X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsetup.c;h=0f96a5c1a7e3caf650d87f82b70d80a4aca479d2;hp=812a6c177a6be30f6497e53aafec93801797117e;hb=c94108fede4723af905386473f6435467e96e630;hpb=fbb4aa04129c7e9fbe17428c5e151d4afbdd039e diff --git a/src/setup.c b/src/setup.c index 812a6c1..0f96a5c 100644 --- a/src/setup.c +++ b/src/setup.c @@ -8,7 +8,8 @@ struct stat buf; return buf.st_size; } -void prelim(void) +void prelim(void) +/* issue a historically correct banner */ { skip(2); prout("-SUPER- STAR TREK"); @@ -19,7 +20,8 @@ void prelim(void) #endif /* __HISTORICAL__ */ } -void freeze(bool boss) +void freeze(bool boss) +/* save game */ { FILE *fp; int key; @@ -50,12 +52,11 @@ void freeze(bool boss) fwrite(&game, sizeof(game), 1, fp); fclose(fp); - - /* I hope that's enough! */ } -int thaw(void) +bool thaw(void) +/* retrieve saved game */ { FILE *fp; int key; @@ -67,7 +68,7 @@ int thaw(void) } if (key != IHALPHA) { huh(); - return 1; + return true; } chew(); if (strchr(citem, '.') == NULL) { @@ -89,7 +90,7 @@ int thaw(void) fclose(fp); - return 0; + return false; } /* @@ -114,12 +115,13 @@ int thaw(void) */ void abandn(void) +/* abandon ship */ { int nb, l; struct quadrant *q; chew(); - if (game.condit==IHDOCKED) { + if (game.condition==docked) { if (game.ship!=IHE) { prout("You cannot abandon Ye Faerie Queene."); return; @@ -175,17 +177,16 @@ void abandn(void) /* If at least one base left, give 'em the Faerie Queene */ skip(1); - game.icrystl = 0; /* crystals are lost */ + game.icrystl = false; /* crystals are lost */ game.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 (game.quadrant.x!=game.state.baseq[nb].x || game.quadrant.y!=game.state.baseq[nb].y) { - game.quadrant.x = game.state.baseq[nb].x; - game.quadrant.y = game.state.baseq[nb].y; + if (!same(game.quadrant, game.state.baseq[nb])) { + game.quadrant = game.state.baseq[nb]; game.sector.x = game.sector.y = 5; - newqad(1); + newqad(true); } for (;;) { /* position next to base by trial and error */ @@ -199,7 +200,7 @@ void abandn(void) if (l < QUADSIZE+1) break; /* found a spot */ game.sector.x=QUADSIZE/2; game.sector.y=QUADSIZE/2; - newqad(1); + newqad(true); } } /* Get new commission */ @@ -208,11 +209,11 @@ void abandn(void) prout("Starfleet puts you in command of another ship,"); prout("the Faerie Queene, which is antiquated but,"); prout("still useable."); - if (game.icrystl!=0) prout("The dilithium crystals have been moved."); - game.imine=0; + if (game.icrystl) prout("The dilithium crystals have been moved."); + game.imine = false; game.iscraft=0; /* Galileo disappears */ /* Resupply ship */ - game.condit=IHDOCKED; + game.condition=docked; for (l = 0; l < NDEVICES; l++) game.damage[l] = 0.0; game.damage[DSHUTTL] = -1; @@ -226,14 +227,15 @@ void abandn(void) return; } -void setup(int needprompt) +void setup(bool needprompt) +/* prepare to play, set up cosmos */ { int i,j, krem, klumper; - int ix, iy; + coord w; // Decide how many of everything if (choose(needprompt)) return; // frozen game // Prepare the Enterprise - game.alldone = game.gamewon = 0; + game.alldone = game.gamewon = false; game.ship = IHE; game.state.crew = FULLCREW; game.energy = game.inenrg = 5000.0; @@ -242,8 +244,8 @@ void setup(int needprompt) game.shldup = false; game.inlsr = 4.0; game.lsupres = 4.0; - iran(GALSIZE, &game.quadrant.x, &game.quadrant.y); - iran(QUADSIZE, &game.sector.x, &game.sector.y); + 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; @@ -254,8 +256,8 @@ void setup(int needprompt) game.battle.x = game.battle.y = 0; game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0); game.nkinks = game.nhelp = game.casual = game.abandoned = 0; - game.resting = false; - game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0; + game.resting = game.imine = game.icrystl = game.icraft = false; + game.isatb = game.iscate = game.state.nplankl = 0; game.state.starkl = game.state.basekl = 0; game.iscraft = 1; game.landed = -1; @@ -304,16 +306,16 @@ void setup(int needprompt) for (i = 1; i <= game.inbase; i++) { bool contflag; do { - do iran(GALSIZE, &ix, &iy); - while (game.state.galaxy[ix][iy].starbase); + 