Anong other things, this allows us to write a distance() macro and get
rid of a lot of gnarly expressions.
/* it moved */
game.ks[loccom].x = next.x;
game.ks[loccom].y = next.y;
/* it moved */
game.ks[loccom].x = next.x;
game.ks[loccom].y = next.y;
- game.kdist[loccom] = game.kavgd[loccom] =
- sqrt(square(game.sector.x-next.x)+square(game.sector.y-next.y));
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next);
if (!damaged(DSRSENS) || game.condit == IHDOCKED) {
proutn("***");
cramen(ienm);
if (!damaged(DSRSENS) || game.condit == IHDOCKED) {
proutn("***");
cramen(ienm);
sc = game.state.kscmdr;
for_starbases(i) {
basetbl[i] = i;
sc = game.state.kscmdr;
for_starbases(i) {
basetbl[i] = i;
- ibq.x = game.state.baseq[i].x;
- ibq.y = game.state.baseq[i].y;
- bdist[i] = sqrt(square(ibq.x-sc.x) + square(ibq.y-sc.y));
+ bdist[i] = distance(game.state.baseq[i], sc);
}
if (game.state.rembase > 1) {
/* sort into nearest first order */
}
if (game.state.rembase > 1) {
/* sort into nearest first order */
/* move the Tholian */
{
int idx, idy, im, i;
/* move the Tholian */
{
int idx, idy, im, i;
/* Move the Tholian */
if (!game.ithere || game.justin) return;
/* Move the Tholian */
if (!game.ithere || game.justin) return;
}
/* All plugged up -- Tholian splits */
game.quad[game.tholian.x][game.tholian.y]=IHWEB;
}
/* All plugged up -- Tholian splits */
game.quad[game.tholian.x][game.tholian.y]=IHWEB;
- dropin(IHBLANK, &dummy);
crmena(true, IHT, sector, game.tholian);
prout(_(" completes web."));
game.ithere = false;
crmena(true, IHT, sector, game.tholian);
prout(_(" completes web."));
game.ithere = false;
game.ithere = false;
game.tholian.x = game.tholian.y = 0;
game.nenhere--;
game.ithere = false;
game.tholian.x = game.tholian.y = 0;
game.nenhere--;
- {
- coord dummy;
- dropin(IHBLANK, &dummy);
- }
return;
default: /* Problem! */
return;
default: /* Problem! */
if (shoved) {
game.quad[w.x][w.y]=IHDOT;
game.quad[jx][jy]=iquad;
if (shoved) {
game.quad[w.x][w.y]=IHDOT;
game.quad[jx][jy]=iquad;
prout(_(" displaced by blast to %s "), cramlc(sector, w));
for_local_enemies(ll)
prout(_(" displaced by blast to %s "), cramlc(sector, w));
for_local_enemies(ll)
- game.kdist[ll] = game.kavgd[ll] = sqrt(square(game.sector.x-game.ks[ll].x)+square(game.sector.y-game.ks[ll].y));
+ game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
radio_was_broken = damaged(DRADIO);
radio_was_broken = damaged(DRADIO);
for (;;) {
/* Select earliest extraneous event, evcode==0 if no events */
evcode = FSPY;
for (;;) {
/* Select earliest extraneous event, evcode==0 if no events */
evcode = FSPY;
game.quadrant = game.state.kscmdr;
else
game.quadrant = game.state.kcmdr[i];
game.quadrant = game.state.kscmdr;
else
game.quadrant = game.state.kcmdr[i];
- iran(QUADSIZE, &game.sector.x, &game.sector.y);
+ game.sector = iran(QUADSIZE);
crmshp();
proutn(_(" is pulled to "));
proutn(cramlc(quadrant, game.quadrant));
crmshp();
proutn(_(" is pulled to "));
proutn(cramlc(quadrant, game.quadrant));
which has some stars which are inhabited and
not already under attack, which is not
supernova'ed, and which has some Klingons in it */
which has some stars which are inhabited and
not already under attack, which is not
supernova'ed, and which has some Klingons in it */
- iran(GALSIZE, &w.x, &w.y);
q = &game.state.galaxy[w.x][w.y];
} while (--i &&
(same(game.quadrant, w) || q->planet == NOPLANET ||
q = &game.state.galaxy[w.x][w.y];
} while (--i &&
(same(game.quadrant, w) || q->planet == NOPLANET ||
game.state.remkl++;
