From: Eric S. Raymond Date: Sun, 6 Feb 2005 21:49:56 +0000 (+0000) Subject: Get rid of FORTRANisms. X-Git-Tag: 2.0~350 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=8b0a1880ee115e281afe83e1cd0c90e3306dfed8;hp=15434538cbe79bdd712a89087d5b6193c3e68ce3 Get rid of FORTRANisms. --- diff --git a/ai.c b/ai.c index 0fe92c8..762e745 100644 --- a/ai.c +++ b/ai.c @@ -1,605 +1,607 @@ #include "sst.h" -static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) { - int iqx, iqy, l; +static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) +{ + int iqx, iqy, l; - iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1; - iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1; - if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE || - game.state.galaxy[iqx][iqy] > 899) - return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */ - if (ienm == IHR) return 0; /* Romulans cannot escape! */ - if (irun == 0) { - /* avoid intruding on another commander's territory */ - if (ienm == IHC) { - for (l = 1; l <= game.state.remcom; l++) - if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0; - /* refuse to leave if currently attacking starbase */ - if (batx==quadx && baty==quady) return 0; - } - /* don't leave if over 1000 units of energy */ - if (game.kpower[loccom] > 1000.) return 0; - } - /* print escape message and move out of quadrant. - We know this if either short or long range sensors are working */ - if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 || - condit == IHDOCKED) { - crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]); - prout(" escapes to %s (and regains strength).", - cramlc(quadrant, iqx, iqy)); - } - /* handle local matters related to escape */ - game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT; - game.kx[loccom] = game.kx[nenhere]; - game.ky[loccom] = game.ky[nenhere]; - game.kavgd[loccom] = game.kavgd[nenhere]; - game.kpower[loccom] = game.kpower[nenhere]; - game.kdist[loccom] = game.kdist[nenhere]; - klhere--; - nenhere--; - if (condit != IHDOCKED) newcnd(); - /* Handle global matters related to escape */ - game.state.galaxy[quadx][quady] -= ENEMY_PLACE; - game.state.galaxy[iqx][iqy] += ENEMY_PLACE; - if (ienm==IHS) { - ishere=0; - iscate=0; - ientesc=0; - isatb=0; - game.future[FSCMOVE]=0.2777+game.state.date; - game.future[FSCDBAS]=1e30; - game.state.isx=iqx; - game.state.isy=iqy; + iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1; + iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1; + if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE || + NOEXIT(game.state.galaxy[iqx][iqy])) + return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */ + if (ienm == IHR) return 0; /* Romulans cannot escape! */ + if (irun == 0) { + /* avoid intruding on another commander's territory */ + if (ienm == IHC) { + for (l = 1; l <= game.state.remcom; l++) + if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0; + /* refuse to leave if currently attacking starbase */ + if (batx==quadx && baty==quady) return 0; } - else { - for (l=1; l<=game.state.remcom; l++) { - if (game.state.cx[l]==quadx && game.state.cy[l]==quady) { - game.state.cx[l]=iqx; - game.state.cy[l]=iqy; - break; - } - } - comhere = 0; + /* don't leave if over 1000 units of energy */ + if (game.kpower[loccom] > 1000.) return 0; + } + /* print escape message and move out of quadrant. + We know this if either short or long range sensors are working */ + if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 || + condit == IHDOCKED) { + crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]); + prout(" escapes to %s (and regains strength).", + cramlc(quadrant, iqx, iqy)); + } + /* handle local matters related to escape */ + game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT; + game.kx[loccom] = game.kx[nenhere]; + game.ky[loccom] = game.ky[nenhere]; + game.kavgd[loccom] = game.kavgd[nenhere]; + game.kpower[loccom] = game.kpower[nenhere]; + game.kdist[loccom] = game.kdist[nenhere]; + klhere--; + nenhere--; + if (condit != IHDOCKED) newcnd(); + /* Handle global matters related to escape */ + game.state.galaxy[quadx][quady] -= KLINGON_PLACE; + game.state.galaxy[iqx][iqy] += KLINGON_PLACE; + if (ienm==IHS) { + ishere=0; + iscate=0; + ientesc=0; + isatb=0; + game.future[FSCMOVE]=0.2777+game.state.date; + game.future[FSCDBAS]=1e30; + game.state.isx=iqx; + game.state.isy=iqy; + } + else { + for (l=1; l<=game.state.remcom; l++) { + if (game.state.cx[l]==quadx && game.state.cy[l]==quady) { + game.state.cx[l]=iqx; + game.state.cy[l]=iqy; + break; + } } - return 1; /* success */ + comhere = 0; + } + return 1; /* success */ } -static void movebaddy(int comx, int comy, int loccom, int ienm) { - int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll; - int irun = 0; - int krawlx, krawly; - int success; - int attempts; - /* This should probably be just comhere + ishere */ - int nbaddys = skill > 3 ? - (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0): - (comhere + ishere); - double dist1, forces; +static void movebaddy(int comx, int comy, int loccom, int ienm) +{ + int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll; + int irun = 0; + int krawlx, krawly; + int success; + int attempts; + /* This should probably be just comhere + ishere */ + int nbaddys = skill >= SKILL_EXPERT ? + (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0): + (comhere + ishere); + double dist1, forces; - dist1 = game.kdist[loccom]; - mdist = dist1 + 0.5; /* Nearest integer distance */ + dist1 = game.kdist[loccom]; + mdist = dist1 + 0.5; /* Nearest integer distance */ - /* If SC, check with spy to see if should hi-tail it */ - if (ienm==IHS && - (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) { - irun = 1; - motion = -QUADSIZE; - } - else { - /* decide whether to advance, retreat, or hold position */ + /* If SC, check with spy to see if should hi-tail it */ + if (ienm==IHS && + (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) { + irun = 1; + motion = -QUADSIZE; + } + else { + /* decide whether to advance, retreat, or hold position */ /* Algorithm: - * Enterprise has "force" based on condition of phaser and photon torpedoes. - If both are operating full strength, force is 1000. If both are damaged, - force is -1000. Having shields down subtracts an additional 1000. + * Enterprise has "force" based on condition of phaser and photon torpedoes. + If both are operating full strength, force is 1000. If both are damaged, + force is -1000. Having shields down subtracts an additional 1000. - * Enemy has forces equal to the energy of the attacker plus - 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR - 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus. + * Enemy has forces equal to the energy of the attacker plus + 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR + 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus. - Attacker Initial energy levels (nominal): - Klingon Romulan Commander Super-Commander - Novice 400 700 1200 - Fair 425 750 1250 - Good 450 800 1300 1750 - Expert 475 850 1350 1875 - Emeritus 500 900 1400 2000 - VARIANCE 75 200 200 200 + Attacker Initial energy levels (nominal): + Klingon Romulan Commander Super-Commander + Novice 400 700 1200 + Fair 425 750 1250 + Good 450 800 1300 1750 + Expert 475 850 1350 1875 + Emeritus 500 900 1400 2000 + VARIANCE 75 200 200 200 - Enemy vessels only move prior to their attack. In Novice - Good games - only commanders move. In Expert games, all enemy vessels move if there - is a commander present. In Emeritus games all enemy vessels move. + Enemy vessels only move prior to their attack. In Novice - Good games + only commanders move. In Expert games, all enemy vessels move if there + is a commander present. In Emeritus games all enemy vessels move. - * If Enterprise is not docked, an agressive action is taken if enemy - forces are 1000 greater than Enterprise. + * If Enterprise is not docked, an agressive action is taken if enemy + forces are 1000 greater than Enterprise. - Agressive action on average cuts the distance between the ship and - the enemy to 1/4 the original. + Agressive action on average cuts the distance between the ship and + the enemy to 1/4 the original. - * At lower energy advantage, movement units are proportional to the - advantage with a 650 advantage being to hold ground, 800 to move forward - 1, 950 for two, 150 for back 4, etc. Variance of 100. + * At lower energy advantage, movement units are proportional to the + advantage with a 650 advantage being to hold ground, 800 to move forward + 1, 950 for two, 150 for back 4, etc. Variance of 100. - If docked, is reduced by roughly 1.75*skill, generally forcing a - retreat, especially at high skill levels. + If docked, is reduced by roughly 1.75*skill, generally forcing a + retreat, especially at high skill levels. - * Motion is limited to skill level, except for SC hi-tailing it out. - */ + * Motion is limited to skill level, except for SC hi-tailing it out. + */ - forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1); - if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */ - if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) { - if (game.damage[DPHASER] != 0) /* phasers damaged */ - forces += 300.0; - else - forces -= 0.2*(energy - 2500.0); - if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */ - forces += 300.0; - else - forces -= 50.0*torps; - } - else { - /* phasers and photon tubes both out! */ - forces += 1000.0; - } - motion = 0; - if (forces <= 1000.0 && condit != IHDOCKED) /* Typical situation */ - motion = ((forces+200.0*Rand())/150.0) - 5.0; - else { - if (forces > 1000.0) /* Very strong -- move in for kill */ - motion = (1.0-square(Rand()))*dist1 + 1.0; - if (condit==IHDOCKED) /* protected by base -- back off ! */ - motion -= skill*(2.0-square(Rand())); - } -#ifdef DEBUG - if (idebug) { - proutn("MOTION = %1.2f", motion); - proutn(" FORCES = %1,2f", forces); - } -#endif - /* don't move if no motion */ - if (motion==0) return; - /* Limit motion according to skill */ - if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill; + forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1); + if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */ + if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) { + if (game.damage[DPHASER] != 0) /* phasers damaged */ + forces += 300.0; + else + forces -= 0.2*(energy - 2500.0); + if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */ + forces += 300.0; + else + forces -= 50.0*torps; + } + else { + /* phasers and photon tubes both out! */ + forces += 1000.0; + } + motion = 0; + if (forces <= 1000.0 && condit != IHDOCKED) /* Typical situation */ + motion = ((forces+200.0*Rand())/150.0) - 5.0; + else { + if (forces > 1000.0) /* Very strong -- move in for kill */ + motion = (1.0-square(Rand()))*dist1 + 1.0; + if (condit==IHDOCKED) /* protected by base -- back off ! */ + motion -= skill*(2.0-square(Rand())); } - /* calcuate preferred number of steps */ - nsteps = motion < 0 ? -motion : motion; - if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */ - if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */ - if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */ #ifdef DEBUG if (idebug) { - prout("NSTEPS = %d", nsteps); + proutn("MOTION = %1.2f", motion); + proutn(" FORCES = %1,2f", forces); } #endif - /* Compute preferred values of delta X and Y */ - mx = sectx - comx; - my = secty - comy; - if (2.0 * abs(mx) < abs(my)) mx = 0; - if (2.0 * abs(my) < abs(sectx-comx)) my = 0; - if (mx != 0) mx = mx*motion < 0 ? -1 : 1; - if (my != 0) my = my*motion < 0 ? -1 : 1; - nextx = comx; - nexty = comy; - /* main move loop */ - for (ll = 1; ll <= nsteps; ll++) { + /* don't move if no motion */ + if (motion==0) return; + /* Limit motion according to skill */ + if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill; + } + /* calcuate preferred number of steps */ + nsteps = motion < 0 ? -motion : motion; + if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */ + if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */ + if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */ #ifdef DEBUG - if (idebug) { - prout("%d", ll); - } + if (idebug) { + prout("NSTEPS = %d", nsteps); + } #endif - /* Check if preferred position available */ - lookx = nextx + mx; - looky = nexty + my; - krawlx = mx < 0 ? 1 : -1; - krawly = my < 0 ? 1 : -1; - success = 0; - attempts = 0; /* Settle mysterious hang problem */ - while (attempts++ < 20 && !success) { - if (lookx < 1 || lookx > QUADSIZE) { - if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) - return; - if (krawlx == mx || my == 0) break; - lookx = nextx + krawlx; - krawlx = -krawlx; - } - else if (looky < 1 || looky > QUADSIZE) { - if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) - return; - if (krawly == my || mx == 0) break; - looky = nexty + krawly; - krawly = -krawly; - } - else if (game.quad[lookx][looky] != IHDOT) { - /* See if we should ram ship */ - if (game.quad[lookx][looky] == ship && - (ienm == IHC || ienm == IHS)) { - ram(1, ienm, comx, comy); - return; - } - if (krawlx != mx && my != 0) { - lookx = nextx + krawlx; - krawlx = -krawlx; - } - else if (krawly != my && mx != 0) { - looky = nexty + krawly; - krawly = -krawly; - } - else break; /* we have failed */ - } - else success = 1; - } - if (success) { - nextx = lookx; - nexty = looky; + /* Compute preferred values of delta X and Y */ + mx = sectx - comx; + my = secty - comy; + if (2.0 * abs(mx) < abs(my)) mx = 0; + if (2.0 * abs(my) < abs(sectx-comx)) my = 0; + if (mx != 0) mx = mx*motion < 0 ? -1 : 1; + if (my != 0) my = my*motion < 0 ? -1 : 1; + nextx = comx; + nexty = comy; + /* main move loop */ + for (ll = 1; ll <= nsteps; ll++) { #ifdef DEBUG - if (idebug) { - prout(cramlc(neither, nextx, nexty)); - } + if (idebug) { + prout("%d", ll); + } #endif + /* Check if preferred position available */ + lookx = nextx + mx; + looky = nexty + my; + krawlx = mx < 0 ? 1 : -1; + krawly = my < 0 ? 1 : -1; + success = 0; + attempts = 0; /* Settle mysterious hang problem */ + while (attempts++ < 20 && !success) { + if (lookx < 1 || lookx > QUADSIZE) { + if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) + return; + if (krawlx == mx || my == 0) break; + lookx = nextx + krawlx; + krawlx = -krawlx; + } + else if (looky < 1 || looky > QUADSIZE) { + if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) + return; + if (krawly == my || mx == 0) break; + looky = nexty + krawly; + krawly = -krawly; + } + else if (game.quad[lookx][looky] != IHDOT) { + /* See if we should ram ship */ + if (game.quad[lookx][looky] == ship && + (ienm == IHC || ienm == IHS)) { + ram(1, ienm, comx, comy); + return; } - else break; /* done early */ - } - /* Put commander in place within same quadrant */ - game.quad[comx][comy] = IHDOT; - game.quad[nextx][nexty] = ienm; - if (nextx != comx || nexty != comy) { - /* it moved */ - game.kx[loccom] = nextx; - game.ky[loccom] = nexty; - game.kdist[loccom] = game.kavgd[loccom] = - sqrt(square(sectx-nextx)+square(secty-nexty)); - if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) { - proutn("***"); - cramen(ienm); - proutn(" from %s", cramlc(2, comx, comy)); - if (game.kdist[loccom] < dist1) proutn(" advances to "); - else proutn(" retreats to "); - prout(cramlc(sector, nextx, nexty)); + if (krawlx != mx && my != 0) { + lookx = nextx + krawlx; + krawlx = -krawlx; } + else if (krawly != my && mx != 0) { + looky = nexty + krawly; + krawly = -krawly; + } + else break; /* we have failed */ + } + else success = 1; + } + if (success) { + nextx = lookx; + nexty = looky; +#ifdef DEBUG + if (idebug) { + prout(cramlc(neither, nextx, nexty)); + } +#endif } + else break; /* done early */ + } + /* Put commander in place within same quadrant */ + game.quad[comx][comy] = IHDOT; + game.quad[nextx][nexty] = ienm; + if (nextx != comx || nexty != comy) { + /* it moved */ + game.kx[loccom] = nextx; + game.ky[loccom] = nexty; + game.kdist[loccom] = game.kavgd[loccom] = + sqrt(square(sectx-nextx)+square(secty-nexty)); + if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) { + proutn("***"); + cramen(ienm); + proutn(" from %s", cramlc(2, comx, comy)); + if (game.kdist[loccom] < dist1) proutn(" advances to "); + else proutn(" retreats to "); + prout(cramlc(sector, nextx, nexty)); + } + } } -void movcom(void) { - int ix, iy, i; +void movcom(void) +{ + int ix, iy, i; #ifdef DEBUG - if (idebug) prout("MOVCOM"); + if (idebug) prout("MOVCOM"); #endif - /* Figure out which Klingon is the commander (or Supercommander) - and do move */ - if (comhere) for (i = 1; i <= nenhere; i++) { - ix = game.kx[i]; - iy = game.ky[i]; - if (game.quad[ix][iy] == IHC) { - movebaddy(ix, iy, i, IHC); - break; - } + /* Figure out which Klingon is the commander (or Supercommander) + and do move */ + if (comhere) for (i = 1; i <= nenhere; i++) { + ix = game.kx[i]; + iy = game.ky[i]; + if (game.quad[ix][iy] == IHC) { + movebaddy(ix, iy, i, IHC); + break; } - if (ishere) for (i = 1; i <= nenhere; i++) { - ix = game.kx[i]; - iy = game.ky[i]; - if (game.quad[ix][iy] == IHS) { - movebaddy(ix, iy, i, IHS); - break; - } + } + if (ishere) for (i = 1; i <= nenhere; i++) { + ix = game.kx[i]; + iy = game.ky[i]; + if (game.quad[ix][iy] == IHS) { + movebaddy(ix, iy, i, IHS); + break; } - /* if skill level is high, move other Klingons and Romulans too! - Move these last so they can base their actions on what the + } + /* if skill level is high, move other Klingons and Romulans too! + Move these last so they can base their actions on what the commander(s) do. */ - if (skill > 3) for (i = 1; i <= nenhere; i++) { - ix = game.kx[i]; - iy = game.ky[i]; - if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR) - movebaddy(ix, iy, i, game.quad[ix][iy]); - } + if (skill >= SKILL_EXPERT) for (i = 1; i <= nenhere; i++) { + ix = game.kx[i]; + iy = game.ky[i]; + if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR) + movebaddy(ix, iy, i, game.quad[ix][iy]); + } - sortkl(); + sortkl(); } -static int movescom(int iqx, int iqy, int flag, int *ipage) { - int i; +static int movescom(int iqx, int iqy, int flag, int *ipage) +{ + int i; - if ((iqx==quadx && iqy==quady) || - iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE || - game.state.galaxy[iqx][iqy] > 899) return 1; - if (flag) { - /* Avoid quadrants with bases if we want to avoid Enterprise */ - for (i = 1; i <= game.state.rembase; i++) - if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1; - } - if (justin && !iscate) return 1; - /* do the move */ - game.state.galaxy[game.state.isx][game.state.isy] -= ENEMY_PLACE; - game.state.isx = iqx; - game.state.isy = iqy; - game.state.galaxy[game.state.isx][game.state.isy] += ENEMY_PLACE; - if (ishere) { - /* SC has scooted, Remove him from current quadrant */ - iscate=0; - isatb=0; - ishere=0; - ientesc=0; - game.future[FSCDBAS]=1e30; - for (i = 1; i <= nenhere; i++) - if (game.quad[game.kx[i]][game.ky[i]] == IHS) break; - game.quad[game.kx[i]][game.ky[i]] = IHDOT; - game.kx[i] = game.kx[nenhere]; - game.ky[i] = game.ky[nenhere]; - game.kdist[i] = game.kdist[nenhere]; - game.kavgd[i] = game.kavgd[nenhere]; - game.kpower[i] = game.kpower[nenhere]; - klhere--; - nenhere--; - if (condit!