}
} while (contflag);
}
} while (contflag);
- game.state.baseq
x[i]
= ix;
- game.state.baseq
y[i]
= iy;
+ game.state.baseq
[i].x
= ix;
+ game.state.baseq
[i].y
= iy;
game.state.galaxy[ix][iy].starbase = 1;
game.state.chart[ix][iy].starbase = 1;
}
game.state.galaxy[ix][iy].starbase = 1;
game.state.chart[ix][iy].starbase = 1;
}
@@
-320,8
+320,8
@@
void setup(int needprompt)
do { /* IF debugging, put commanders by bases, always! */
#ifdef DEBUG
if (game.idebug && klumper <= game.inbase) {
do { /* IF debugging, put commanders by bases, always! */
#ifdef DEBUG
if (game.idebug && klumper <= game.inbase) {
- ix = game.state.baseq
x[klumper]
;
- iy = game.state.baseq
y[klumper]
;
+ ix = game.state.baseq
[klumper].x
;
+ iy = game.state.baseq
[klumper].y
;
klumper++;
}
else
klumper++;
}
else
@@
-333,17
+333,17
@@
void setup(int needprompt)
game.state.galaxy[ix][iy].klingons > 8);
// check for duplicate
for (j = 1; j < i; j++)
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;
+ if (game.state.
kcmdr[j].x==ix && game.state.kcmdr[j].y
==iy) break;
} while (j < i);
game.state.galaxy[ix][iy].klingons++;
} while (j < i);
game.state.galaxy[ix][iy].klingons++;
- game.state.
cx[i]
= ix;
- game.state.
cy[i]
= iy;
+ game.state.
kcmdr[i].x
= ix;
+ game.state.
kcmdr[i].y
= iy;
}
// Locate planets in galaxy
for (i = 0; i < game.inplan; i++) {
do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet);
}
// Locate planets in galaxy
for (i = 0; i < game.inplan; i++) {
do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet);
- game.state.plnets[i].x = ix;
- game.state.plnets[i].y = iy;
+ game.state.plnets[i].
w.
x = ix;
+ game.state.plnets[i].
w.
y = iy;
if (i < NINHAB) {
game.state.plnets[i].pclass = M; // All inhabited planets are class M
game.state.plnets[i].crystals = 0;
if (i < NINHAB) {
game.state.plnets[i].pclass = M; // All inhabited planets are class M
game.state.plnets[i].crystals = 0;
@@
-367,16
+367,16
@@
void setup(int needprompt)
if (game.state.nscrem > 0) {
do iran(GALSIZE, &ix, &iy);
while (game.state.galaxy[ix][iy].supernova || game.state.galaxy[ix][iy].klingons > 8);
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.
is
x = ix;
- game.state.
is
y = iy;
+ game.state.
kscmdr.
x = ix;
+ game.state.
kscmdr.
y = iy;
game.state.galaxy[ix][iy].klingons++;
}
// Place thing (in tournament game, thingx == -1, don't want one!)
game.state.galaxy[ix][iy].klingons++;
}
// Place thing (in tournament game, thingx == -1, don't want one!)
- if (thingx != -1) {
- iran(GALSIZE, &thing
x, &thing
y);
+ if (thing
.
x != -1) {
+ iran(GALSIZE, &thing
.x, &thing.
y);
}
else {
}
else {
- thing
x = thing
y = 0;
+ thing
.x = thing.
y = 0;
}
// idate = date;
}
// idate = date;
@@
-406,14
+406,14
@@
void setup(int needprompt)
proutn("%d starbases in ", game.inbase);
}
for (i = 1; i <= game.inbase; i++) {
proutn("%d starbases in ", game.inbase);
}
for (i = 1; i <= game.inbase; i++) {
- proutn(cramlc(0, game.state.baseq
x[i], game.state.baseqy
[i]));
+ proutn(cramlc(0, game.state.baseq[i]));
proutn(" ");
}
skip(2);
proutn("The Enterprise is currently in ");
proutn(" ");
}
skip(2);
proutn("The Enterprise is currently in ");
- proutn(cramlc(quadrant, game.quad
x, game.quady
));
+ proutn(cramlc(quadrant, game.quad
rant
));
proutn(" ");
proutn(" ");
- proutn(cramlc(sector, game.sect
x, game.secty
));
+ proutn(cramlc(sector, game.sect
or
));
skip(2);
prout("Good Luck!");
if (game.state.nscrem) prout(" YOU'LL NEED IT.");
skip(2);
prout("Good Luck!");
if (game.state.nscrem) prout(" YOU'LL NEED IT.");
@@
-443,7
+443,7
@@
int choose(int needprompt)
continue; // We don't want a blank entry
}
game.tourn = (int)aaitem;
continue; // We don't want a blank entry
}
game.tourn = (int)aaitem;
- thingx = -1;
+ thing
.