q->klingons++;
if (same(game.quadrant, w))
game.state.remkl++;
q->klingons++;
if (same(game.quadrant, w))
- newkling(++game.klhere, &hold);
+ newkling(++game.klhere);
/* recompute time left */
game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
/* recompute time left */
game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
game.quad[scratch.x][scratch.y] = IHDOT;
game.quad[newc.x][newc.y] = iquad;
game.ks[ll] = newc;
game.quad[scratch.x][scratch.y] = IHDOT;
game.quad[newc.x][newc.y] = iquad;
game.ks[ll] = newc;
- game.kavgd[ll] = sqrt(square(game.sector.x-newc.x)+square(game.sector.y-newc.y));
- game.kdist[ll] = game.kavgd[ll];
+ game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
prouts("***************");
skip(1);
stars();
prouts("***************");
skip(1);
stars();
game.nhelp++;
if (game.base.x!=0) {
/* There's one in this quadrant */
game.nhelp++;
if (game.base.x!=0) {
/* There's one in this quadrant */
- ddist = sqrt(square(game.base.x-game.sector.x)+square(game.base.y-game.sector.y));
+ ddist = distance(game.base, game.sector);
}
else {
ddist = FOREVER;
for_starbases(m) {
}
else {
ddist = FOREVER;
for_starbases(m) {
- xdist=10.0*sqrt(square(game.state.baseq[m].x-game.quadrant.x)+square(game.state.baseq[m].y-game.quadrant.y));
+ xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant);
if (xdist < ddist) {
ddist = xdist;
line = m;
if (xdist < ddist) {
ddist = xdist;
line = m;
void eta(void)
/* use computer to get estimated time of arrival for a warp jump */
{
void eta(void)
/* use computer to get estimated time of arrival for a warp jump */
{
- int ix1, ix2, iy1, iy2;
bool wfl, prompt = false;
double ttime, twarp, tpower;
if (damaged(DCOMPTR)) {
bool wfl, prompt = false;
double ttime, twarp, tpower;
if (damaged(DCOMPTR)) {
if (scan() != IHREAL) {
huh();
return;
}
if (scan() != IHREAL) {
huh();
return;
}
if (scan() != IHREAL) {
huh();
return;
}
if (scan() != IHREAL) {
huh();
return;
}
- if (game.quadrant.y>ix1) ix2 = 1;
- else ix2=QUADSIZE;
- if (game.quadrant.x>iy1) iy2 = 1;
- else iy2=QUADSIZE;
+ if (game.quadrant.y>w1.x) w2.x = 1;
+ else w2.x=QUADSIZE;
+ if (game.quadrant.x>w1.y) w2.y = 1;
+ else w2.y=QUADSIZE;
- if (!VALID_QUADRANT(ix1, iy1) || !VALID_SECTOR(ix2, iy2)) {
+ if (!VALID_QUADRANT(w1.x, w1.y) || !VALID_SECTOR(w2.x, w2.y)) {
- game.dist = sqrt(square(iy1-game.quadrant.x+0.1*(iy2-game.sector.x))+
- square(ix1-game.quadrant.y+0.1*(ix2-game.sector.y)));
+ game.dist = sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
+ square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)));
wfl = false;
if (prompt) prout(_("Answer \"no\" if you don't know the value:"));
wfl = false;
if (prompt) prout(_("Answer \"no\" if you don't know the value:"));
prout(_("Unfortunately, the Federation will be destroyed by then."));
if (twarp > 6.0)
prout(_("You'll be taking risks at that speed, Captain"));
prout(_("Unfortunately, the Federation will be destroyed by then."));
if (twarp > 6.0)
prout(_("You'll be taking risks at that speed, Captain"));
- if ((game.isatb==1 && game.state.kscmdr.y == iy1 && game.state.kscmdr.x == ix1 &&
+ if ((game.isatb==1 && same(game.state.kscmdr, w1) &&
scheduled(FSCDBAS)< ttime+game.state.date)||
scheduled(FSCDBAS)< ttime+game.state.date)||
- (scheduled(FCDBAS)<ttime+game.state.date && game.battle.y==iy1 && game.battle.x == ix1))
+ (scheduled(FCDBAS)<ttime+game.state.date && same(game.battle, w1)))
prout(_("The starbase there will be destroyed by then."));
proutn(_("New warp factor to try? "));
if (scan() == IHREAL) {