=IHDOCKED) newcnd(); - sortkl(); - } - /* check for a helpful planet */ - for (i = 0; i < inplan; i++) { - if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy && - game.state.plnets[i].crystals == 1) { - /* destroy the planet */ - DESTROY(&game.state.plnets[i]); - game.state.newstuf[game.state.isx][game.state.isy] -= 1; - if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) { - if (*ipage==0) pause_game(1); - *ipage = 1; - prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports"); - proutn(" a planet in "); - proutn(cramlc(quadrant, game.state.isx, game.state.isy)); - prout(" has been destroyed"); - prout(" by the Super-commander.\""); - } - break; - } + if ((iqx==quadx && iqy==quady) || + iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE || + NOEXIT(game.state.galaxy[iqx][iqy])) return 1; + if (flag) { + /* Avoid quadrants with bases if we want to avoid Enterprise */ + for (i = 1; i <= game.state.rembase; i++) + if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1; + } + if (justin && !iscate) return 1; + /* do the move */ + game.state.galaxy[game.state.isx][game.state.isy] -= KLINGON_PLACE; + game.state.isx = iqx; + game.state.isy = iqy; + game.state.galaxy[game.state.isx][game.state.isy] += KLINGON_PLACE; + if (ishere) { + /* SC has scooted, Remove him from current quadrant */ + iscate=0; + isatb=0; + ishere=0; + ientesc=0; + game.future[FSCDBAS]=1e30; + for (i = 1; i <= nenhere; i++) + if (game.quad[game.kx[i]][game.ky[i]] == IHS) break; + game.quad[game.kx[i]][game.ky[i]] = IHDOT; + game.kx[i] = game.kx[nenhere]; + game.ky[i] = game.ky[nenhere]; + game.kdist[i] = game.kdist[nenhere]; + game.kavgd[i] = game.kavgd[nenhere]; + game.kpower[i] = game.kpower[nenhere]; + klhere--; + nenhere--; + if (condit!=IHDOCKED) newcnd(); + sortkl(); + } + /* check for a helpful planet */ + for (i = 0; i < inplan; i++) { + if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy && + game.state.plnets[i].crystals == 1) { + /* destroy the planet */ + DESTROY(&game.state.plnets[i]); + game.state.newstuf[game.state.isx][game.state.isy] -= 1; + if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) { + if (*ipage==0) pause_game(1); + *ipage = 1; + prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports"); + proutn(" a planet in "); + proutn(cramlc(quadrant, game.state.isx, game.state.isy)); + prout(" has been destroyed"); + prout(" by the Super-commander.\""); + } + break; } - return 0; /* looks good! */ + } + return 0; /* looks good! */ } - - - - -void scom(int *ipage) { - int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb; - int iqx, iqy; - int basetbl[BASEMAX]; - double bdist[BASEMAX]; - int flag; +void scom(int *ipage) +{ + int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb; + int iqx, iqy; + int basetbl[BASEMAX]; + double bdist[BASEMAX]; + int flag; #ifdef DEBUG - if (idebug) prout("SCOM"); + if (idebug) prout("SCOM"); #endif - /* Decide on being active or passive */ - flag = ((game.state.killc+game.state.killk)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) || - (game.state.date-indate) < 3.0); - if (iscate==0 && flag) { - /* compute move away from Enterprise */ - ideltax = game.state.isx-quadx; - ideltay = game.state.isy-quady; - if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) { - /* circulate in space */ - ideltax = game.state.isy-quady; - ideltay = quadx-game.state.isx; - } + /* Decide on being active or passive */ + flag = ((game.state.killc+game.state.killk)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) || + (game.state.date-indate) < 3.0); + if (iscate==0 && flag) { + /* compute move away from Enterprise */ + ideltax = game.state.isx-quadx; + ideltay = game.state.isy-quady; + if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) { + /* circulate in space */ + ideltax = game.state.isy-quady; + ideltay = quadx-game.state.isx; } - else { - /* compute distances to starbases */ - if (game.state.rembase <= 0) { - /* nothing left to do */ - game.future[FSCMOVE] = 1e30; - return; - } - sx = game.state.isx; - sy = game.state.isy; - for (i = 1; i <= game.state.rembase; i++) { - basetbl[i] = i; - ibqx = game.state.baseqx[i]; - ibqy = game.state.baseqy[i]; - bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy)); - } - if (game.state.rembase > 1) { - /* sort into nearest first order */ - int iswitch; - do { - iswitch = 0; - for (i=1; i < game.state.rembase-1; i++) { - if (bdist[i] > bdist[i+1]) { - int ti = basetbl[i]; - double t = bdist[i]; - bdist[i] = bdist[i+1]; - bdist[i+1] = t; - basetbl[i] = basetbl[i+1]; - basetbl[i+1] =ti; - iswitch = 1; - } - } - } while (iswitch); + } + else { + /* compute distances to starbases */ + if (game.state.rembase <= 0) { + /* nothing left to do */ + game.future[FSCMOVE] = 1e30; + return; + } + sx = game.state.isx; + sy = game.state.isy; + for (i = 1; i <= game.state.rembase; i++) { + basetbl[i] = i; + ibqx = game.state.baseqx[i]; + ibqy = game.state.baseqy[i]; + bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy)); + } + if (game.state.rembase > 1) { + /* sort into nearest first order */ + int iswitch; + do { + iswitch = 0; + for (i=1; i < game.state.rembase-1; i++) { + if (bdist[i] > bdist[i+1]) { + int ti = basetbl[i]; + double t = bdist[i]; + bdist[i] = bdist[i+1]; + bdist[i+1] = t; + basetbl[i] = basetbl[i+1]; + basetbl[i+1] =ti; + iswitch = 1; + } } - /* look for nearest base without a commander, no Enterprise, and - without too many Klingons, and not already under attack. */ - ifindit = iwhichb = 0; + } while (iswitch); + } + /* look for nearest base without a commander, no Enterprise, and + without too many Klingons, and not already under attack. */ + ifindit = iwhichb = 0; - for (i2 = 1; i2 <= game.state.rembase; i2++) { - i = basetbl[i2]; /* bug in original had it not finding nearest*/ - ibqx = game.state.baseqx[i]; - ibqy = game.state.baseqy[i]; - if ((ibqx == quadx && ibqy == quady) || - (ibqx == batx && ibqy == baty) || - game.state.galaxy[ibqx][ibqy] > 899) continue; - /* if there is a commander, an no other base is appropriate, - we will take the one with the commander */ - for (j = 1; j <= game.state.remcom; j++) { - if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) { - ifindit = 2; - iwhichb = i; - break; - } - } - if (j > game.state.remcom) { /* no commander -- use this one */ - ifindit = 1; - iwhichb = i; - break; - } + for (i2 = 1; i2 <= game.state.rembase; i2++) { + i = basetbl[i2]; /* bug in original had it not finding nearest*/ + ibqx = game.state.baseqx[i]; + ibqy = game.state.baseqy[i]; + if ((ibqx == quadx && ibqy == quady) || + (ibqx == batx && ibqy == baty) || + NOEXIT(game.state.galaxy[ibqx][ibqy])) continue; + /* if there is a commander, an no other base is appropriate, + we will take the one with the commander */ + for (j = 1; j <= game.state.remcom; j++) { + if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) { + ifindit = 2; + iwhichb = i; + break; } - if (ifindit==0) return; /* Nothing suitable -- wait until next time*/ - ibqx = game.state.baseqx[iwhichb]; - ibqy = game.state.baseqy[iwhichb]; - /* decide how to move toward base */ - ideltax = ibqx - game.state.isx; - ideltay = ibqy - game.state.isy; + } + if (j > game.state.remcom) { /* no commander -- use this one */ + ifindit = 1; + iwhichb = i; + break; + } } - /* Maximum movement is 1 quadrant in either or both axis */ - if (ideltax > 1) ideltax = 1; - if (ideltax < -1) ideltax = -1; - if (ideltay > 1) ideltay = 1; - if (ideltay < -1) ideltay = -1; + if (ifindit==0) return; /* Nothing suitable -- wait until next time*/ + ibqx = game.state.baseqx[iwhichb]; + ibqy = game.state.baseqy[iwhichb]; + /* decide how to move toward base */ + ideltax = ibqx - game.state.isx; + ideltay = ibqy - game.state.isy; + } + /* Maximum movement is 1 quadrant in either or both axis */ + if (ideltax > 1) ideltax = 1; + if (ideltax < -1) ideltax = -1; + if (ideltay > 1) ideltay = 1; + if (ideltay < -1) ideltay = -1; - /* try moving in both x and y directions */ - iqx = game.state.isx + ideltax; - iqy = game.state.isy + ideltax; - if (movescom(iqx, iqy, flag, ipage)) { - /* failed -- try some other maneuvers */ - if (ideltax==0 || ideltay==0) { - /* attempt angle move */ - if (ideltax != 0) { - iqy = game.state.isy + 1; - if (movescom(iqx, iqy, flag, ipage)) { - iqy = game.state.isy - 1; - movescom(iqx, iqy, flag, ipage); - } - } - else { - iqx = game.state.isx + 1; - if (movescom(iqx, iqy, flag, ipage)) { - iqx = game.state.isx - 1; - movescom(iqx, iqy, flag, ipage); - } - } + /* try moving in both x and y directions */ + iqx = game.state.isx + ideltax; + iqy = game.state.isy + ideltax; + if (movescom(iqx, iqy, flag, ipage)) { + /* failed -- try some other maneuvers */ + if (ideltax==0 || ideltay==0) { + /* attempt angle move */ + if (ideltax != 0) { + iqy = game.state.isy + 1; + if (movescom(iqx, iqy, flag, ipage)) { + iqy = game.state.isy - 1; + movescom(iqx, iqy, flag, ipage); } - else { - /* try moving just in x or y */ - iqy = game.state.isy; - if (movescom(iqx, iqy, flag, ipage)) { - iqy = game.state.isy + ideltay; - iqx = game.state.isx; - movescom(iqx, iqy, flag, ipage); - } + } + else { + iqx = game.state.isx + 1; + if (movescom(iqx, iqy, flag, ipage)) { + iqx = game.state.isx - 1; + movescom(iqx, iqy, flag, ipage); } + } } - /* check for a base */ - if (game.state.rembase == 0) { - game.future[FSCMOVE] = 1e30; + else { + /* try moving just in x or y */ + iqy = game.state.isy; + if (movescom(iqx, iqy, flag, ipage)) { + iqy = game.state.isy + ideltay; + iqx = game.state.isx; + movescom(iqx, iqy, flag, ipage); + } } - else for (i=1; i<=game.state.rembase; i++) { - ibqx = game.state.baseqx[i]; - ibqy = game.state.baseqy[i]; - if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) { - /* attack the base */ - if (flag) return; /* no, don't attack base! */ - iseenit = 0; - isatb=1; - game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand(); - if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] += - game.future[FCDBAS]-game.state.date; - if (game.damage[DRADIO] > 0 && condit != IHDOCKED) - return; /* no warning */ - iseenit = 1; - if (*ipage == 0) pause_game(1); - *ipage=1; - proutn("Lt. Uhura- \"Captain, the starbase in "); - proutn(cramlc(quadrant, game.state.isx, game.state.isy)); - skip(1); - prout(" reports that it is under attack from the Klingon Super-commander."); - proutn(" It can survive until stardate %d.