x = -1;
srand((unsigned int)(int)aaitem);
break;
}
srand((unsigned int)(int)aaitem);
break;
}
@@
-534,43
+534,43
@@
int choose(int needprompt)
return FALSE;
}
return FALSE;
}
-void dropin(int iquad,
int *ix, int *iy
)
+void dropin(int iquad,
coord *w
)
{
{
- do iran(QUADSIZE,
ix, i
y);
- while (game.quad[
*ix][*i
y] != IHDOT);
- game.quad[
*ix][*i
y] = iquad;
+ do iran(QUADSIZE,
&w->x, &w->
y);
+ while (game.quad[
w->x][w->
y] != IHDOT);
+ game.quad[
w->x][w->
y] = iquad;
}
void newcnd(void)
{
game.condit = IHGREEN;
if (game.energy < 1000.0) game.condit = IHYELLOW;
}
void newcnd(void)
{
game.condit = IHGREEN;
if (game.energy < 1000.0) game.condit = IHYELLOW;
- if (game.state.galaxy[game.quad
x][game.quady].klingons || game.state.galaxy[game.quadx][game.quad
y].romulans)
+ if (game.state.galaxy[game.quad
rant.x][game.quadrant.y].klingons || game.state.galaxy[game.quadrant.x][game.quadrant.
y].romulans)
game.condit = IHRED;
if (!game.alive) game.condit=IHDEAD;
}
game.condit = IHRED;
if (!game.alive) game.condit=IHDEAD;
}
-void newkling(int i,
int *pix, int *piy
)
+void newkling(int i,
coord *pi
)
/* drop new Klingon into current quadrant */
{
/* drop new Klingon into current quadrant */
{
- dropin(IHK, pix, piy);
- game.kx[i] = *pix;
- game.ky[i] = *piy;
- game.kdist[i] = game.kavgd[i] = sqrt(square(game.sectx-*pix) + square(game.secty-*piy));
+ dropin(IHK, pi);
+ game.ks[i] = *pi;
+ game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-pi->x) + square(game.sector.y-pi->y));
game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
}
void newqad(int shutup)
{
game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
}
void newqad(int shutup)
{
- int i, j, ix, iy;
+ int i, j;
+ coord w;
struct quadrant *here;
game.iattak = 1;
game.justin = 1;
struct quadrant *here;
game.iattak = 1;
game.justin = 1;
- game.base
x = game.base
y = 0;
+ game.base
.x = game.base.
y = 0;
game.klhere = 0;
game.comhere = 0;
game.klhere = 0;
game.comhere = 0;
- game.plnet
x = game.plnet
y = 0;
+ game.plnet
.x = game.plnet.
y = 0;
game.ishere = 0;
game.irhere = 0;
game.iplnet = 0;
game.ishere = 0;
game.irhere = 0;
game.iplnet = 0;
@@
-592,7
+592,7
@@
void newqad(int shutup)
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
- here = &game.state.galaxy[game.quad
x][game.quad
y];
+ here = &game.state.galaxy[game.quad
rant.x][game.quadrant.
y];
// cope with supernova
if (here->supernova)
return;
// cope with supernova
if (here->supernova)
return;
@@
-601,25
+601,25
@@
void newqad(int shutup)
game.nenhere = game.klhere + game.irhere;
// Position Starship
game.nenhere = game.klhere + game.irhere;
// Position Starship
- game.quad[game.sect
x][game.sect
y] = game.ship;
+ game.quad[game.sect
or.x][game.sector.
y] = game.ship;
if (here->klingons) {
// Position ordinary Klingons
for (i = 1; i <= game.klhere; i++)
if (here->klingons) {
// Position ordinary Klingons
for (i = 1; i <= game.klhere; i++)
- newkling(i, &
ix, &iy
);
+ newkling(i, &
w
);
// If we need a commander, promote a Klingon
for_commanders(i)
// If we need a commander, promote a Klingon
for_commanders(i)
- if (game.state.
cx[i]==game.quadx && game.state.cy[i]==game.quad
y) break;
+ if (game.state.
kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.
y) break;
if (i <= game.state.remcom) {
if (i <= game.state.remcom) {
- game.quad[
ix][i
y] = IHC;
+ game.quad[
w.x][w.
y] = IHC;
game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
game.comhere = 1;
}
// If we need a super-commander, promote a Klingon
game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill;
game.comhere = 1;
}
// If we need a super-commander, promote a Klingon
- if (game.quad
x == game.state.isx && game.quady == game.state.is
y) {
- game.quad[game.k
x[1]][game.ky[1]
] = IHS;
+ if (game.quad
rant.x == game.state.kscmdr.x && game.quadrant.y == game.state.kscmdr.