prout(_("The starbase there will be destroyed by then."));
proutn(_("New warp factor to try? "));
if (scan() == IHREAL) {
+void prelim(void)
+/* issue a historically correct banner */
{
skip(2);
prout("-SUPER- STAR TREK");
{
skip(2);
prout("-SUPER- STAR TREK");
#endif /* __HISTORICAL__ */
}
#endif /* __HISTORICAL__ */
}
+void freeze(bool boss)
+/* save game */
fwrite(&game, sizeof(game), 1, fp);
fclose(fp);
fwrite(&game, sizeof(game), 1, fp);
fclose(fp);
-
- /* I hope that's enough! */
+bool thaw(void)
+/* retrieve saved game */
}
if (key != IHALPHA) {
huh();
}
if (key != IHALPHA) {
huh();
}
chew();
if (strchr(citem, '.') == NULL) {
}
chew();
if (strchr(citem, '.') == NULL) {
{
int nb, l;
struct quadrant *q;
{
int nb, l;
struct quadrant *q;
}
void setup(bool needprompt)
}
void setup(bool needprompt)
+/* prepare to play, set up cosmos */
{
int i,j, krem, klumper;
{
int i,j, krem, klumper;
// Decide how many of everything
if (choose(needprompt)) return; // frozen game
// Prepare the Enterprise
// Decide how many of everything
if (choose(needprompt)) return; // frozen game
// Prepare the Enterprise
game.shldup = false;
game.inlsr = 4.0;
game.lsupres = 4.0;
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 = iran(GALSIZE);
+ game.sector = iran(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.torps = game.intorps = 10;
game.nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */
game.warpfac = 5.0;
for (i = 1; i <= game.inbase; i++) {
bool contflag;
do {
for (i = 1; i <= game.inbase; i++) {
bool contflag;
do {
- do iran(GALSIZE, &ix, &iy);
- while (game.state.galaxy[ix][iy].starbase);
+ do w = iran(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 */
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)
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)) {
break;
}
else if (distq < 6.0 * (BASEMAX+1-game.inbase)) {
- 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;
}
// Position ordinary Klingon Battle Cruisers
krem = game.inkling;
int klump = (1.0 - r*r)*klumper;
if (klump > krem) klump = krem;
krem -= klump;
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 = iran(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
} while (krem > 0);
// Position Klingon Commander Ships
#ifdef ODEBUG
do { /* IF debugging, put commanders by bases, always! */
#ifdef ODEBUG
if (game.idebug && klumper <= game.inbase) {
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 */
klumper++;
}
else
#endif /* ODEBUG */
- iran(GALSIZE, &ix, &iy);
- 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++)
// 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;
- 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++) {
}
// 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 = iran(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;
if (i < NINHAB) {
game.state.plnets[i].pclass = M; // All inhabited planets are class M
game.state.plnets[i].crystals = 0;
game.state.plnets[i].inhabited = UNINHABITED;
}
if ((game.options & OPTION_WORLDS) || i >= NINHAB)
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++) {
}
// Locate Romulans
for (i = 1; i <= game.state.nromrem; i++) {
- iran(GALSIZE, &ix, &iy);
- game.state.galaxy[ix][iy].romulans = 1;
+ w = iran(GALSIZE);
+ game.state.galaxy[w.x][w.y].romulans = 1;
}
// Locate the Super Commander
if (game.state.nscrem > 0) {
}
// 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 = iran(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) {
}
// Place thing (in tournament game, thingx == -1, don't want one!)