\"", - (int)game.future[FSCDBAS]); - if (resting==0) return; - prout("Mr. Spock- \"Captain, shall we cancel the rest period?\""); - if (ja()==0) return; - resting = 0; - Time = 0.0; /* actually finished */ - return; - } + } + /* check for a base */ + if (game.state.rembase == 0) { + game.future[FSCMOVE] = 1e30; + } + else for (i=1; i<=game.state.rembase; i++) { + ibqx = game.state.baseqx[i]; + ibqy = game.state.baseqy[i]; + if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) { + /* attack the base */ + if (flag) return; /* no, don't attack base! */ + iseenit = 0; + isatb=1; + game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand(); + if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] += + game.future[FCDBAS]-game.state.date; + if (game.damage[DRADIO] > 0 && condit != IHDOCKED) + return; /* no warning */ + iseenit = 1; + if (*ipage == 0) pause_game(1); + *ipage=1; + proutn("Lt. Uhura- \"Captain, the starbase in "); + proutn(cramlc(quadrant, game.state.isx, game.state.isy)); + skip(1); + prout(" reports that it is under attack from the Klingon Super-commander."); + proutn(" It can survive until stardate %d.\"", + (int)game.future[FSCDBAS]); + if (resting==0) return; + prout("Mr. Spock- \"Captain, shall we cancel the rest period?\""); + if (ja()==0) return; + resting = 0; + Time = 0.0; /* actually finished */ + return; } - /* Check for intelligence report */ - if ( + } + /* Check for intelligence report */ + if ( #ifdef DEBUG - idebug==0 && + idebug==0 && #endif - (Rand() > 0.2 || - (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) || - game.starch[game.state.isx][game.state.isy] > 0)) - return; - if (*ipage==0) pause_game(1); - *ipage = 1; - prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports"); - proutn(" the Super-commander is in "); - proutn(cramlc(quadrant, game.state.isx, game.state. isy)); - prout(".\""); + (Rand() > 0.2 || + (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) || + game.starch[game.state.isx][game.state.isy] > 0)) return; + if (*ipage==0) pause_game(1); + *ipage = 1; + prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports"); + proutn(" the Super-commander is in "); + proutn(cramlc(quadrant, game.state.isx, game.state. isy)); + prout(".\""); + return; } -void movetho(void) { - int idx, idy, im, i, dum, my; - /* Move the Tholian */ - if (ithere==0 || justin == 1) return; +void movetho(void) +{ + int idx, idy, im, i, dum, my; + /* Move the Tholian */ + if (ithere==0 || justin == 1) return; - if (ithx == 1 && ithy == 1) { - idx = 1; idy = QUADSIZE; - } - else if (ithx == 1 && ithy == QUADSIZE) { - idx = QUADSIZE; idy = QUADSIZE; - } - else if (ithx == QUADSIZE && ithy == QUADSIZE) { - idx = QUADSIZE; idy = 1; - } - else if (ithx == QUADSIZE && ithy == 1) { - idx = 1; idy = 1; - } - else { - /* something is wrong! */ - ithere = 0; - return; - } + if (ithx == 1 && ithy == 1) { + idx = 1; idy = QUADSIZE; + } + else if (ithx == 1 && ithy == QUADSIZE) { + idx = QUADSIZE; idy = QUADSIZE; + } + else if (ithx == QUADSIZE && ithy == QUADSIZE) { + idx = QUADSIZE; idy = 1; + } + else if (ithx == QUADSIZE && ithy == 1) { + idx = 1; idy = 1; + } + else { + /* something is wrong! */ + ithere = 0; + return; + } - /* Do nothing if we are blocked */ - if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return; - game.quad[ithx][ithy] = IHWEB; + /* Do nothing if we are blocked */ + if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return; + game.quad[ithx][ithy] = IHWEB; - if (ithx != idx) { - /* move in x axis */ - im = fabs((double)idx - ithx)/((double)idx - ithx); - while (ithx != idx) { - ithx += im; - if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB; - } + if (ithx != idx) { + /* move in x axis */ + im = fabs((double)idx - ithx)/((double)idx - ithx); + while (ithx != idx) { + ithx += im; + if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB; } - else if (ithy != idy) { - /* move in y axis */ - im = fabs((double)idy - ithy)/((double)idy - ithy); - while (ithy != idy) { - ithy += im; - if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB; - } + } + else if (ithy != idy) { + /* move in y axis */ + im = fabs((double)idy - ithy)/((double)idy - ithy); + while (ithy != idy) { + ithy += im; + if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB; } - game.quad[ithx][ithy] = IHT; - game.kx[nenhere]=ithx; - game.ky[nenhere]=ithy; + } + game.quad[ithx][ithy] = IHT; + game.kx[nenhere]=ithx; + game.ky[nenhere]=ithy; - /* check to see if all holes plugged */ - for (i = 1; i < QUADSIZE+1; i++) { - if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return; - if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) return; - if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return; - if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return; - } - /* All plugged up -- Tholian splits */ - game.quad[ithx][ithy]=IHWEB; - dropin(IHBLANK, &dum, &my); - crmena(1,IHT, 2, ithx, ithy); - prout(" completes web."); - ithere = ithx = ithy = 0; - nenhere--; - return; + /* check to see if all holes plugged */ + for (i = 1; i < QUADSIZE+1; i++) { + if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return; + if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) return; + if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return; + if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return; + } + /* All plugged up -- Tholian splits */ + game.quad[ithx][ithy]=IHWEB; + dropin(IHBLANK, &dum, &my); + crmena(1,IHT, 2, ithx, ithy); + prout(" completes web."); + ithere = ithx = ithy = 0; + nenhere--; + return; } diff --git a/battle.c b/battle.c index 36a6cfa..f539c3f 100644 --- a/battle.c +++ b/battle.c @@ -1,1211 +1,1227 @@ #include #include "sst.h" -void doshield(int i) { - int key; - enum {NONE, SHUP, SHDN, NRG} action = NONE; +void doshield(int i) +{ + int key; + enum {NONE, SHUP, SHDN, NRG} action = NONE; - ididit = 0; + ididit = 0; - if (i == 2) action = SHUP; - else { - key = scan(); - if (key == IHALPHA) { - if (isit("transfer")) - action = NRG; - else { - chew(); - if (game.damage[DSHIELD]) { - prout("Shields damaged and down."); - return; - } - if (isit("up")) - action = SHUP; - else if (isit("down")) - action = SHDN; - } + if (i == 2) action = SHUP; + else { + key = scan(); + if (key == IHALPHA) { + if (isit("transfer")) + action = NRG; + else { + chew(); + if (game.damage[DSHIELD]) { + prout("Shields damaged and down."); + return; + } + if (isit("up")) + action = SHUP; + else if (isit("down")) + action = SHDN; + } + } + if (action==NONE) { + proutn("Do you wish to change shield energy? "); + if (ja()) { + proutn("Energy to transfer to shields- "); + action = NRG; + } + else if (game.damage[DSHIELD]) { + prout("Shields damaged and down."); + return; + } + else if (shldup) { + proutn("Shields are up. Do you want them down? "); + if (ja()) action = SHDN; + else { + chew(); + return; } - if (action==NONE) { - proutn("Do you wish to change shield energy? "); - if (ja()) { - proutn("Energy to transfer to shields- "); - action = NRG; - } - else if (game.damage[DSHIELD]) { - prout("Shields damaged and down."); - return; - } - else if (shldup) { - proutn("Shields are up. Do you want them down? "); - if (ja()) action = SHDN; - else { - chew(); - return; - } - } - else { - proutn("Shields are down. Do you want them up? "); - if (ja()) action = SHUP; - else { - chew(); - return; - } - } + } + else { + proutn("Shields are down. Do you want them up? "); + if (ja()) action = SHUP; + else { + chew(); + return; } + } } - switch (action) { - case SHUP: /* raise shields */ - if (shldup) { - prout("Shields already up."); - return; - } - shldup = 1; - shldchg = 1; - if (condit != IHDOCKED) energy -= 50.0; - prout("Shields raised."); - if (energy <= 0) { - skip(1); - prout("Shields raising uses up last of energy."); - finish(FNRG); - return; - } - ididit=1; - return; - case SHDN: - if (shldup==0) { - prout("Shields already down."); - return; - } - shldup=0; - shldchg=1; - prout("Shields lowered."); - ididit=1; - return; - case NRG: - while (scan() != IHREAL) { - chew(); - proutn("Energy to transfer to shields- "); - } - chew(); - if (aaitem==0) return; - if (aaitem > energy) { - prout("Insufficient ship energy."); - return; - } - ididit = 1; - if (shield+aaitem >= inshld) { - prout("Shield energy maximized."); - if (shield+aaitem > inshld) { - prout("Excess energy requested returned to ship energy"); - } - energy -= inshld-shield; - shield = inshld; - return; - } - if (aaitem < 0.0 && energy-aaitem > inenrg) { - /* Prevent shield drain loophole */ - skip(1); - prout("Engineering to bridge--"); - prout(" Scott here. Power circuit problem, Captain."); - prout(" I can't drain the shields."); - ididit = 0; - return; - } - if (shield+aaitem < 0) { - prout("All shield energy transferred to ship."); - energy += shield; - shield = 0.0; - return; - } - proutn("Scotty- \""); - if (aaitem > 0) - prout("Transferring energy to shields.\""); - else - prout("Draining energy from shields.