X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsetup.c;h=49ddf1af9b76ad9257d37e3f320c1dfc3ec74601;hp=ed97fd8a962765d20210a49e74ee43555f280d9f;hb=0f68a074434296ae409accdc39ba0142600ea255;hpb=52265793501a00845a0d6108d1af6e50e3ece379 diff --git a/src/setup.c b/src/setup.c index ed97fd8..49ddf1a 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(int boss) +void freeze(bool boss) +/* save game */ { FILE *fp; int key; @@ -28,7 +30,7 @@ void freeze(int boss) } else { if ((key = scan()) == IHEOL) { - proutn("File name: "); + proutn(_("File name: ")); key = scan(); } if (key != IHALPHA) { @@ -41,7 +43,7 @@ void freeze(int boss) } } if ((fp = fopen(citem, "wb")) == NULL) { - proutn("Can't freeze game as file "); + proutn(_("Can't freeze game as file ")); proutn(citem); skip(1); return; @@ -50,12 +52,11 @@ void freeze(int 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) { @@ -89,15 +90,38 @@ int thaw(void) fclose(fp); - return 0; + return false; } +/* +** Abandon Ship +** +** The ship is abandoned. If your current ship is the Faire +** Queene, or if your shuttlecraft is dead, you're out of +** luck. You need the shuttlecraft in order for the captain +** (that's you!!) to escape. +** +** Your crew can beam to an inhabited starsystem in the +** quadrant, if there is one and if the transporter is working. +** If there is no inhabited starsystem, or if the transporter +** is out, they are left to die in outer space. +** +** If there are no starbases left, you are captured by the +** Klingons, who torture you mercilessly. However, if there +** is at least one starbase, you are returned to the +** Federation in a prisoner of war exchange. Of course, this +** can't happen unless you have taken some prisoners. +** +*/ + 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; @@ -117,11 +141,11 @@ void abandn(void) prout("Shuttle craft damaged."); return; } - if (game.landed==1) { + if (game.landed) { prout("You must be aboard the Enterprise."); return; } - if (game.iscraft!=1) { + if (game.iscraft != onship) { prout("Shuttle craft not currently available."); return; } @@ -132,52 +156,64 @@ void abandn(void) prouts("***ALL HANDS ABANDON SHIP!"); skip(2); prout("Captain and crew escape in shuttle craft."); - prout("Remainder of ship's complement beam down"); - prout("to nearest habitable planet."); if (game.state.rembase==0) { /* Oops! no place to go... */ finish(FABANDN); return; } + q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; + /* Dispose of crew */ + if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) { + prout("Remainder of ship's complement beam down"); + prout("to nearest habitable planet."); + } else if (q->planet != NOPLANET && !damaged(DTRANSP)) { + prout("Remainder of ship's complement beam down"); + prout("to %s.", systemname(q->planet)); + } else { + prout("Entire crew of %d left to die in outer space."); + game.casual += game.state.crew; + game.abandoned += game.state.crew; + } + /* 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.quadx!=game.state.baseqx[nb] || game.quady!=game.state.baseqy[nb]) { - game.quadx = game.state.baseqx[nb]; - game.quady = game.state.baseqy[nb]; - game.sectx = game.secty = 5; - newqad(1); + if (!same(game.quadrant, game.state.baseq[nb])) { + game.quadrant = game.state.baseq[nb]; + game.sector.x = game.sector.y = 5; + newqad(true); } for (;;) { /* position next to base by trial and error */ - game.quad[game.sectx][game.secty] = IHDOT; + game.quad[game.sector.x][game.sector.y] = IHDOT; for_sectors(l) { - game.sectx = 3.0*Rand() - 1.0 + game.basex; - game.secty = 3.0*Rand() - 1.0 + game.basey; - if (VALID_SECTOR(game.sectx, game.secty) && - game.quad[game.sectx][game.secty] == IHDOT) break; + game.sector.x = 3.0*Rand() - 1.0 + game.base.x; + game.sector.y = 3.0*Rand() - 1.0 + game.base.y; + if (VALID_SECTOR(game.sector.x, game.sector.y) && + game.quad[game.sector.x][game.sector.y] == IHDOT) break; } if (l < QUADSIZE+1) break; /* found a spot */ - game.sectx=QUADSIZE/2; - game.secty=QUADSIZE/2; - newqad(1); + game.sector.x=QUADSIZE/2; + game.sector.y=QUADSIZE/2; + newqad(true); } } /* Get new commission */ - game.quad[game.sectx][game.secty] = game.ship = IHF; + game.quad[game.sector.x][game.sector.y] = game.ship = IHF; + game.state.crew = FULLCREW; 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; - game.iscraft=0; /* Gallileo disappears */ + if (game.icrystl) prout("The dilithium