X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsetup.c;h=94c74163e478582bf54518ed63cc89a89a35c9ad;hp=3e6718f4620b1bc0339e0fa205f40c504e2e6a8d;hb=d87b83a23fb7b5ac0ba610069a3ce7da8026fd80;hpb=c81e0f1dc6cd1fe5c56e9d521ee1d262932e3a2b diff --git a/src/setup.c b/src/setup.c index 3e6718f..94c7416 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; @@ -92,9 +92,31 @@ int thaw(void) return 0; } +/* +** 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) { int nb, l; + struct quadrant *q; chew(); if (game.condit==IHDOCKED) { @@ -132,13 +154,23 @@ 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."); + } + /* If at least one base left, give 'em the Faerie Queene */ skip(1); game.icrystl = 0; /* crystals are lost */ @@ -175,7 +207,7 @@ void abandn(void) prout("still useable."); if (game.icrystl!=0) prout("The dilithium crystals have been moved."); game.imine=0; - game.iscraft=0; /* Gallileo disappears */ + game.iscraft=0; /* Galileo disappears */ /* Resupply ship */ game.condit=IHDOCKED; for (l = 0; l < NDEVICES; l++) @@ -185,7 +217,7 @@ 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; @@ -195,9 +227,6 @@ 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 @@ -205,7 +234,8 @@ void setup(int needprompt) game.ship = IHE; game.energy = game.inenrg = 5000.0; game.shield = game.inshld = 2500.0; - game.shldchg = game.shldup = 0; + game.shldchg = 0; + game.shldup = false; game.inlsr = 4.0; game.lsupres = 4.0; iran(GALSIZE, &game.quadrant.x, &game.quadrant.y); @@ -219,7 +249,8 @@ void setup(int needprompt) // Set up assorted game parameters 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.nkinks = game.nhelp = game.casual = 0; + game.resting = false; game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0; game.state.starkl = game.state.basekl = 0; game.iscraft = 1; @@ -230,14 +261,12 @@ void setup(int needprompt) for_quadrants(j) { struct quadrant *quad = &game.state.galaxy[i][j]; quad->charted = 0; - quad->planet = NULL; + quad->planet = NOPLANET; quad->romulans = 0; quad->klingons = 0; quad->starbase = 0; quad->supernova = 0; -#ifdef EXPERIMENTAL quad->status = secure; -#endif /* EXPERIMENTAL */ } // Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)); @@ -251,12 +280,12 @@ void setup(int needprompt) unschedule(FSCMOVE); unschedule(FSCDBAS); unschedule(FDSPROB); -#ifdef EXPERIMENTAL - if (game.options & OPTION_WORLDS) + if ((game.options & OPTION_WORLDS) && game.skill >= SKILL_GOOD) schedule(FDISTR, expran(1.0 + game.intime)); + else + unschedule(FDISTR); unschedule(FENSLV); unschedule(FREPRO); -#endif /* EXPERIMENTAL */ // Starchart is functional but we've never seen it game.lastchart = FOREVER; // Put stars in the galaxy @@ -269,26 +298,24 @@ 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 +327,8 @@ 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 > MAXKLQUAD) + klumper = MAXKLQUAD; do { double r = Rand(); int klump = (1.0 - r*r)*klumper; @@ -312,20 +340,20 @@ 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)|| @@ -341,7 +369,7 @@ void setup(int needprompt) } // Locate planets in galaxy for (i = 0; i < game.inplan; i++) { - do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet); + 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; if (i < NINHAB) { @@ -356,7 +384,7 @@ 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[ix][iy].planet = i; } // Locate Romulans for (i = 1; i <= game.state.nromrem; i++) { @@ -419,13 +447,13 @@ void setup(int needprompt) if (game.state.nscrem) prout(" YOU'LL NEED IT."); waitfor(); newqad(0); - if (game.nenhere-iqhere-game.ithere) game.shldup=1.0; + 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) { - while (TRUE) { + for(;;) { game.tourn = 0; game.thawed = 0; game.skill = SKILL_NONE; @@ -454,7 +482,7 @@ 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 +536,10 @@ 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; @@ -531,7 +560,7 @@ int choose(int needprompt) if (game.inkling > 50) { game.inbase = (game.state.rembase += 1); } - return FALSE; + return false; } void dropin(int iquad, coord *w) @@ -566,7 +595,7 @@ void newqad(int shutup) struct quadrant *here; game.iattak = 1; - game.justin = 1; + game.justin = true; game.base.x = game.base.y = 0; game.klhere = 0; game.comhere = 0; @@ -575,8 +604,8 @@ void newqad(int shutup) game.irhere = 0; game.iplnet = 0; game.nenhere = 0; - game.neutz = 0; - game.inorbit = 0; + game.neutz = false; + game.inorbit = false; game.landed = -1; game.ientesc = 0; game.ithere = 0; @@ -637,9 +666,9 @@ void newqad(int shutup) dropin(IHB, &game.base); // If quadrant needs a planet, put it in - if (here->planet) { - game.iplnet = here->planet - game.state.plnets; - if (here->planet->inhabited == UNINHABITED) + if (here->planet != NOPLANET) { + game.iplnet = here->planet; + if (game.state.plnets[here->planet].inhabited == UNINHABITED) dropin(IHP, &game.plnet); else dropin(IHW, &game.plnet); @@ -651,9 +680,9 @@ void newqad(int shutup) dropin(IHSTAR, &w); // Check for RNZ - if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) { + if (game.irhere > 0 && game.klhere == 0 && (here->planet == NOPLANET || game.state.plnets[here->planet].inhabited == UNINHABITED)) { game.neutz = 1; - if (game.damage[DRADIO] <= 0.0) { + if (!damaged(DRADIO)) { skip(1); prout("LT. Uhura- \"Captain, an urgent message."); prout(" I'll put it on audio.\" CLICK"); @@ -674,7 +703,7 @@ void newqad(int shutup) game.kdist[game.nenhere] = game.kavgd[game.nenhere] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y)); 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.\""); @@ -687,9 +716,6 @@ 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 +756,18 @@ 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; @@ -759,3 +786,20 @@ void sortkl(void) } } while (sw); } + +void setpassword(void) +{ + 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; + } +}