\""); - shield += aaitem; - energy -= aaitem; - return; - case NONE:; /* avoid gcc warning */ + } + switch (action) { + case SHUP: /* raise shields */ + if (shldup) { + prout("Shields already up."); + return; } -} - -void ram(int ibumpd, int ienm, int ix, int iy) { - double type = 1.0, extradm; - int icas, l; - - prouts("***RED ALERT! RED ALERT!"); - skip(1); - prout("***COLLISION IMMINENT."); - skip(2); - proutn("***"); - crmshp(); - switch (ienm) { - case IHR: type = 1.5; break; - case IHC: type = 2.0; break; - case IHS: type = 2.5; break; - case IHT: type = 0.5; break; - case IHQUEST: type = 4.0; break; + shldup = 1; + shldchg = 1; + if (condit != IHDOCKED) energy -= 50.0; + prout("Shields raised."); + if (energy <= 0) { + skip(1); + prout("Shields raising uses up last of energy."); + finish(FNRG); + return; } - proutn(ibumpd ? " rammed by " : " rams "); - crmena(0, ienm, 2, ix, iy); - if (ibumpd) proutn(" (original position)"); - skip(1); - deadkl(ix, iy, ienm, sectx, secty); - proutn("***"); - crmshp(); - prout(" heavily damaged."); - icas = 10.0+20.0*Rand(); - prout("***Sickbay reports %d casualties", icas); - casual += icas; - for (l=1; l <= NDEVICES; l++) { - if (l == DDRAY) continue; // Don't damage deathray - if (game.damage[l] < 0) continue; - extradm = (10.0*type*Rand()+1.0)*damfac; - game.damage[l] += Time + extradm; /* Damage for at least time of travel! */ + ididit=1; + return; + case SHDN: + if (shldup==0) { + prout("Shields already down."); + return; + } + shldup=0; + shldchg=1; + prout("Shields lowered."); + ididit=1; + return; + case NRG: + while (scan() != IHREAL) { + chew(); + proutn("Energy to transfer to shields- "); + } + chew(); + if (aaitem==0) return; + if (aaitem > energy) { + prout("Insufficient ship energy."); + return; + } + ididit = 1; + if (shield+aaitem >= inshld) { + prout("Shield energy maximized."); + if (shield+aaitem > inshld) { + prout("Excess energy requested returned to ship energy"); + } + energy -= inshld-shield; + shield = inshld; + return; + } + if (aaitem < 0.0 && energy-aaitem > inenrg) { + /* Prevent shield drain loophole */ + skip(1); + prout("Engineering to bridge--"); + prout(" Scott here. Power circuit problem, Captain."); + prout(" I can't drain the shields."); + ididit = 0; + return; } - shldup = 0; - if (game.state.remkl) { - pause_game(2); - dreprt(); + if (shield+aaitem < 0) { + prout("All shield energy transferred to ship."); + energy += shield; + shield = 0.0; + return; } - else finish(FWON); + proutn("Scotty- \""); + if (aaitem > 0) + prout("Transferring energy to shields.\""); + else + prout("Draining energy from shields.\""); + shield += aaitem; + energy -= aaitem; return; + case NONE:; /* avoid gcc warning */ + } } -void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n) { - int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll; +void ram(int ibumpd, int ienm, int ix, int iy) +{ + double type = 1.0, extradm; + int icas, l; - double ac=course + 0.25*r; - double angle = (15.0-ac)*0.5235988; - double bullseye = (15.0 - course)*0.5235988; - double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger; - double ang, temp, xx, yy, kp, h1; + prouts("***RED ALERT! RED ALERT!"); + skip(1); + prout("***COLLISION IMMINENT."); + skip(2); + proutn("***"); + crmshp(); + switch (ienm) { + case IHR: type = 1.5; break; + case IHC: type = 2.0; break; + case IHS: type = 2.5; break; + case IHT: type = 0.5; break; + case IHQUEST: type = 4.0; break; + } + proutn(ibumpd ? " rammed by " : " rams "); + crmena(0, ienm, 2, ix, iy); + if (ibumpd) proutn(" (original position)"); + skip(1); + deadkl(ix, iy, ienm, sectx, secty); + proutn("***"); + crmshp(); + prout(" heavily damaged."); + icas = 10.0+20.0*Rand(); + prout("***Sickbay reports %d casualties", icas); + casual += icas; + for (l=1; l <= NDEVICES; l++) { + if (l == DDRAY) continue; // Don't damage deathray + if (game.damage[l] < 0) continue; + extradm = (10.0*type*Rand()+1.0)*damfac; + game.damage[l] += Time + extradm; /* Damage for at least time of travel! */ + } + shldup = 0; + if (game.state.remkl) { + pause_game(2); + dreprt(); + } + else finish(FWON); + return; +} + +void torpedo(double course, double r, int inx, int iny, double *hit, int wait, int i, int n) +{ + int l, iquad=0, ix=0, iy=0, jx=0, jy=0, shoved=0, ll; + + double ac=course + 0.25*r; + double angle = (15.0-ac)*0.5235988; + double bullseye = (15.0 - course)*0.5235988; + double deltax=-sin(angle), deltay=cos(angle), x=inx, y=iny, bigger; + double ang, temp, xx, yy, kp, h1; - bigger = fabs(deltax); - if (fabs(deltay) > bigger) bigger = fabs(deltay); - deltax /= bigger; - deltay /= bigger; - if (game.damage[DSRSENS]==0 || condit==IHDOCKED) - setwnd(srscan_window); - else - setwnd(message_window); - /* Loop to move a single torpedo */ - for (l=1; l <= 15; l++) { - x += deltax; - ix = x + 0.5; - if (ix < 1 || ix > QUADSIZE) break; - y += deltay; - iy = y + 0.5; - if (iy < 1 || iy > QUADSIZE) break; - iquad=game.quad[ix][iy]; - tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad); - wait = 1; - if (iquad==IHDOT) continue; - /* hit something */ - setwnd(message_window); - skip(1); /* start new line after text track */ - switch(iquad) { - case IHE: /* Hit our ship */ - case IHF: - skip(1); - proutn("Torpedo hits "); - crmshp(); - prout("."); - *hit = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); - *hit = fabs(*hit); - newcnd(); /* we're blown out of dock */ - /* We may be displaced. */ - if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */ - ang = angle + 2.5*(Rand()-0.5); - temp = fabs(sin(ang)); - if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); - xx = -sin(ang)/temp; - yy = cos(ang)/temp; - jx=ix+xx+0.5; - jy=iy+yy+0.5; - if (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) return; - if (game.quad[jx][jy]==IHBLANK) { - finish(FHOLE); - return; - } - if (game.quad[jx][jy]!=IHDOT) { - /* can't move into object */ - return; - } - sectx = jx; - secty = jy; - crmshp(); - shoved = 1; - break; + bigger = fabs(deltax); + if (fabs(deltay) > bigger) bigger = fabs(deltay); + deltax /= bigger; + deltay /= bigger; + if (game.damage[DSRSENS]==0 || condit==IHDOCKED) + setwnd(srscan_window); + else + setwnd(message_window); + /* Loop to move a single torpedo */ + for (l=1; l <= 15; l++) { + x += deltax; + ix = x + 0.5; + if (ix < 1 || ix > QUADSIZE) break; + y += deltay; + iy = y + 0.5; + if (iy < 1 || iy > QUADSIZE) break; + iquad=game.quad[ix][iy]; + tracktorpedo(x, y, ix, iy, wait, l, i, n, iquad); + wait = 1; + if (iquad==IHDOT) continue; + /* hit something */ + setwnd(message_window); + skip(1); /* start new line after text track */ + switch(iquad) { + case IHE: /* Hit our ship */ + case IHF: + skip(1); + proutn("Torpedo hits "); + crmshp(); + prout("."); + *hit = 700.0 + 100.0*Rand() - + 1000.0*sqrt(square(ix-inx)+square(iy-iny))* + fabs(sin(bullseye-angle)); + *hit = fabs(*hit); + newcnd(); /* we're blown out of dock */ + /* We may be displaced. */ + if (landed==1 || condit==IHDOCKED) return; /* Cheat if on a planet */ + ang = angle + 2.5*(Rand()-0.5); + temp = fabs(sin(ang)); + if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); + xx = -sin(ang)/temp; + yy = cos(ang)/temp; + jx=ix+xx+0.5; + jy=iy+yy+0.5; + if (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) return; + if (game.quad[jx][jy]==IHBLANK) { + finish(FHOLE); + return; + } + if (game.quad[jx][jy]!=IHDOT) { + /* can't move into object */ + return; + } + sectx = jx; + secty = jy; + crmshp(); + shoved = 1; + break; - case IHC: /* Hit a commander */ - case IHS: - if (Rand() <= 0.05) { - crmena(1, iquad, 2, ix, iy); - prout(" uses anti-photon device;"); - prout(" torpedo neutralized."); - return; - } - case IHR: /* Hit a regular enemy */ - case IHK: - /* find the enemy */ - for (ll=1; ll <= nenhere; ll++) - if (ix==game.kx[ll] && iy==game.ky[ll]) break; - kp = fabs(game.kpower[ll]); - h1 = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); - h1 = fabs(h1); - if (kp < h1) h1 = kp; - game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1); - if (game.kpower[ll] == 0) { - deadkl(ix, iy, iquad, ix, iy); - return; - } - crmena(1, iquad, 2, ix, iy); - /* If enemy damaged but not destroyed, try to displace */ - ang = angle + 2.5*(Rand()-0.5); - temp = fabs(sin(ang)); - if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); - xx = -sin(ang)/temp; - yy = cos(ang)/temp; - jx=ix+xx+0.5; - jy=iy+yy+0.5; - if (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) { - prout(" damaged but not destroyed."); - return; - } - if (game.quad[jx][jy]==IHBLANK) { - prout(" buffeted into black hole."); - deadkl(ix, iy, iquad, jx, jy); - return; - } - if (game.quad[jx][jy]!=IHDOT) { - /* can't move into object */ - prout(" damaged but not destroyed."); - return; - } - proutn(" damaged--"); - game.kx[ll] = jx; - game.ky[ll] = jy; - shoved = 1; - break; - case IHB: /* Hit a base */ - skip(1); - prout("***STARBASE DESTROYED.."); - if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0; - for (ll=1; ll<=game.state.rembase; ll++) { - if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) { - game.state.baseqx[ll]=game.state.baseqx[game.state.rembase]; - game.state.baseqy[ll]=game.state.baseqy[game.state.rembase]; - break; - } - } - game.quad[ix][iy]=IHDOT; - game.state.rembase--; - basex=basey=0; - game.state.galaxy[quadx][quady] -= BASE_PLACE; - game.state.basekl++; - newcnd(); - return; - case IHP: /* Hit a planet */ - crmena(1, iquad, 2, ix, iy); - prout(" destroyed."); - game.state.nplankl++; - game.state.newstuf[quadx][quady] -= 1; - DESTROY(&game.state.plnets[iplnet]); - iplnet = 0; - plnetx = plnety = 0; - game.quad[ix][iy] = IHDOT; - if (landed==1) { - /* captain perishes on planet */ - finish(FDPLANET); - } - return; - case IHSTAR: /* Hit a star */ - if (Rand() > 0.10) { - nova(ix, iy); - return; - } - crmena(1, IHSTAR, 2, ix, iy); - prout(" unaffected by photon blast."); - return; - case IHQUEST: /* Hit a thingy */ - if (Rand()>0.7) { // Used to be certain death - skip(1); - prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"); - skip(1); - prouts(" HACK! HACK! HACK! *CHOKE!