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(ix-game.state.baseq[j].x) + square(iy-game.state.baseq[j].y); + 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, ix, iy); + prout("=== Abandoning base #%d at %d-%d", i, w.x, w.y); break; } else if (distq < 6.0 * (BASEMAX+1-game.inbase)) { @@ -323,10 +325,9 @@ void setup(int needprompt) } } while (contflag); - 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.baseq[i] = w; + game.state.galaxy[w.x][w.y].starbase = 1; + game.state.chart[w.x][w.y].starbase = 1; } // Position ordinary Klingon Battle Cruisers krem = game.inkling; @@ -338,10 +339,10 @@ void setup(int needprompt) 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; + 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 @@ -352,30 +353,28 @@ void setup(int needprompt) do { /* IF debugging, put commanders by bases, always! */ #ifdef ODEBUG if (game.idebug && klumper <= game.inbase) { - ix = game.state.baseq[klumper].x; - iy = game.state.baseq[klumper].y; + w = game.state.baseq[klumper]; klumper++; } else #endif /* ODEBUG */ - iran(GALSIZE, &ix, &iy); + w = randplace(GALSIZE); } - while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)|| - game.state.galaxy[ix][iy].supernova|| - game.state.galaxy[ix][iy].klingons > 8); + 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 (game.state.kcmdr[j].x==ix && game.state.kcmdr[j].y==iy) break; + if (game.state.kcmdr[j].x==w.x && game.state.kcmdr[j].y==w.y) break; } while (j < i); - game.state.galaxy[ix][iy].klingons++; - game.state.kcmdr[i].x = ix; - game.state.kcmdr[i].y = iy; + 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 iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet != NOPLANET); - game.state.plnets[i].w.x = ix; - game.state.plnets[i].w.y = iy; + do w = randplace(GALSIZE); + while (game.state.galaxy[w.x][w.y].planet != NOPLANET); + 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; @@ -388,24 +387,23 @@ void setup(int needprompt) game.state.plnets[i].inhabited = UNINHABITED; } if ((game.options & OPTION_WORLDS) || i >= NINHAB) - game.state.galaxy[ix][iy].planet = i; + game.state.galaxy[w.x][w.y].planet = i; } // Locate Romulans for (i = 1; i <= game.state.nromrem; i++) { - iran(GALSIZE, &ix, &iy); - game.state.galaxy[ix][iy].romulans = 1; + w = randplace(GALSIZE); + game.state.galaxy[w.x][w.y].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.kscmdr.x = ix; - game.state.kscmdr.y = iy; - game.state.galaxy[ix][iy].klingons++; + 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) { - iran(GALSIZE, &thing.x, &thing.y); + thing = randplace(GALSIZE); } else { thing.x = thing.y = 0; @@ -450,16 +448,17 @@ void setup(int needprompt) prout("Good Luck!"); if (game.state.nscrem) prout(" YOU'LL NEED IT."); waitfor(); - newqad(0); + 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 } bool choose(bool needprompt) +/* choose your game type */ { for(;;) { game.tourn = 0; - game.thawed = 0; + game.thawed = false; game.skill = SKILL_NONE; game.length = 0; if (needprompt) /* Can start with command line options */ @@ -567,125 +566,133 @@ bool choose(bool needprompt) return false; } -void dropin(int iquad, coord *w) +coord dropin(feature iquad) +/* drop a feature on a random dot in the current quadrant */ { - do iran(QUADSIZE, &w->x, &w->y); - while (game.quad[w->x][w->y] != IHDOT); - game.quad[w->x][w->y] = iquad; + 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) +void newcnd(void) +/* update our alert status */ { - game.condit = IHGREEN; - if (game.energy < 1000.0) game.condit = IHYELLOW; + 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.condit = IHRED; - if (!game.alive) game.condit=IHDEAD; + game.condition = red; + if (!game.alive) game.condition=dead; } -void newkling(int i, coord *pi) +coord newkling(int i) /* drop new Klingon into current quadrant */ { - 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)); + 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(int shutup) +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 *here; + struct quadrant *q; game.iattak = 1; game.justin = true; game.base.x = game.base.y = 0; game.klhere = 0; - game.comhere = 0; + game.comhere = false; game.plnet.x = game.plnet.y = 