crystals have been moved."); + game.imine = false; + game.iscraft = offship; /* 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; @@ -185,31 +221,31 @@ void abandn(void) game.shield = game.inshld = 1250.0; game.torps = game.intorps = 6; game.lsupres=game.inlsr=3.0; - game.shldup=0; + game.shldup=false; game.warpfac=5.0; game.wfacsq=25.0; return; } -void setup(int needprompt) +void setup(bool needprompt) +/* prepare to play, set up cosmos */ { int i,j, krem, klumper; - int ix, iy; -#ifdef DEBUG - game.idebug = 0; -#endif + 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; game.shield = game.inshld = 2500.0; - game.shldchg = game.shldup = 0; + game.shldchg = false; + game.shldup = false; game.inlsr = 4.0; game.lsupres = 4.0; - iran(GALSIZE, &game.quadx, &game.quady); - iran(QUADSIZE, &game.sectx, &game.secty); + 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; @@ -217,33 +253,45 @@ void setup(int needprompt) for (i=0; i < NDEVICES; i++) game.damage[i] = 0.0; // Set up assorted game parameters - game.batx = game.baty = 0; + 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.resting = game.casual = 0; - game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 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 = 1; - game.landed = -1; - game.alive = 1; + game.iscraft = onship; + game.landed = false; + game.alive = true; game.docfac = 0.25; for_quadrants(i) for_quadrants(j) { - game.state.galaxy[i][j].charted = 0; - game.state.galaxy[i][j].planet = NULL; - game.state.galaxy[i][j].romulans = 0; - game.state.galaxy[i][j].klingons = 0; - game.state.galaxy[i][j].starbase = 0; - game.state.galaxy[i][j].supernova = 0; + 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 - game.future[FSNOVA] = game.state.date + expran(0.5 * game.intime); - game.future[FTBEAM] = game.state.date + expran(1.5 * (game.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*game.intime); - game.future[FCDBAS] = FOREVER; - game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : FOREVER; - game.future[FSCDBAS] = FOREVER; - game.future[FDSPROB] = FOREVER; + 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 @@ -256,81 +304,77 @@ void setup(int needprompt) } // Locate star bases in galaxy for (i = 1; i <= game.inbase; i++) { - int contflag; + bool contflag; do { - do iran(GALSIZE, &ix, &iy); - while (game.state.galaxy[ix][iy].starbase); - contflag = FALSE; + 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.baseqx[j]) + square(iy-game.state.baseqy[j]); + 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; -#ifdef DEBUG - prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy); -#endif + contflag = true; + if (idebug) + prout("=== Abandoning base #%d at %d-%d", i, w.x, w.y); break; } -#ifdef DEBUG else if (distq < 6.0 * (BASEMAX+1-game.inbase)) { - prout("DEBUG: saving base #%d, close to #%d", i, j); + if (idebug) + prout("=== Saving base #%d, close to #%d", i, j); } -#endif } } while (contflag); - game.state.baseqx[i] = ix; - game.state.baseqy[i] = 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 = 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 > 9) klumper = 9; // Can't have more than 9 in quadrant + if (klumper > MAXKLQUAD) + klumper = MAXKLQUAD; do { double r = Rand(); 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 DEBUG +#ifdef ODEBUG klumper = 1; -#endif +#endif /* ODEBUG */ for (i = 1; i <= game.incom; i++) { do { do { /* IF debugging, put commanders by bases, always! */ -#ifdef DEBUG +#ifdef ODEBUG if (game.idebug && klumper <= game.inbase) { - ix = game.state.baseqx[klumper]; - iy = game.state.baseqy[klumper]; + w = game.state.baseq[klumper]; klumper++; } else -#endif - iran(GALSIZE, &ix, &iy); +#endif /* ODEBUG */ + 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.cx[j]==ix && game.state.cy[j]==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.cx[i] = ix; - game.state.cy[i] = 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); - game.state.plnets[i].x = ix; - game.state.plnets[i].