* "); - skip(1); - proutn("Mr. Spock-"); - prouts(" \"Fascinating!\""); - skip(1); - deadkl(ix, iy, iquad, ix, iy); - } else { - /* - * Stas Sergeev added the possibility that - * you can shove the Thingy. - */ - iqengry=1; - shoved=1; - } - return; - case IHBLANK: /* Black hole */ - skip(1); - crmena(1, IHBLANK, 2, ix, iy); - prout(" swallows torpedo."); - return; - case IHWEB: /* hit the web */ - skip(1); - prout("***Torpedo absorbed by Tholian web."); - return; - case IHT: /* Hit a Tholian */ - h1 = 700.0 + 100.0*Rand() - - 1000.0*sqrt(square(ix-inx)+square(iy-iny))* - fabs(sin(bullseye-angle)); - h1 = fabs(h1); - if (h1 >= 600) { - game.quad[ix][iy] = IHDOT; - ithere = 0; - ithx = ithy = 0; - deadkl(ix, iy, iquad, ix, iy); - return; - } - skip(1); - crmena(1, IHT, 2, ix, iy); - if (Rand() > 0.05) { - prout(" survives photon blast."); - return; - } - prout(" disappears."); - game.quad[ix][iy] = IHWEB; - ithere = ithx = ithy = 0; - nenhere--; - { - int dum, my; - dropin(IHBLANK, &dum, &my); - } - return; - - default: /* Problem! */ - skip(1); - proutn("Don't know how to handle collision with "); - crmena(1, iquad, 2, ix, iy); - skip(1); - return; + case IHC: /* Hit a commander */ + case IHS: + if (Rand() <= 0.05) { + crmena(1, iquad, 2, ix, iy); + prout(" uses anti-photon device;"); + prout(" torpedo neutralized."); + return; + } + case IHR: /* Hit a regular enemy */ + case IHK: + /* find the enemy */ + for (ll=1; ll <= nenhere; ll++) + if (ix==game.kx[ll] && iy==game.ky[ll]) break; + kp = fabs(game.kpower[ll]); + h1 = 700.0 + 100.0*Rand() - + 1000.0*sqrt(square(ix-inx)+square(iy-iny))* + fabs(sin(bullseye-angle)); + h1 = fabs(h1); + if (kp < h1) h1 = kp; + game.kpower[ll] -= (game.kpower[ll]<0 ? -h1 : h1); + if (game.kpower[ll] == 0) { + deadkl(ix, iy, iquad, ix, iy); + return; + } + crmena(1, iquad, 2, ix, iy); + /* If enemy damaged but not destroyed, try to displace */ + ang = angle + 2.5*(Rand()-0.5); + temp = fabs(sin(ang)); + if (fabs(cos(ang)) > temp) temp = fabs(cos(ang)); + xx = -sin(ang)/temp; + yy = cos(ang)/temp; + jx=ix+xx+0.5; + jy=iy+yy+0.5; + if (jx<1 || jx>QUADSIZE || jy<1 ||jy > QUADSIZE) { + prout(" damaged but not destroyed."); + return; + } + if (game.quad[jx][jy]==IHBLANK) { + prout(" buffeted into black hole."); + deadkl(ix, iy, iquad, jx, jy); + return; + } + if (game.quad[jx][jy]!=IHDOT) { + /* can't move into object */ + prout(" damaged but not destroyed."); + return; + } + proutn(" damaged--"); + game.kx[ll] = jx; + game.ky[ll] = jy; + shoved = 1; + break; + case IHB: /* Hit a base */ + skip(1); + prout("***STARBASE DESTROYED.."); + if (game.starch[quadx][quady] < 0) game.starch[quadx][quady] = 0; + for (ll=1; ll<=game.state.rembase; ll++) { + if (game.state.baseqx[ll]==quadx && game.state.baseqy[ll]==quady) { + game.state.baseqx[ll]=game.state.baseqx[game.state.rembase]; + game.state.baseqy[ll]=game.state.baseqy[game.state.rembase]; + break; } - break; - } - if(curwnd!=message_window) { - setwnd(message_window); - } - if (shoved) { - game.quad[jx][jy]=iquad; - game.quad[ix][iy]=IHDOT; - prout(" displaced by blast to %s ", cramlc(sector, jx, jy)); - for (ll=1; ll<=nenhere; ll++) - game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll])); - sortkl(); + } + game.quad[ix][iy]=IHDOT; + game.state.rembase--; + basex=basey=0; + game.state.galaxy[quadx][quady] -= BASE_PLACE; + game.state.basekl++; + newcnd(); + return; + case IHP: /* Hit a planet */ + crmena(1, iquad, 2, ix, iy); + prout(" destroyed."); + game.state.nplankl++; + game.state.newstuf[quadx][quady] -= 1; + DESTROY(&game.state.plnets[iplnet]); + iplnet = 0; + plnetx = plnety = 0; + game.quad[ix][iy] = IHDOT; + if (landed==1) { + /* captain perishes on planet */ + finish(FDPLANET); + } + return; + case IHSTAR: /* Hit a star */ + if (Rand() > 0.10) { + nova(ix, iy); return; + } + crmena(1, IHSTAR, 2, ix, iy); + prout(" unaffected by photon blast."); + return; + case IHQUEST: /* Hit a thingy */ + if (Rand()>0.7) { // Used to be certain death + skip(1); + prouts("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"); + skip(1); + prouts(" HACK! HACK! HACK! *CHOKE!* "); + skip(1); + proutn("Mr. Spock-"); + prouts(" \"Fascinating!\""); + skip(1); + deadkl(ix, iy, iquad, ix, iy); + } else { + /* + * Stas Sergeev added the possibility that + * you can shove the Thingy. + */ + iqengry=1; + shoved=1; + } + return; + case IHBLANK: /* Black hole */ + skip(1); + crmena(1, IHBLANK, 2, ix, iy); + prout(" swallows torpedo."); + return; + case IHWEB: /* hit the web */ + skip(1); + prout("***Torpedo absorbed by Tholian web."); + return; + case IHT: /* Hit a Tholian */ + h1 = 700.0 + 100.0*Rand() - + 1000.0*sqrt(square(ix-inx)+square(iy-iny))* + fabs(sin(bullseye-angle)); + h1 = fabs(h1); + if (h1 >= 600) { + game.quad[ix][iy] = IHDOT; + ithere = 0; + ithx = ithy = 0; + deadkl(ix, iy, iquad, ix, iy); + return; + } + skip(1); + crmena(1, IHT, 2, ix, iy); + if (Rand() > 0.05) { + prout(" survives photon blast."); + return; + } + prout(" disappears."); + game.quad[ix][iy] = IHWEB; + ithere = ithx = ithy = 0; + nenhere--; + { + int dum, my; + dropin(IHBLANK, &dum, &my); + } + return; + + default: /* Problem! */ + skip(1); + proutn("Don't know how to handle collision with "); + crmena(1, iquad, 2, ix, iy); + skip(1); + return; } - skip(1); - prout("Torpedo missed."); + break; + } + if(curwnd!=message_window) { + setwnd(message_window); + } + if (shoved) { + game.quad[jx][jy]=iquad; + game.quad[ix][iy]=IHDOT; + prout(" displaced by blast to %s ", cramlc(sector, jx, jy)); + for (ll=1; ll<=nenhere; ll++) + game.kdist[ll] = game.kavgd[ll] = sqrt(square(sectx-game.kx[ll])+square(secty-game.ky[ll])); + sortkl(); return; + } + skip(1); + prout("Torpedo missed."); + return; } -static void fry(double hit) { - double ncrit, extradm; - int ktr=1, l, ll, j, cdam[NDEVICES+1]; +static void fry(double hit) +{ + double ncrit, extradm; + int ktr=1, l, ll, j, cdam[NDEVICES+1]; - /* a critical hit occured */ - if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return; + /* a critical hit occured */ + if (hit < (275.0-25.0*skill)*(1.0+0.5*Rand())) return; - ncrit = 1.0 + hit/(500.0+100.0*Rand()); - proutn("***CRITICAL HIT--"); - /* Select devices and cause damage */ - for (l = 1; l <= ncrit && l <= NDEVICES; l++) { - do { - j = NDEVICES*Rand()+1.0; - /* Cheat to prevent shuttle damage unless on ship */ - } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) || - j == DDRAY); - cdam[l] = j; - extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand())); - game.damage[j] += extradm; - if (l > 1) { - for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ; - if (ll<=l) continue; - ktr += 1; - if (ktr==3) skip(1); - proutn(" and "); - } - proutn(device[j]); - } - prout(" damaged."); - if (game.damage[DSHIELD] && shldup) { - prout("***Shields knocked down."); - shldup=0; + ncrit = 1.0 + hit/(500.0+100.0*Rand()); + proutn("***CRITICAL HIT--"); + /* Select devices and cause damage */ + for (l = 1; l <= ncrit && l <= NDEVICES; l++) { + do { + j = NDEVICES*Rand()+1.0; + /* Cheat to prevent shuttle damage unless on ship */ + } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) || + j == DDRAY); + cdam[l] = j; + extradm = (hit*damfac)/(ncrit*(75.0+25.0*Rand())); + game.damage[j] += extradm; + if (l > 1) { + for (ll=2; ll<=l && j != cdam[ll-1]; ll++) ; + if (ll<=l) continue; + ktr += 1; + if (ktr==3) skip(1); + proutn(" and "); } + proutn(device[j]); + } + prout(" damaged."); + if (game.damage[DSHIELD] && shldup) { + prout("***Shields knocked down."); + shldup=0; + } } -void attack(int k) { - /* k == 0 forces use of phasers in an attack */ - int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag; - int atackd = 0, attempt = 0; - double hit; - double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r; +void attack(int torps_ok) +{ + /* torps_ok == 0 forces use of phasers in an attack */ + int percent, ihurt=0, l, i=0, jx, jy, iquad, itflag; + int atackd = 0, attempt = 0; + double hit; + double pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r; - iattak = 1; - if (alldone) return; + iattak = 1; + if (alldone) return; #ifdef DEBUG - if (idebug) prout("ATTACK!"); + if (idebug) prout("ATTACK!"); #endif - if (ithere) movetho(); + if (ithere) movetho(); - if (neutz) { /* The one chance not to be attacked */ - neutz = 0; - return; - } - if ((((comhere || ishere) && (justin == 0)) || skill == 5)&&(k!