/* Sets up some arrays with localized names.
* Must be done after iostart() for localization to work. */
{
- char *tmp1[] = SYSTEM_NAMES;
- char *tmp2[] = DEVICE_NAMES;
+ char *tmp1[ARRAY_SIZE(systnames)] = SYSTEM_NAMES;
+ char *tmp2[ARRAY_SIZE(device)] = DEVICE_NAMES;
memcpy(systnames, tmp1, sizeof(systnames));
memcpy(device, tmp2, sizeof(device));
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);
+ 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);
+ prout("=== Saving base #%d, close to #%d", i, j);
}
}
} while (contflag);
game.state.galaxy[w.x][w.y].klingons > 8);
// check for duplicate
for (j = 1; j < i; j++)
- if (game.state.kcmdr[j].x==w.x && game.state.kcmdr[j].y==w.y) break;
+ if (same(game.state.kcmdr[j], w))
+ break;
} while (j < i);
game.state.galaxy[w.x][w.y].klingons++;
game.state.kcmdr[i] = w;
game.state.plnets[i].w = w;
if (i < NINHAB) {
game.state.plnets[i].pclass = M; // All inhabited planets are class M
- game.state.plnets[i].crystals = 0;
+ game.state.plnets[i].crystals = absent;
game.state.plnets[i].known = known;
game.state.plnets[i].inhabited = i;
} else {
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].crystals = Rand()*1.5; // 1 in 3 chance of crystals
game.state.plnets[i].known = unknown;
game.state.plnets[i].inhabited = UNINHABITED;
}
waitfor();
newqad(false);
if (game.nenhere-iqhere-game.ithere) game.shldup = true;
- if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
+ if (game.neutz) attack(false); // bad luck to start in a Romulan Neutral Zone
}
bool choose(bool needprompt)
coord w;
struct quadrant *q;
- game.iattak = 1;
game.justin = true;
game.base.x = game.base.y = 0;
game.klhere = 0;