0; - game.ishere = 0; + game.ishere = false; game.irhere = 0; game.iplnet = 0; game.nenhere = 0; game.neutz = false; game.inorbit = false; game.landed = -1; - game.ientesc = 0; - game.ithere = 0; - iqhere=0; - iqengry=0; - game.iseenit = 0; + 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 = 0; - game.ientesc = 1; + game.ientesc = true; } // Clear quadrant for_sectors(i) for_sectors(j) game.quad[i][j] = IHDOT; - here = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; + q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; // cope with supernova - if (here->supernova) + if (q->supernova) return; - game.klhere = here->klingons; - game.irhere = here->romulans; + 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 (here->klingons) { + if (q->klingons) { + w.x = w.y = 0; /* quiet a gcc warning */ // Position ordinary Klingons for (i = 1; i <= game.klhere; i++) - newkling(i, &w); + w = newkling(i); // If we need a commander, promote a Klingon for_commanders(i) - if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break; + 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 = 1; + game.comhere = true; } // If we need a super-commander, promote a Klingon - if (game.quadrant.x == game.state.kscmdr.x && game.quadrant.y == game.state.kscmdr.y) { + 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 = 1; + game.ishere = true; } } // Put in Romulans if needed for (i = game.klhere+1; i <= game.nenhere; i++) { - dropin(IHR, &w); + w = dropin(IHR); game.ks[i] = w; - game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y)); + 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 (here->starbase) - dropin(IHB, &game.base); + if (q->starbase) + game.base = dropin(IHB); // If quadrant needs a planet, put it in - if (here->planet != NOPLANET) { - game.iplnet = here->planet; - if (game.state.plnets[here->planet].inhabited == UNINHABITED) - dropin(IHP, &game.plnet); + if (q->planet != NOPLANET) { + game.iplnet = q->planet; + if (game.state.plnets[q->planet].inhabited == UNINHABITED) + game.plnet = dropin(IHP); else - dropin(IHW, &game.plnet); + game.plnet = dropin(IHW); } - // Check for game.condition + // Check for condition newcnd(); // And finally the stars - for (i = 1; i <= here->stars; i++) - dropin(IHSTAR, &w); + for (i = 1; i <= q->stars; i++) + dropin(IHSTAR); // Check for RNZ - if (game.irhere > 0 && game.klhere == 0 && (here->planet == NOPLANET || game.state.plnets[here->planet].inhabited == UNINHABITED)) { - game.neutz = 1; + if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) { + game.neutz = true; if (!damaged(DRADIO)) { skip(1); prout("LT. Uhura- \"Captain, an urgent message."); @@ -699,13 +706,13 @@ void newqad(int shutup) if (shutup==0) { // Put in THING if needed if (same(thing, game.quadrant)) { - dropin(IHQUEST, &w); - iran(GALSIZE, &thing.x, &thing.y); + w = dropin(IHQUEST); + thing = randplace(GALSIZE); game.nenhere++; iqhere=1; game.ks[game.nenhere] = w; game.kdist[game.nenhere] = game.kavgd[game.nenhere] = - sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y)); + distance(game.sector, w); game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill; if (!damaged(DSRSENS)) { skip(1); @@ -726,12 +733,11 @@ void newqad(int shutup) 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.ithere = true; game.nenhere++; - game.ks[game.nenhere].x = game.tholian.x; - game.ks[game.nenhere].y = game.tholian.y; + game.ks[game.nenhere] = game.tholian; game.kdist[game.nenhere] = game.kavgd[game.nenhere] = - sqrt(square(game.sector.x-game.tholian.x) + square(game.sector.y-game.tholian.y)); + 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'; @@ -746,7 +752,7 @@ void newqad(int shutup) // Put in a few black holes for (i = 1; i <= 3; i++) if (Rand() > 0.5) - dropin(IHBLANK, &w); + dropin(IHBLANK); // Take out X's in corners if Tholian present if (game.ithere) { @@ -758,6 +764,7 @@ void newqad(int shutup) } void sortkl(void) +/* sort Klingons by distance from us */ { double t; int j, k; @@ -791,7 +798,8 @@ void sortkl(void) } while (sw); } -void setpassword(void) +void setpassword(void) +/* set the self-destruct password */ { if (!(game.options & OPTION_CURSES)) { while (TRUE) {