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; @@ -343,32 +387,29 @@ void setup(int needprompt) game.state.plnets[i].inhabited = UNINHABITED; } if ((game.options & OPTION_WORLDS) || i >= NINHAB) - game.state.galaxy[ix][iy].planet = game.state.plnets + 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.isx = ix; - game.state.isy = 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 (thingx != -1) { - iran(GALSIZE, &thingx, &thingy); - } - else { - thingx = thingy = 0; + if (thing.x != -1) { + thing = randplace(GALSIZE); } + else + thing.x = thing.y = 0; -// idate = date; skip(2); - game.state.snap = 0; + game.state.snap = false; if (game.skill == SKILL_NOVICE) { prout("It is stardate %d. The Federation is being attacked by", @@ -393,28 +434,29 @@ void setup(int needprompt) proutn("%d starbases in ", game.inbase); } for (i = 1; i <= game.inbase; i++) { - proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i])); + proutn(cramlc(0, game.state.baseq[i])); proutn(" "); } skip(2); proutn("The Enterprise is currently in "); - proutn(cramlc(quadrant, game.quadx, game.quady)); + proutn(cramlc(quadrant, game.quadrant)); proutn(" "); - proutn(cramlc(sector, game.sectx, game.secty)); + proutn(cramlc(sector, game.sector)); skip(2); prout("Good Luck!"); if (game.state.nscrem) prout(" YOU'LL NEED IT."); waitfor(); - newqad(0); - if (game.nenhere-iqhere-game.ithere) game.shldup=1.0; + 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 } -int choose(int needprompt) +bool choose(bool needprompt) +/* choose your game type */ { - while (TRUE) { + 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 */ @@ -430,7 +472,7 @@ int choose(int needprompt) continue; // We don't want a blank entry } game.tourn = (int)aaitem; - thingx = -1; + thing.x = -1; srand((unsigned int)(int)aaitem); break; } @@ -441,7 +483,7 @@ int choose(int needprompt) if (!game.alldone) game.thawed = 1; // No plaque if not finished report(); waitfor(); - return TRUE; + return true; } if (isit("regular")) break; proutn("What is \""); @@ -474,17 +516,17 @@ int choose(int needprompt) // Choose game options -- added by ESR for SST2K if (scan() != IHALPHA) { chew(); - proutn("Choose your game options: "); + proutn("Choose your game style (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); + 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); + game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS); game.options |= OPTION_ALMY; } else if (isit("fancy")) @@ -495,9 +537,10 @@ int choose(int needprompt) prout("\"?"); } setpassword(); -#ifdef DEBUG - if (strcmp(game.passwd, "debug")==0) game.idebug = 1; -#endif + 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; @@ -518,123 +561,137 @@ int choose(int needprompt) if (game.inkling > 50) { game.inbase = (game.state.rembase += 1); } - return FALSE; + return false; } -void dropin(int iquad, int *ix, int *iy) +coord dropin(feature iquad) +/* drop a feature on a random dot in the current quadrant */ { - do iran(QUADSIZE, ix, iy); - while (game.quad[*ix][*iy] != IHDOT); - game.quad[*ix][*iy] = 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; - if (game.state.galaxy[game.quadx][game.quady].klingons || game.state.galaxy[game.quadx][game.quady].romulans) - game.condit = IHRED; - if (!game.alive) game.condit=IHDEAD; + 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(int shutup) +void newqad(bool shutup) +/* set up a new state of quadrant, for when we enter or re-enter it */ { - int i, j, ix, iy; - planet *planhere; + int i, j; + coord w; + struct quadrant *q; game.iattak = 1; - game.justin = 1; - game.basex = game.basey = 0; + game.justin = true; + game.base.x = game.base.y = 0; game.klhere = 0; - game.comhere = 0; - game.plnetx = game.plnety = 0; - game.ishere = 0; + game.comhere = false; + game.plnet.x = game.plnet.y = 0; + game.ishere = false; game.irhere = 0; game.iplnet = 0; game.nenhere = 0; - game.neutz = 0; - game.inorbit = 0; - game.landed = -1; - game.ientesc = 0; - game.ithere = 0; - iqhere=0; - iqengry=0; - game.iseenit = 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 = 0; - game.ientesc = 1; + game.iscate = false; + game.ientesc = true; } // Clear quadrant for_sectors(i) for_sectors(j) game.quad[i][j] = IHDOT; + q = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; // cope with supernova - if (game.state.galaxy[game.quadx][game.quady].supernova) + if (q->supernova) return; - game.klhere = game.state.galaxy[game.quadx][game.quady].klingons; - game.irhere = game.state.galaxy[game.quadx][game.quady].romulans; + game.klhere = q->klingons; + game.irhere = q->romulans; game.nenhere = game.klhere + game.irhere; // Position Starship - game.quad[game.sectx][game.secty] = game.ship; + game.quad[game.sector.x][game.sector.y] = game.ship; - if (game.state.galaxy[game.quadx][game.quady].klingons) { + if (q->klingons) { + w.x = w.y = 0; /* quiet a gcc warning */ // Position ordinary Klingons - for (i = 1; i <= game.klhere; i++) { - dropin(IHK, &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)); - game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill; - } + for (i = 1; i <= game.klhere; i++) + w = newkling(i); // If we need a commander, promote a Klingon for_commanders(i) - if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) break; + if (same(game.state.kcmdr[i], game.quadrant)) + break; if (i <= game.state.remcom) { - game.quad[ix][iy] = IHC; + 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.quadx == game.state.isx && game.quady == game.state.isy) { - game.quad[game.kx[1]][game.ky[1]] = IHS; + 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.iscate = (game.state.remkl > 1); + game.ishere = true; } } // 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)); + 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 (game.state.galaxy[game.quadx][game.quady].starbase) - dropin(IHB, &game.basex, &game.basey); + if (q->starbase) + game.base = dropin(IHB); // If quadrant needs a planet, put it in - planhere = game.state.galaxy[game.quadx][game.quady].planet; - if (planhere) { - game.iplnet = planhere - game.state.plnets; - dropin(IHP, &game.plnetx, &game.plnety); - } - // Check for game.condition + if (q->planet != NOPLANET) { + game.iplnet = q->planet; + if (game.state.plnets[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 <= game.state.galaxy[game.quadx][game.quady].stars; i++) - dropin(IHSTAR, &ix, &iy); + for (i = 1; i <= q->stars; i++) + dropin(IHSTAR); // Check for RNZ - if (game.irhere > 0 && game.klhere == 0 && (!planhere || planhere->inhabited == UNINHABITED)) { - game.neutz = 1; - if (game.damage[DRADIO] <= 0.0) { + 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."); prout(" I'll put it on audio.\" CLICK"); @@ -646,17 +703,16 @@ void newqad(int shutup) if (shutup==0) { // Put in THING if needed - if (thingx == game.quadx && thingy == game.quady) { - dropin(IHQUEST, &ix, &iy); - iran(GALSIZE, &thingx, &thingy); + if (same(thing, game.quadrant)) { + w = dropin(IHQUEST); + thing = randplace(GALSIZE); game.nenhere++; - iqhere=1; - game.kx[game.nenhere] = ix; - game.ky[game.nenhere] = iy; + iqhere = true; + game.ks[game.nenhere] = w; game.kdist[game.nenhere] = game.kavgd[game.nenhere] = - sqrt(square(game.sectx-ix) + square(game.secty-iy)); + distance(game.sector, w); game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill; - if (game.damage[DSRSENS] == 0.0) { + if (!damaged(DSRSENS)) { skip(1); prout("MR. SPOCK- \"Captain, this is most unusual."); prout(" Please examine your short-range scan.\""); @@ -669,21 +725,17 @@ void newqad(int shutup) 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) - #ifdef DEBUG - || strcmp(game.passwd, "tholianx")==0 - #endif ) { do { - game.ithx = Rand() > 0.5 ? QUADSIZE : 1; - game.ithy = Rand() > 0.5 ? QUADSIZE : 1; - } while (game.quad[game.ithx][game.ithy] != IHDOT); - game.quad[game.ithx][game.ithy] = IHT; - game.ithere = 1; + 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.kx[game.nenhere] = game.ithx; - game.ky[game.nenhere] = game.ithy; + game.ks[game.nenhere] = game.tholian; game.kdist[game.nenhere] = game.kavgd[game.nenhere] = - sqrt(square(game.sectx-game.ithx) + square(game.secty-game.ithy)); + 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'; @@ -698,7 +750,7 @@ void newqad(int shutup) // Put in a few black holes for (i = 1; i <= 3; i++) if (Rand() > 0.5) - dropin(IHBLANK, &ix, &iy); + dropin(IHBLANK); // Take out X's in corners if Tholian present if (game.ithere) { @@ -710,34 +762,54 @@ void newqad(int shutup) } void sortkl(void) +/* sort Klingons by distance from us */ { double t; - int sw, j, k; + 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; + sw = false; for (j = 1; j < game.nenhere; j++) if (game.kdist[j] > game.kdist[j+1]) { - sw = TRUE; + 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.kx[j]; - game.kx[j] = game.kx[j+1]; - game.kx[j+1] = k; - k = game.ky[j]; - game.ky[j] = game.ky[j+1]; - game.ky[j+1] = k; + 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_CURSES)) { + while (TRUE) { + scan(); + strcpy(game.passwd, citem); + chew(); + if (*game.passwd != 0) break; + proutn(_("Please type in a secret password-")); + } + } else { + int i; + for(i=0;i<3;i++) game.passwd[i]=(char)(97+(int)(Rand()*25)); + game.passwd[3]=0; + } +}