=0)) movcom(); - if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return; - pfac = 1.0/inshld; - if (shldchg == 1) chgfac = 0.25+0.5*Rand(); - skip(1); - if (skill <= 2) i = 2; - for (l=1; l <= nenhere; l++) { - if (game.kpower[l] < 0) continue; /* too weak to attack */ - /* compute hit strength and diminsh shield power */ - r = Rand(); - /* Increase chance of photon torpedos if docked or enemy energy low */ - if (condit == IHDOCKED) r *= 0.25; - if (game.kpower[l] < 500) r *= 0.25; - jx = game.kx[l]; - jy = game.ky[l]; - iquad = game.quad[jx][jy]; - if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue; - itflag = (iquad == IHK && r > 0.0005) || k == 0 || - (iquad==IHC && r > 0.015) || - (iquad==IHR && r > 0.3) || - (iquad==IHS && r > 0.07) || - (iquad==IHQUEST && r > 0.05); - if (itflag) { - /* Enemy uses phasers */ - if (condit == IHDOCKED) continue; /* Don't waste the effort! */ - attempt = 1; /* Attempt to attack */ - dustfac = 0.8+0.05*Rand(); - hit = game.kpower[l]*pow(dustfac,game.kavgd[l]); - game.kpower[l] *= 0.75; - } - else { /* Enemy used photon torpedo */ - double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx); - hit = 0; - proutn("***TORPEDO INCOMING"); - if (game.damage[DSRSENS] <= 0.0) { - proutn(" From "); - crmena(0, iquad, i, jx, jy); - } - attempt = 1; - prout(" "); - r = (Rand()+Rand())*0.5 -0.5; - r += 0.002*game.kpower[l]*r; - torpedo(course, r, jx, jy, &hit, 0, 1, 1); - if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */ - if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE || - alldone) return; /* Supernova or finished */ - if (hit == 0) continue; - } - if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) { - /* shields will take hits */ - double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0); - if(propor < 0.1) propor = 0.1; - hitsh = propor*chgfac*hit+1.0; - atackd=1; - absorb = 0.8*hitsh; - if (absorb > shield) absorb = shield; - shield -= absorb; - hit -= hitsh; - if (condit==IHDOCKED) dock(0); - if (propor > 0.1 && hit < 0.005*energy) continue; - } - /* It's a hit -- print out hit size */ - atackd = 1; /* We weren't going to check casualties, etc. if - shields were down for some strange reason. This - doesn't make any sense, so I've fixed it */ - ihurt = 1; - proutn("%d unit hit", (int)hit); - if ((game.damage[DSRSENS] > 0 && itflag) || skill <= 2) { - proutn(" on the "); - crmshp(); - } - if (game.damage[DSRSENS] <= 0.0 && itflag) { - proutn(" from "); - crmena(0, iquad, i, jx, jy); - } - skip(1); - /* Decide if hit is critical */ - if (hit > hitmax) hitmax = hit; - hittot += hit; - fry(hit); - prout("Hit %g energy %g", hit, energy); - energy -= hit; - if (condit==IHDOCKED) dock(0); + if (neutz) { /* The one chance not to be attacked */ + neutz = 0; + return; + } + if ((((comhere || ishere) && (justin == 0)) || skill == SKILL_EMERITUS)&&(torps_ok!=0)) movcom(); + if (nenhere==0 || (nenhere==1 && iqhere && iqengry==0)) return; + pfac = 1.0/inshld; + if (shldchg == 1) chgfac = 0.25+0.5*Rand(); + skip(1); + if (skill <= SKILL_FAIR) i = 2; + for (l=1; l <= nenhere; l++) { + if (game.kpower[l] < 0) continue; /* too weak to attack */ + /* compute hit strength and diminsh shield power */ + r = Rand(); + /* Increase chance of photon torpedos if docked or enemy energy low */ + if (condit == IHDOCKED) r *= 0.25; + if (game.kpower[l] < 500) r *= 0.25; + jx = game.kx[l]; + jy = game.ky[l]; + iquad = game.quad[jx][jy]; + if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue; + itflag = (iquad == IHK && r > 0.0005) || !torps_ok || + (iquad==IHC && r > 0.015) || + (iquad==IHR && r > 0.3) || + (iquad==IHS && r > 0.07) || + (iquad==IHQUEST && r > 0.05); + if (itflag) { + /* Enemy uses phasers */ + if (condit == IHDOCKED) continue; /* Don't waste the effort! */ + attempt = 1; /* Attempt to attack */ + dustfac = 0.8+0.05*Rand(); + hit = game.kpower[l]*pow(dustfac,game.kavgd[l]); + game.kpower[l] *= 0.75; } - if (energy <= 0) { - /* Returning home upon your shield, not with it... */ - finish(FBATTLE); - return; + else { /* Enemy used photon torpedo */ + double course = 1.90985*atan2((double)secty-jy, (double)jx-sectx); + hit = 0; + proutn("***TORPEDO INCOMING"); + if (game.damage[DSRSENS] <= 0.0) { + proutn(" From "); + crmena(0, iquad, i, jx, jy); + } + attempt = 1; + prout(" "); + r = (Rand()+Rand())*0.5 -0.5; + r += 0.002*game.kpower[l]*r; + torpedo(course, r, jx, jy, &hit, 0, 1, 1); + if (game.state.remkl==0) finish(FWON); /* Klingons did themselves in! */ + if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE || + alldone) return; /* Supernova or finished */ + if (hit == 0) continue; } - if (attempt == 0 && condit == IHDOCKED) - prout("***Enemies decide against attacking your ship."); - if (atackd == 0) return; - percent = 100.0*pfac*shield+0.5; - if (ihurt==0) { - /* Shields fully protect ship */ - proutn("Enemy attack reduces shield strength to "); + if (shldup != 0 || shldchg != 0 || condit==IHDOCKED) { + /* shields will take hits */ + double absorb, hitsh, propor = pfac*shield*(condit==IHDOCKED ? 2.1 : 1.0); + if(propor < 0.1) propor = 0.1; + hitsh = propor*chgfac*hit+1.0; + atackd=1; + absorb = 0.8*hitsh; + if (absorb > shield) absorb = shield; + shield -= absorb; + hit -= hitsh; + if (condit==IHDOCKED) dock(0); + if (propor > 0.1 && hit < 0.005*energy) continue; } - else { - /* Print message if starship suffered hit(s) */ - skip(1); - proutn("Energy left %2d shields ", (int)energy); - if (shldup) proutn("up "); - else if (game.damage[DSHIELD] == 0) proutn("down "); - else proutn("damaged, "); + /* It's a hit -- print out hit size */ + atackd = 1; /* We weren't going to check casualties, etc. if + shields were down for some strange reason. This + doesn't make any sense, so I've fixed it */ + ihurt = 1; + proutn("%d unit hit", (int)hit); + if ((game.damage[DSRSENS] > 0 && itflag) || skill<=SKILL_FAIR) { + proutn(" on the "); + crmshp(); } - prout("%d%%, torpedoes left %d", percent, torps); - /* Check if anyone was hurt */ - if (hitmax >= 200 || hittot >= 500) { - int icas= hittot*Rand()*0.015; - if (icas >= 2) { - skip(1); - prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas); - prout(" in that last attack.\""); - casual += icas; - } + if (game.damage[DSRSENS] <= 0.0 && itflag) { + proutn(" from "); + crmena(0, iquad, i, jx, jy); } - /* After attack, reset average distance to enemies */ - for (l = 1; l <= nenhere; l++) - game.kavgd[l] = game.kdist[l]; - sortkl(); + skip(1); + /* Decide if hit is critical */ + if (hit > hitmax) hitmax = hit; + hittot += hit; + fry(hit); + prout("Hit %g energy %g", hit, energy); + energy -= hit; + if (condit==IHDOCKED) + dock(0); + } + if (energy <= 0) { + /* Returning home upon your shield, not with it... */ + finish(FBATTLE); return; + } + if (attempt == 0 && condit == IHDOCKED) + prout("***Enemies decide against attacking your ship."); + if (atackd == 0) return; + percent = 100.0*pfac*shield+0.5; + if (ihurt==0) { + /* Shields fully protect ship */ + proutn("Enemy attack reduces shield strength to "); + } + else { + /* Print message if starship suffered hit(s) */ + skip(1); + proutn("Energy left %2d shields ", (int)energy); + if (shldup) proutn("up "); + else if (game.damage[DSHIELD] == 0) proutn("down "); + else proutn("damaged, "); + } + prout("%d%%, torpedoes left %d", percent, torps); + /* Check if anyone was hurt */ + if (hitmax >= 200 || hittot >= 500) { + int icas= hittot*Rand()*0.015; + if (icas >= 2) { + skip(1); + prout("Mc Coy- \"Sickbay to bridge. We suffered %d casualties", icas); + prout(" in that last attack.\""); + casual += icas; + } + } + /* After attack, reset average distance to enemies */ + for (l = 1; l <= nenhere; l++) + game.kavgd[l] = game.kdist[l]; + sortkl(); + return; } -void deadkl(int ix, int iy, int type, int ixx, int iyy) { - /* Added ixx and iyy allow enemy to "move" before dying */ +void deadkl(int ix, int iy, int type, int ixx, int iyy) +{ + /* Added ixx and iyy allow enemy to "move" before dying */ - int i,j; + int i,j; - skip(1); - crmena(1, type, 2, ixx, iyy); - /* Decide what kind of enemy it is and update approriately */ - if (type == IHR) { - /* chalk up a Romulan */ - game.state.newstuf[quadx][quady] -= ROMULAN_PLACE; - irhere--; - game.state.nromkl++; - game.state.nromrem--; - } - else if (type == IHT) { - /* Killed a Tholian */ - ithere = 0; - } - else if (type == IHQUEST) { - /* Killed a Thingy */ - iqhere=iqengry=thingx=thingy=0; - } - else { - /* Some type of a Klingon */ - game.state.galaxy[quadx][quady] -= 100; - klhere--; - game.state.remkl--; - switch (type) { - case IHC: - comhere = 0; - for (i=1; i<=game.state.remcom; i++) - if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break; - game.state.cx[i] = game.state.cx[game.state.remcom]; - game.state.cy[i] = game.state.cy[game.state.remcom]; - game.state.cx[game.state.remcom] = 0; - game.state.cy[game.state.remcom] = 0; - game.state.remcom--; - game.future[FTBEAM] = 1e30; - if (game.state.remcom != 0) - game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom); - game.state.killc++; - break; - case IHK: - game.state.killk++; - break; - case IHS: - game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0; - game.state.nsckill = 1; - game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30; - break; - } + skip(1); + crmena(1, type, 2, ixx, iyy); + /* Decide what kind of enemy it is and update approriately */ + if (type == IHR) { + /* chalk up a Romulan */ + game.state.newstuf[quadx][quady] -= ROMULAN_PLACE; + irhere--; + game.state.nromkl++; + game.state.nromrem--; + } + else if (type == IHT) { + /* Killed a Tholian */ + ithere = 0; + } + else if (type == IHQUEST) { + /* Killed a Thingy */ + iqhere=iqengry=thingx=thingy=0; + } + else { + /* Some type of a Klingon */ + game.state.galaxy[quadx][quady] -= KLINGON_PLACE; + klhere--; + game.state.remkl--; + switch (type) { + case IHC: + comhere = 0; + for (i=1; i<=game.state.remcom; i++) + if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break; + game.state.cx[i] = game.state.cx[game.state.remcom]; + game.state.cy[i] = game.state.cy[game.state.remcom]; + game.state.cx[game.state.remcom] = 0; + game.state.cy[game.state.remcom] = 0; + game.state.remcom--; + game.future[FTBEAM] = 1e30; + if (game.state.remcom != 0) + game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom); + game.state.killc++; + break; + case IHK: + game.state.killk++; + break; + case IHS: + game.state.nscrem = ishere = game.state.isx = game.state.isy = isatb = iscate = 0; + game.state.nsckill = 