X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsetup.c;h=8963b6ce383866edb28c38655fcabe4aa35bb2e4;hp=04a02477f234e0ebf479e2c524203df5678e3390;hb=9ae916e9144e84ef1de4a86ea73a45a2bc4cc1be;hpb=e535e2ef833a03ec84d0f002d684c07ddde893f1 diff --git a/src/setup.c b/src/setup.c index 04a0247..8963b6c 100644 --- a/src/setup.c +++ b/src/setup.c @@ -8,18 +8,20 @@ struct stat buf; return buf.st_size; } -void prelim(void) +void prelim(void) +/* issue a historically correct banner */ { skip(2); - prout("-SUPER- STAR TREK"); + prout(_("-SUPER- STAR TREK")); skip(1); #ifdef __HISTORICAL__ - prout("Latest update-21 Sept 78"); + prout(_("Latest update-21 Sept 78")); skip(1); #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; @@ -50,38 +52,38 @@ 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; game.passwd[0] = '\0'; if ((key = scan()) == IHEOL) { - proutn("File name: "); + proutn(_("File name: ")); key = scan(); } if (key != IHALPHA) { huh(); - return 1; + return true; } chew(); if (strchr(citem, '.') == NULL) { strcat(citem, ".trk"); } if ((fp = fopen(citem, "rb")) == NULL) { - proutn("Can't find game file "); + 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)) { - prout("Game file format is bad, should begin with " SSTMAGIC); + proutn(_("Game file format is bad, should begin with ")); + prout(SSTMAGIC); skip(1); fclose(fp); return 1; @@ -89,601 +91,641 @@ int thaw(void) fclose(fp); - return 0; + return false; } -void abandn(void) +#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. \ + */ \ + "ERROR", \ + /* 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. */ { - int nb, l; + char *tmp1[ARRAY_SIZE(systnames)] = SYSTEM_NAMES; + char *tmp2[ARRAY_SIZE(device)] = DEVICE_NAMES; - chew(); - if (condit==IHDOCKED) { - if (ship!=IHE) { - prout("You cannot abandon Ye Faerie Queene."); - return; - } - } - else { - /* Must take shuttle craft to exit */ - if (game.damage[DSHUTTL]==-1) { - prout("Ye Faerie Queene has no shuttle craft."); - return; - } - if (game.damage[DSHUTTL]<0) { - prout("Shuttle craft now serving Big Mac's."); - return; - } - if (game.damage[DSHUTTL]>0) { - prout("Shuttle craft damaged."); - return; - } - if (landed==1) { - prout("You must be aboard the Enterprise."); - return; - } - if (iscraft!=1) { - prout("Shuttle craft not currently available."); - return; - } - /* Print abandon ship messages */ - skip(1); - prouts("***ABANDON SHIP! ABANDON SHIP!"); - skip(1); - 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) { - /* Ops! no place to go... */ - finish(FABANDN); - return; - } - /* If at least one base left, give 'em the Faerie Queene */ - skip(1); - icrystl = 0; /* crystals are lost */ - 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 (quadx!=game.state.baseqx[nb] || quady!=game.state.baseqy[nb]) { - quadx = game.state.baseqx[nb]; - quady = game.state.baseqy[nb]; - sectx = secty = 5; - newqad(1); - } - for (;;) { - /* position next to base by trial and error */ - game.quad[sectx][secty] = IHDOT; - for_sectors(l) { - sectx = 3.0*Rand() - 1.0 + basex; - secty = 3.0*Rand() - 1.0 + basey; - if (VALID_SECTOR(sectx, secty) && - game.quad[sectx][secty] == IHDOT) break; - } - if (l < QUADSIZE+1) break; /* found a spot */ - sectx=QUADSIZE/2; - secty=QUADSIZE/2; - newqad(1); - } - } - /* Get new commission */ - game.quad[sectx][secty] = ship = IHF; - prout("Starfleet puts you in command of another ship,"); - prout("the Faerie Queene, which is antiquated but,"); - prout("still useable."); - if (icrystl!=0) prout("The dilithium crystals have been moved."); - imine=0; - iscraft=0; /* Gallileo disappears */ - /* Resupply ship */ - condit=IHDOCKED; - for (l = 0; l < NDEVICES; l++) - game.damage[l] = 0.0; - game.damage[DSHUTTL] = -1; - energy = inenrg = 3000.0; - shield = inshld = 1250.0; - torps = intorps = 6; - lsupres=inlsr=3.0; - shldup=0; - warpfac=5.0; - wfacsq=25.0; - return; + memcpy(systnames, tmp1, sizeof(systnames)); + memcpy(device, tmp2, sizeof(device)); } -void setup(int needprompt) +void setup(bool needprompt) +/* prepare to play, set up cosmos */ { int i,j, krem, klumper; - int ix, iy; -#ifdef DEBUG - idebug = 0; -#endif + coord w; + + /* call the setup hooks here */ + setup_names(); + // Decide how many of everything if (choose(needprompt)) return; // frozen game // Prepare the Enterprise - alldone = gamewon = 0; - ship = IHE; - energy = inenrg = 5000.0; - shield = inshld = 2500.0; - shldchg = shldup = 0; - inlsr = 4.0; - lsupres = 4.0; - iran(GALSIZE, &quadx, &quady); - iran(QUADSIZE, §x, §y); - torps = intorps = 10; - nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */ - warpfac = 5.0; - wfacsq = warpfac * warpfac; + 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 - batx = baty = 0; - game.state.date = indate = 100.0*(int)(31.0*Rand()+20.0); - nkinks = nhelp = resting = casual = 0; - isatb = iscate = imine = icrystl = icraft = game.state.nplankl = 0; + 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; - iscraft = 1; - landed = -1; - alive = 1; - docfac = 0.25; + 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].planets = 0; - 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 * intime); - game.future[FTBEAM] = game.state.date + expran(1.5 * (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*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 - lastchart = FOREVER; + game.lastchart = FOREVER; // Put stars in the galaxy - instar = 0; + game.instar = 0; for_quadrants(i) for_quadrants(j) { int k = Rand()*9.0 + 1.0; - instar += k; + game.instar += k; game.state.galaxy[i][j].stars = k; } // Locate star bases in galaxy - for (i = 1; i <= inbase; i++) { - int contflag; + for (i = 1; i <= game.inbase; i++) { + 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]); - if (distq < 6.0*(BASEMAX+1-inbase) && Rand() < 0.75) { - contflag = TRUE; -#ifdef DEBUG - prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy); -#endif + 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; } -#ifdef DEBUG - else if (distq < 6.0 * (BASEMAX+1-inbase)) { - prout("DEBUG: saving base #%d, close to #%d", i, j); + else if (distq < 6.0 * (BASEMAX+1-game.inbase)) { + 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 = inkling; - klumper = 0.25*skill*(9.0-length)+1.0; - if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant + 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; + 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 - for (i = 1; i <= incom; i++) { +#endif /* ODEBUG */ + for (i = 1; i <= game.incom; i++) { do { do { /* IF debugging, put commanders by bases, always! */ -#ifdef DEBUG - if (idebug && klumper <= inbase) { - ix = game.state.baseqx[klumper]; - iy = game.state.baseqy[klumper]; +#ifdef ODEBUG + if (game.idebug && klumper <= game.inbase) { + 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 (same(game.state.kcmdr[j], w)) + 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 < inplan; i++) { - do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planets); - game.state.galaxy[ix][iy].planets = 1; - game.state.plnets[i].x = ix; - game.state.plnets[i].y = iy; - 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].known = unknown; + for (i = 0; i < game.inplan; i++) { + 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 = 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 = Rand()*1.5; // 1 in 3 chance of crystals + game.state.plnets[i].known = unknown; + game.state.plnets[i].inhabited = UNINHABITED; + } + if ((game.options & OPTION_WORLDS) || i >= NINHAB) + 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 + invalidate(thing); -// idate = date; skip(2); - game.state.snap = 0; + game.state.snap = false; - if (skill == SKILL_NOVICE) { - prout("It is stardate %d. The Federation is being attacked by", + 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.", + 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."), INKLINGTOT); - prout("You have an initial allotment of %d stardates to complete", (int)intime); - prout("your mission. As you proceed you may be given more time."); - prout(""); - prout("You will have %d supporting starbases.", inbase); - proutn("Starbase locations- "); + 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); - prout(""); - prout("%d Klingons.", INKLINGTOT); - prout("An unknown number of Romulans."); - if (game.state.nscrem) prout("and one (GULP) Super-Commander."); - prout("%d stardates.",(int)intime); - proutn("%d starbases in ", inbase); - } - for (i = 1; i <= inbase; i++) { - proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i])); + prout(_("Stardate %d."), (int)game.state.date); + skip(1); + prout(_("%d Klingons."), INKLINGTOT); + 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, quadx, quady)); + proutn(_("The Enterprise is currently in ")); + proutn(cramlc(quadrant, game.quadrant)); proutn(" "); - proutn(cramlc(sector, sectx, secty)); + proutn(cramlc(sector, game.sector)); skip(2); - prout("Good Luck!"); - if (game.state.nscrem) prout(" YOU'LL NEED IT."); + prout(_("Good Luck!")); + if (game.state.nscrem) + prout(_(" YOU'LL NEED IT.")); waitfor(); - newqad(0); - if (nenhere-iqhere-ithere) shldup=1.0; - if (neutz) attack(0); // bad luck to start in a Romulan Neutral Zone + 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); } -int choose(int needprompt) +bool choose(bool needprompt) +/* choose your game type */ { - while (TRUE) { - tourn = 0; - thawed = 0; - skill = SKILL_NONE; - length = 0; + 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? "); + proutn(_("Would you like a regular, tournament, or saved game? ")); scan(); if (strlen(citem)==0) continue; // Try again if (isit("tournament")) { while (scan() == IHEOL) { - proutn("Type in tournament number-"); + proutn(_("Type in tournament number-")); } if (aaitem == 0) { chew(); continue; // We don't want a blank entry } - tourn = (int)aaitem; - thingx = -1; + game.tourn = (int)aaitem; + thing.x = -1; srand((unsigned int)(int)aaitem); break; } if (isit("saved") || isit("frozen")) { - if (thaw()) continue; + if (thaw()) + continue; chew(); - if (*game.passwd==0) continue; - if (!alldone) thawed = 1; // No plaque if not finished + if (*game.passwd==0) + continue; + if (!game.alldone) + game.thawed = true; // No plaque if not finished report(); waitfor(); - return TRUE; + return true; } - if (isit("regular")) break; - proutn("What is \""); + if (isit("regular")) + break; + proutn(_("What is \"")); proutn(citem); prout("\"?"); chew(); } - while (length==0 || skill==SKILL_NONE) { + while (game.length==0 || game.skill==SKILL_NONE) { if (scan() == IHALPHA) { - if (isit("short")) length = 1; - else if (isit("medium")) length = 2; - else if (isit("long")) length = 4; - else if (isit("novice")) skill = SKILL_NOVICE; - else if (isit("fair")) skill = SKILL_FAIR; - else if (isit("good")) skill = SKILL_GOOD; - else if (isit("expert")) skill = SKILL_EXPERT; - else if (isit("emeritus")) skill = SKILL_EMERITUS; + 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(_("What is \"")); proutn(citem); prout("\"?"); } } else { chew(); - if (length==0) proutn("Would you like a Short, Medium, or Long game? "); - else if (skill == SKILL_NONE) proutn("Are you a Novice, Fair, Good, Expert, or Emeritus player? "); + 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 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")) /* do nothing */; else if (strlen(citem)) { - proutn("What is \""); + proutn(_("What is \"")); proutn(citem); prout("\"?"); } setpassword(); -#ifdef DEBUG - if (strcmp(game.passwd, "debug")==0) 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 - damfac = 0.5 * skill; + game.damfac = 0.5 * game.skill; game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0); - inbase = game.state.rembase; + game.inbase = game.state.rembase; if (game.options & OPTION_PLANETS) - inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand(); - game.state.nromrem = inrom = (2.0+Rand())*skill; - game.state.nscrem = inscom = (skill > SKILL_FAIR ? 1 : 0); - game.state.remtime = 7.0 * length; - intime = game.state.remtime; - game.state.remkl = inkling = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15); - incom = skill + 0.0625*inkling*Rand(); - game.state.remcom = min(10, incom); - incom = game.state.remcom; - game.state.remres = (inkling+4*incom)*intime; - inresor = game.state.remres; - if (inkling > 50) { - inbase = (game.state.rembase += 1); - } - return FALSE; + game.inplan = NINHAB + (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand(); + 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; } -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 */ { - condit = IHGREEN; - if (energy < 1000.0) condit = IHYELLOW; - if (game.state.galaxy[quadx][quady].klingons || game.state.galaxy[quadx][quady].romulans) - condit = IHRED; - if (!alive) 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, nplan; - - iattak = 1; - justin = 1; - basex = basey = 0; - klhere = 0; - comhere = 0; - plnetx = plnety = 0; - ishere = 0; - irhere = 0; - iplnet = 0; - nenhere = 0; - neutz = 0; - inorbit = 0; - landed = -1; - ientesc = 0; - ithere = 0; - iqhere=0; - iqengry=0; - iseenit = 0; - if (iscate) { + 