y) {
+ game.quad[game.k
s[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 = 1;
game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill;
game.iscate = game.state.remkl>1;
game.ishere = 1;
@@
-627,29
+627,28
@@
void newqad(int shutup)
}
// Put in Romulans if needed
for (i = game.klhere+1; i <= game.nenhere; i++) {
}
// Put in Romulans if needed
for (i = game.klhere+1; i <= game.nenhere; i++) {
- dropin(IHR, &ix, &iy);
- game.kx[i] = ix;
- game.ky[i] = iy;
- game.kdist[i] = game.kavgd[i] = sqrt(square(game.sectx-ix) + square(game.secty-iy));
+ dropin(IHR, &w);
+ game.ks[i] = w;
+ game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y));
game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
}
// If quadrant needs a starbase, put it in
if (here->starbase)
game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
}
// If quadrant needs a starbase, put it in
if (here->starbase)
- dropin(IHB, &game.base
x, &game.basey
);
+ dropin(IHB, &game.base);
// If quadrant needs a planet, put it in
if (here->planet) {
game.iplnet = here->planet - game.state.plnets;
if (here->planet->inhabited == UNINHABITED)
// If quadrant needs a planet, put it in
if (here->planet) {
game.iplnet = here->planet - game.state.plnets;
if (here->planet->inhabited == UNINHABITED)
- dropin(IHP, &game.plnet
x, &game.plnety
);
+ dropin(IHP, &game.plnet);
else
else
- dropin(IHW, &game.plnet
x, &game.plnety
);
+ dropin(IHW, &game.plnet);
}
// Check for game.condition
newcnd();
// And finally the stars
for (i = 1; i <= here->stars; i++)
}
// Check for game.condition
newcnd();
// And finally the stars
for (i = 1; i <= here->stars; i++)
- dropin(IHSTAR, &
ix, &iy
);
+ dropin(IHSTAR, &
w
);
// Check for RNZ
if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) {
// Check for RNZ
if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) {
@@
-666,15
+665,14
@@
void newqad(int shutup)
if (shutup==0) {
// Put in THING if needed
if (shutup==0) {
// Put in THING if needed
- if (
thingx == game.quadx && thingy == game.quady
) {
- dropin(IHQUEST, &
ix, &iy
);
- iran(GALSIZE, &thing
x, &thing
y);
+ if (
same(thing, game.quadrant)
) {
+ dropin(IHQUEST, &
w
);
+ iran(GALSIZE, &thing
.x, &thing.
y);
game.nenhere++;
iqhere=1;
game.nenhere++;
iqhere=1;
- game.kx[game.nenhere] = ix;
- game.ky[game.nenhere] = iy;
+ game.ks[game.nenhere] = w;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
- sqrt(square(game.sect
x-ix) + square(game.secty-i
y));
+ sqrt(square(game.sect
or.x-w.x) + square(game.sector.y-w.
y));
game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (game.damage[DSRSENS] == 0.0) {
skip(1);
game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (game.damage[DSRSENS] == 0.0) {
skip(1);
@@
-694,16
+692,16
@@
void newqad(int shutup)
#endif
) {
do {
#endif
) {
do {
- game.
ith
x = Rand() > 0.5 ? QUADSIZE : 1;
- game.
ith
y = Rand() > 0.5 ? QUADSIZE : 1;
- } while (game.quad[game.
ithx][game.ith
y] != IHDOT);
- game.quad[game.
ithx][game.ith
y] = IHT;
+ 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 = 1;
game.nenhere++;
game.ithere = 1;
game.nenhere++;
- game.k
x[game.nenhere] = game.ith
x;
- game.k
y[game.nenhere] = game.ith
y;
+ game.k
s[game.nenhere].x = game.tholian.
x;
+ game.k
s[game.nenhere].y = game.tholian.
y;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
- sqrt(square(game.sect
x-game.ithx) + square(game.secty-game.ith
y));
+ sqrt(square(game.sect
or.x-game.tholian.x) + square(game.sector.y-game.tholian.
y));
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';
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';
@@
-718,7
+716,7
@@
void newqad(int shutup)
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
- dropin(IHBLANK, &
ix, &iy
);
+ dropin(IHBLANK, &
w
);
// Take out X's in corners if Tholian present
if (game.ithere) {
// Take out X's in corners if Tholian present
if (game.ithere) {
@@
-749,12
+747,12
@@
void sortkl(void)
t = game.kavgd[j];
game.kavgd[j] = game.kavgd[j+1];
game.kavgd[j+1] = t;
t = game.kavgd[j];
game.kavgd[j] = game.kavgd[j+1];
game.kavgd[j+1] = t;
- k = game.k
x[j]
;
- game.k
x[j] = game.kx[j+1]
;
- game.k
x[j+1]
= k;
- k = game.k
y[j]
;
- game.k
y[j] = game.ky[j+1]
;
- game.k
y[j+1]
= k;
+ k = game.k
s[j].x
;
+ game.k
s[j].x = game.ks[j+1].x
;
+ game.k
s[j+1].x
= k;
+ k = game.k
s[j].y
;
+ game.k
s[j].y = game.ks[j+1].y
;
+ game.k
s[j+1].y
= k;
t = game.kpower[j];
game.kpower[j] = game.kpower[j+1];
game.kpower[j+1] = t;
t = game.kpower[j];
game.kpower[j] = game.kpower[j+1];
game.kpower[j+1] = t;