if (thing.x != -1) {
- iran(GALSIZE, &thing.x, &thing.y);
}
else {
thing.x = thing.y = 0;
}
else {
thing.x = thing.y = 0;
}
bool choose(bool needprompt)
}
bool choose(bool needprompt)
+/* choose your game type */
{
for(;;) {
game.tourn = 0;
{
for(;;) {
game.tourn = 0;
game.skill = SKILL_NONE;
game.length = 0;
if (needprompt) /* Can start with command line options */
game.skill = SKILL_NONE;
game.length = 0;
if (needprompt) /* Can start with command line options */
-void dropin(int iquad, coord *w)
+coord dropin(int 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 = iran(QUADSIZE);
+ while (game.quad[w.x][w.y] != IHDOT);
+ game.quad[w.x][w.y] = iquad;
+ return w;
+void newcnd(void)
+/* update our alert status */
{
game.condit = IHGREEN;
if (game.energy < 1000.0) game.condit = IHYELLOW;
{
game.condit = IHGREEN;
if (game.energy < 1000.0) game.condit = IHYELLOW;
if (!game.alive) game.condit=IHDEAD;
}
if (!game.alive) game.condit=IHDEAD;
}
-void newkling(int i, coord *pi)
/* drop new Klingon into current quadrant */
{
/* 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;
game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill;
-void newqad(bool shutup)
+void newqad(bool shutup)
+/* set up a new state of quadrant, for when we enter or re-enter it */
game.quad[game.sector.x][game.sector.y] = game.ship;
if (q->klingons) {
game.quad[game.sector.x][game.sector.y] = game.ship;
if (q->klingons) {
+ w.x = w.y = 0; /* quiet a gcc warning */
// Position ordinary Klingons
for (i = 1; i <= game.klhere; i++)
// Position ordinary Klingons
for (i = 1; i <= game.klhere; i++)
// If we need a commander, promote a Klingon
for_commanders(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;
if (i <= game.state.remcom) {
game.quad[w.x][w.y] = IHC;
}
// If we need a super-commander, promote a Klingon
}
// 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.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;
}
// Put in Romulans if needed
for (i = game.klhere+1; i <= game.nenhere; i++) {
}
// Put in Romulans if needed
for (i = game.klhere+1; i <= game.nenhere; i++) {
- 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 (q->starbase)
game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
}
// If quadrant needs a starbase, put it in
if (q->starbase)
- dropin(IHB, &game.base);
+ game.base = dropin(IHB);
// If quadrant needs a planet, put it in
if (q->planet != NOPLANET) {
game.iplnet = q->planet;
if (game.state.plnets[q->planet].inhabited == UNINHABITED)
// If quadrant needs a planet, put it in
if (q->planet != NOPLANET) {
game.iplnet = q->planet;
if (game.state.plnets[q->planet].inhabited == UNINHABITED)
- dropin(IHP, &game.plnet);
+ game.plnet = dropin(IHP);
- dropin(IHW, &game.plnet);
+ game.plnet = dropin(IHW);
}
// Check for game.condition
newcnd();
// And finally the stars
for (i = 1; i <= q->stars; i++)
}
// Check for game.condition
newcnd();
// And finally the stars
for (i = 1; i <= q->stars; i++)
// Check for RNZ
if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
// Check for RNZ
if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
if (shutup==0) {
// Put in THING if needed
if (same(thing, game.quadrant)) {
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 = iran(GALSIZE);
game.nenhere++;
iqhere=1;
game.ks[game.nenhere] = w;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
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);
game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill;
if (!damaged(DSRSENS)) {
skip(1);
game.ks[game.nenhere].x = game.tholian.x;
game.ks[game.nenhere].y = game.tholian.y;
game.kdist[game.nenhere] = game.kavgd[game.nenhere] =
game.ks[game.nenhere].x = game.tholian.x;
game.ks[game.nenhere].y = game.tholian.y;
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';
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';
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
// Put in a few black holes
for (i = 1; i <= 3; i++)
if (Rand() > 0.5)
// Take out X's in corners if Tholian present
if (game.ithere) {
// Take out X's in corners if Tholian present
if (game.ithere) {
+/* sort Klingons by distance from us */
+void setpassword(void)
+/* set the self-destruct password */
{
if (!(game.options & OPTION_CURSES)) {
while (TRUE) {
{
if (!(game.options & OPTION_CURSES)) {