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! - iscate = 0; - 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[quadx][quady].supernova) + if (q->supernova) return; - klhere = game.state.galaxy[quadx][quady].klingons; - irhere = game.state.galaxy[quadx][quady].romulans; - nplan = game.state.galaxy[quadx][quady].planets; - nenhere = klhere + irhere; + game.klhere = q->klingons; + game.irhere = q->romulans; + game.nenhere = game.klhere + game.irhere; // Position Starship - game.quad[sectx][secty] = ship; + game.quad[game.sector.x][game.sector.y] = game.ship; - if (game.state.galaxy[quadx][quady].klingons) { + if (q->klingons) { + w.x = w.y = 0; /* quiet a gcc warning */ // Position ordinary Klingons - for (i = 1; i <= klhere; i++) { - dropin(IHK, &ix, &iy); - game.kx[i] = ix; - game.ky[i] = iy; - game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy)); - game.kpower[i] = Rand()*150.0 +300.0 +25.0*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]==quadx && game.state.cy[i]==quady) break; + if (same(game.state.kcmdr[i], game.quadrant)) + break; if (i <= game.state.remcom) { - game.quad[ix][iy] = IHC; - game.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill; - comhere = 1; + 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 (quadx == game.state.isx && quady == game.state.isy) { - game.quad[game.kx[1]][game.ky[1]] = IHS; - game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*skill; - iscate = game.state.remkl>1; - ishere = 1; + 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 = klhere+1; i <= nenhere; i++) { - dropin(IHR, &ix, &iy); - game.kx[i] = ix; - game.ky[i] = iy; - game.kdist[i] = game.kavgd[i] = sqrt(square(sectx-ix) + square(secty-iy)); - game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*skill; + 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 (game.state.galaxy[quadx][quady].starbase) - dropin(IHB, &basex, &basey); + if (q->starbase) + game.base = dropin(IHB); - if (nplan) { - // If quadrant needs a planet, put it in - for (i=0; i < inplan; i++) - if (game.state.plnets[i].x == quadx && game.state.plnets[i].y == quady) break; - if (i < inplan) { - iplnet = i; - dropin(IHP, &plnetx, &plnety); - } + // If quadrant needs a planet, put it in + 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[quadx][quady].stars; i++) - dropin(IHSTAR, &ix, &iy); + for (i = 1; i <= q->stars; i++) + dropin(IHSTAR); // Check for RNZ - if (irhere > 0 && klhere == 0) { - 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"); + 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!"); + 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 (thingx == quadx && thingy == quady) { - dropin(IHQUEST, &ix, &iy); - iran(GALSIZE, &thingx, &thingy); - nenhere++; - iqhere=1; - game.kx[nenhere] = ix; - game.ky[nenhere] = iy; - game.kdist[nenhere] = game.kavgd[nenhere] = - sqrt(square(sectx-ix) + square(secty-iy)); - game.kpower[nenhere] = Rand()*6000.0 +500.0 +250.0*skill; - if (game.damage[DSRSENS] == 0.0) { + 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.\""); + 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 ((skill < SKILL_GOOD && Rand() <= 0.02) || /* Lighten up if skill is low */ - (skill == SKILL_GOOD && Rand() <= 0.05) || - (skill > SKILL_GOOD && Rand() <= 0.08) - #ifdef DEBUG - || strcmp(game.passwd, "tholianx")==0 - #endif + 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 { - ithx = Rand() > 0.5 ? QUADSIZE : 1; - ithy = Rand() > 0.5 ? QUADSIZE : 1; - } while (game.quad[ithx][ithy] != IHDOT); - game.quad[ithx][ithy] = IHT; - ithere = 1; - nenhere++; - game.kx[nenhere] = ithx; - game.ky[nenhere] = ithy; - game.kdist[nenhere] = game.kavgd[nenhere] = - sqrt(square(sectx-ithx) + square(secty-ithy)); - game.kpower[nenhere] = Rand()*400.0 +100.0 +25.0*skill; + 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'; + 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'; } } @@ -692,46 +734,73 @@ 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 (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; + 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 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 (nenhere-iqhere-ithere < 2) return; + if (game.nenhere-iqhere-game.ithere < 2) + return; do { - sw = FALSE; - for (j = 1; j < nenhere; j++) + 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_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; + } +}