X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsetup.c;h=7b17fbcd9c0745556310ee8ff3ce120963257ab0;hp=3e6718f4620b1bc0339e0fa205f40c504e2e6a8d;hb=459d6afcbe13be588b29c8bd1fbffb39b13fdee1;hpb=c81e0f1dc6cd1fe5c56e9d521ee1d262932e3a2b diff --git a/src/setup.c b/src/setup.c index 3e6718f..7b17fbc 100644 --- a/src/setup.c +++ b/src/setup.c @@ -19,7 +19,7 @@ void prelim(void) #endif /* __HISTORICAL__ */ } -void freeze(int boss) +void freeze(bool boss) { FILE *fp; int key; @@ -195,9 +195,6 @@ void setup(int needprompt) { int i,j, krem, klumper; int ix, iy; -#ifdef DEBUG - game.idebug = 0; -#endif // Decide how many of everything if (choose(needprompt)) return; // frozen game // Prepare the Enterprise @@ -269,26 +266,24 @@ 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; + 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); 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, ix, iy); 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); @@ -300,7 +295,8 @@ void setup(int needprompt) // 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 > 9) + klumper = 9; // Can't have more than 9 in quadrant do { double r = Rand(); int klump = (1.0 - r*r)*klumper; @@ -312,20 +308,20 @@ void setup(int needprompt) game.state.galaxy[ix][iy].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.baseq[klumper].x; iy = game.state.baseq[klumper].y; klumper++; } else -#endif +#endif /* ODEBUG */ iran(GALSIZE, &ix, &iy); } while ((!game.state.galaxy[ix][iy].klingons && Rand() < 0.75)|| @@ -423,9 +419,9 @@ void setup(int needprompt) if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone } -int choose(int needprompt) +bool choose(bool needprompt) { - while (TRUE) { + for(;;) { game.tourn = 0; game.thawed = 0; game.skill = SKILL_NONE; @@ -454,7 +450,7 @@ 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 \""); @@ -508,9 +504,11 @@ 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; + logfp = fopen("sst-input.log", "w"); + fputs("=== Debug mode enabled\n", stdout); + } // Use parameters to generate initial values of things game.damfac = 0.5 * game.skill; @@ -531,7 +529,7 @@ int choose(int needprompt) if (game.inkling > 50) { game.inbase = (game.state.rembase += 1); } - return FALSE; + return false; } void dropin(int iquad, coord *w) @@ -687,9 +685,6 @@ 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.tholian.x = Rand() > 0.5 ? QUADSIZE : 1; @@ -730,17 +725,18 @@ void newqad(int shutup) void sortkl(void) { 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;