while (TRUE) {
#define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
#define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
#define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
#define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
-static void listCommands(void) {
+static void listCommands(void)
+/* generate a list of legal commands */
+{
int i, k = 0;
proutn("LEGAL COMMANDS ARE:");
for (i = 0; i < NUMCOMMANDS; i++) {
int i, k = 0;
proutn("LEGAL COMMANDS ARE:");
for (i = 0; i < NUMCOMMANDS; i++) {
-static void helpme(void)
+static void helpme(void)
+/* browse on-line help */
{
int i, j;
char cmdbuf[32], *cp;
{
int i, j;
char cmdbuf[32], *cp;
+void enqueue(char *s)
+/* enqueue input for the command parser */
-static void makemoves(void)
+static void makemoves(void)
+/* command-interpretation loop */
{
int key, i, v = 0;
bool hitme;
{
int key, i, v = 0;
bool hitme;
if (game.ididit) hitme = true;
break;
case QUIT:
if (game.ididit) hitme = true;
break;
case QUIT:
- game.alldone = 1; // quit the game
+ game.alldone = true; // quit the game
break;
case HELP:
helpme(); // get help
break;
case HELP:
helpme(); // get help
setup(line[0] == '\0');
if (game.alldone) {
score();
setup(line[0] == '\0');
if (game.alldone) {
score();
}
else makemoves();
skip(1);
}
else makemoves();
skip(1);
+/* print the name of an enemy */
{
/* return an enemy */
char *s;
{
/* return an enemy */
char *s;
}
char *cramlc(enum loctype key, coord w)
}
char *cramlc(enum loctype key, coord w)
{
static char buf[32];
buf[0] = '\0';
{
static char buf[32];
buf[0] = '\0';
}
void crmena(bool stars, int enemy, enum loctype key, coord w)
}
void crmena(bool stars, int enemy, enum loctype key, coord w)
+/* print an enemy and his location */
{
if (stars) proutn("***");
cramen(enemy);
{
if (stars) proutn("***");
cramen(enemy);
proutn(cramlc(key, w));
}
proutn(cramlc(key, w));
}
+void crmshp(void)
+/* print our ship name */
{
char *s;
switch (game.ship) {
{
char *s;
switch (game.ship) {
+void stars(void)
+/* print a line of stars */
{
prouts("******************************************************");
skip(1);
{
prouts("******************************************************");
skip(1);
return rand()/(1.0 + (double)RAND_MAX);
}
return rand()/(1.0 + (double)RAND_MAX);
}
-void iran(int size, int *i, int *j)
+coord iran(int size)
+/* choose a random location */
- *i = Rand()*(size*1.0) + 1.0;
- *j = Rand()*(size*1.0) + 1.0;
+ coord w;
+ w.x = Rand()*(size*1.0) + 1.0;
+ w.y = Rand()*(size*1.0) + 1.0;
+ return w;
+bool ja(void)
+/* yes-or-no confirmation */
+void huh(void)
+/* complain about unparseable input */
+/* compares s to citem and returns true if it matches to the length of s */
- /* New function -- compares s to scanned citem and returns true if it
- matches to the length of s */
-
return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
+void debugme(void)
+/* access to the internals for debugging */
{
proutn("Reset levels? ");
if (ja() == true) {
{
proutn("Reset levels? ");
if (ja() == true) {
typedef struct {int x; int y;} coord;
typedef struct {int x; int y;} coord;
-#define same(c1, c2) (c1.x == c2.x && c1.y == c2.y)
+#define square(i) ((i)*(i))
+#define same(c1, c2) ((c1.x == c2.x) && (c1.y == c2.y))
+#define distance(c1, c2) sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
typedef struct {
coord w;
typedef struct {
coord w;
void selfdestruct(void);
void kaboom(void);
void freeze(bool);
void selfdestruct(void);
void kaboom(void);
void freeze(bool);
void plaque(void);
int scan(void);
#define IHEOL (0)
void plaque(void);
int scan(void);
#define IHEOL (0)
char *cramlc(enum loctype, coord w);
double expran(double);
double Rand(void);
char *cramlc(enum loctype, coord w);
double expran(double);
double Rand(void);
-void iran(int, int *, int *);
-#define square(i) ((i)*(i))
-void dropin(int, coord*);
+coord iran(int);
+coord dropin(int);
void newcnd(void);
void sortkl(void);
void imove(void);
void newcnd(void);
void sortkl(void);
void imove(void);
void makechart(void);
void enqueue(char *);
char *systemname(int);
void makechart(void);
void enqueue(char *);
char *systemname(int);
-void newkling(int, coord *);
/* mode arguments for srscan() */
#define SCAN_FULL 1
/* mode arguments for srscan() */
#define SCAN_FULL 1