X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=historic%2Fc-version%2Fsrc%2Fsetup.c;fp=historic%2Fc-version%2Fsrc%2Fsetup.c;h=e6bba3f7fc4daf0e3226ff9f9c5f8dc0b83e6e65;hp=0000000000000000000000000000000000000000;hb=92e5cab2949160324146ae563bbd88af865beeda;hpb=b10de966829aea9fc9f8aa04522725d8434e2d36 diff --git a/historic/c-version/src/setup.c b/historic/c-version/src/setup.c new file mode 100644 index 0000000..e6bba3f --- /dev/null +++ b/historic/c-version/src/setup.c @@ -0,0 +1,809 @@ +#include +#include +#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 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; + } +}