1; + game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30; + break; } + } - /* For each kind of enemy, finish message to player */ - prout(" destroyed."); - game.quad[ix][iy] = IHDOT; - if (game.state.remkl==0) return; + /* For each kind of enemy, finish message to player */ + prout(" destroyed."); + game.quad[ix][iy] = IHDOT; + if (game.state.remkl==0) return; - game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); + game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom); - /* Remove enemy ship from arrays describing local conditions */ - if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC) - game.future[FCDBAS] = 1e30; - for (i=1; i<=nenhere; i++) - if (game.kx[i]==ix && game.ky[i]==iy) break; - nenhere--; - if (i <= nenhere) { - for (j=i; j<=nenhere; j++) { - game.kx[j] = game.kx[j+1]; - game.ky[j] = game.ky[j+1]; - game.kpower[j] = game.kpower[j+1]; - game.kavgd[j] = game.kdist[j] = game.kdist[j+1]; - } + /* Remove enemy ship from arrays describing local conditions */ + if (game.future[FCDBAS] < 1e30 && batx==quadx && baty==quady && type==IHC) + game.future[FCDBAS] = 1e30; + for (i=1; i<=nenhere; i++) + if (game.kx[i]==ix && game.ky[i]==iy) break; + nenhere--; + if (i <= nenhere) { + for (j=i; j<=nenhere; j++) { + game.kx[j] = game.kx[j+1]; + game.ky[j] = game.ky[j+1]; + game.kpower[j] = game.kpower[j+1]; + game.kavgd[j] = game.kdist[j] = game.kdist[j+1]; } - game.kx[nenhere+1] = 0; - game.ky[nenhere+1] = 0; - game.kdist[nenhere+1] = 0; - game.kavgd[nenhere+1] = 0; - game.kpower[nenhere+1] = 0; - return; + } + game.kx[nenhere+1] = 0; + game.ky[nenhere+1] = 0; + game.kdist[nenhere+1] = 0; + game.kavgd[nenhere+1] = 0; + game.kpower[nenhere+1] = 0; + return; } -static int targetcheck(double x, double y, double *course) { - double deltx, delty; - /* Return TRUE if target is invalid */ - if (x < 1.0 || x > QUADSIZE || y < 1.0 || y > QUADSIZE) { - huh(); - return 1; - } - deltx = 0.1*(y - secty); - delty = 0.1*(sectx - x); - if (deltx==0 && delty== 0) { - skip(1); - prout("Spock- \"Bridge to sickbay. Dr. McCoy,"); - prout(" I recommend an immediate review of"); - prout(" the Captain's psychological profile.\""); - chew(); - return 1; - } - *course = 1.90985932*atan2(deltx, delty); - return 0; +static int targetcheck(double x, double y, double *course) +{ + double deltx, delty; + /* Return TRUE if target is invalid */ + if (x < 1.0 || x > QUADSIZE || y < 1.0 || y > QUADSIZE) { + huh(); + return 1; + } + deltx = 0.1*(y - secty); + delty = 0.1*(sectx - x); + if (deltx==0 && delty== 0) { + skip(1); + prout("Spock- \"Bridge to sickbay. Dr. McCoy,"); + prout(" I recommend an immediate review of"); + prout(" the Captain's psychological profile.\""); + chew(); + return 1; + } + *course = 1.90985932*atan2(deltx, delty); + return 0; } -void photon(void) { - double targ[4][3], course[4]; - double r, dummy; - int key, n, i, osuabor; +void photon(void) +{ + double targ[4][3], course[4]; + double r, dummy; + int key, n, i, osuabor; - ididit = 0; + ididit = 0; - if (game.damage[DPHOTON]) { - prout("Photon tubes damaged."); + if (game.damage[DPHOTON]) { + prout("Photon tubes damaged."); + chew(); + return; + } + if (torps == 0) { + prout("No torpedoes left."); + chew(); + return; + } + key = scan(); + for (;;) { + if (key == IHALPHA) { + huh(); + return; + } + else if (key == IHEOL) { + prout("%d torpedoes left.", torps); + proutn("Number of torpedoes to fire- "); + key = scan(); + } + else /* key == IHREAL */ { + n = aaitem + 0.5; + if (n <= 0) { /* abort command */ chew(); return; - } - if (torps == 0) { - prout("No torpedoes left."); + } + if (n > 3) { chew(); + prout("Maximum of 3 torpedoes per burst."); + key = IHEOL; return; + } + if (n <= torps) break; + chew(); + key = IHEOL; } + } + for (i = 1; i <= n; i++) { key = scan(); - for (;;) { - if (key == IHALPHA) { - huh(); - return; - } - else if (key == IHEOL) { - prout("%d torpedoes left.", torps); - proutn("Number of torpedoes to fire- "); - key = scan(); - } - else /* key == IHREAL */ { - n = aaitem + 0.5; - if (n <= 0) { /* abort command */ - chew(); - return; - } - if (n > 3) { - chew(); - prout("Maximum of 3 torpedoes per burst."); - key = IHEOL; - return; - } - if (n <= torps) break; - chew(); - key = IHEOL; - } + if (i==1 && key == IHEOL) { + break; /* we will try prompting */ } - for (i = 1; i <= n; i++) { - key = scan(); - if (i==1 && key == IHEOL) { - break; /* we will try prompting */ - } - if (i==2 && key == IHEOL) { - /* direct all torpedoes at one target */ - while (i <= n) { - targ[i][1] = targ[1][1]; - targ[i][2] = targ[1][2]; - course[i] = course[1]; - i++; - } - break; - } - if (key != IHREAL) { - huh(); - return; - } - targ[i][1] = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - targ[i][2] = aaitem; - if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; + if (i==2 && key == IHEOL) { + /* direct all torpedoes at one target */ + while (i <= n) { + targ[i][1] = targ[1][1]; + targ[i][2] = targ[1][2]; + course[i] = course[1]; + i++; + } + break; } - chew(); - if (i == 1 && key == IHEOL) { - /* prompt for each one */ - for (i = 1; i <= n; i++) { - proutn("Target sector for torpedo number %d- ", i); - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - targ[i][1] = aaitem; - key = scan(); - if (key != IHREAL) { - huh(); - return; - } - targ[i][2] = aaitem; - chew(); - if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; - } + if (key != IHREAL) { + huh(); + return; } - ididit = 1; - /* Loop for moving torpedoes */ - osuabor = 0; - for (i = 1; i <= n && !osuabor; i++) { - if (condit != IHDOCKED) torps--; - r = (Rand()+Rand())*0.5 -0.5; - if (fabs(r) >= 0.47) { - /* misfire! */ - r = (Rand()+1.2) * r; - if (n>1) { - prouts("***TORPEDO NUMBER %d MISFIRES", i); - } - else prouts("***TORPEDO MISFIRES."); - skip(1); - if (i < n) - prout(" Remainder of burst aborted."); - osuabor=1; - if (Rand() <= 0.2) { - prout("***Photon tubes damaged by misfire."); - game.damage[DPHOTON] = damfac*(1.0+2.0*Rand()); - break; - } - } - if (shldup || condit == IHDOCKED) r *= 1.0 + 0.0001*shield; - torpedo(course[i], r, sectx, secty, &dummy, 0, i, n); - if (alldone || game.state.galaxy[quadx][quady]==1000) return; + targ[i][1] = aaitem; + key = scan(); + if (key != IHREAL) { + huh(); + return; + } + targ[i][2] = aaitem; + if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; + } + chew(); + if (i == 1 && key == IHEOL) { + /* prompt for each one */ + for (i = 1; i <= n; i++) { + proutn("Target sector for torpedo number %d- ", i); + key = scan(); + if (key != IHREAL) { + huh(); + return; + } + targ[i][1] = aaitem; + key = scan(); + if (key != IHREAL) { + huh(); + return; + } + targ[i][2] = aaitem; + chew(); + if (targetcheck(targ[i][1], targ[i][2], &course[i])) return; } - if (game.state.remkl==0) finish(FWON); + } + ididit = 1; + /* Loop for moving torpedoes */ + osuabor = 0; + for (i = 1; i <= n && !osuabor; i++) { + if (condit != IHDOCKED) torps--; + r = (Rand()+Rand())*0.5 -0.5; + if (fabs(r) >= 0.47) { + /* misfire! */ + r = (Rand()+1.2) * r; + if (n>1) { + prouts("***TORPEDO NUMBER %d MISFIRES", i); + } + else prouts("***TORPEDO MISFIRES."); + skip(1); + if (i < n) + prout(" Remainder of burst aborted."); + osuabor=1; + if (Rand() <= 0.2) { + prout("***Photon tubes damaged by misfire."); + game.damage[DPHOTON] = damfac*(1.0+2.0*Rand()); + break; + } + } + if (shldup || condit == IHDOCKED) + r *= 1.0 + 0.0001*shield; + torpedo(course[i], r, sectx, secty, &dummy, 0, i, n); + if (alldone||game.state.galaxy[quadx][quady]==SUPERNOVA_PLACE) + return; + } + if (game.state.remkl==0) finish(FWON); } -static void overheat(double rpow) { - if (rpow > 1500) { - double chekbrn = (rpow-1500.)*0.00038; - if (Rand() <= chekbrn) { - prout("Weapons officer Sulu- \"Phasers overheated, sir.\""); - game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn); - } +static void overheat(double rpow) +{ + if (rpow > 1500) { + double chekbrn = (rpow-1500.)*0.00038; + if (Rand() <= chekbrn) { + prout("Weapons officer Sulu- \"Phasers overheated, sir.\""); + game.damage[DPHASER] = damfac*(1.0 + Rand()) * (1.0+chekbrn); } + } } -static int checkshctrl(double rpow) { - double hit; - int icas; +static int checkshctrl(double rpow) +{ + double hit; + int icas; + skip(1); + if (Rand() < .998) { + prout("Shields lowered."); + return 0; + } + /* Something bad has happened */ + prouts("***RED ALERT! RED ALERT!"); + skip(2); + hit = rpow*shield/inshld; + energy -= rpow+hit*0.8; + shield -= hit*0.2; + if (energy <= 0.0) { + prouts("Sulu- \"Captain! Shield malf***********************\""); skip(1); - if (Rand() < .998) { - prout("Shields lowered."); - return 0; - } - /* Something bad has happened */ - prouts("***RED ALERT! RED ALERT!"); - skip(2); - hit = rpow*shield/inshld; - energy -= rpow+hit*0.8; - shield -= hit*0.2; - if (energy <= 0.0) { - prouts("Sulu- \"Captain! Shield malf***********************\""); - skip(1); - stars(); - finish(FPHASER); - return 1; - } - prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""); - skip(2); - prout("Lt. Uhura- \"Sir, all decks reporting damage.\""); - icas = hit*Rand()*0.012; - skip(1); - fry(0.8*hit); - if (icas) { - skip(1); - prout("McCoy to bridge- \"Severe radiation burns, Jim."); - prout(" %d casualties so far.\"", icas); - casual -= icas; - } - skip(1); - prout("Phaser energy dispersed by shields."); - prout("Enemy unaffected."); - overheat(rpow); + stars(); + finish(FPHASER); return 1; + } + prouts("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""); + skip(2); + prout("Lt. Uhura- \"Sir, all decks reporting damage.\""); + icas = hit*Rand()*0.012; + skip(1); + fry(0.8*hit); + if (icas) { + skip(1); + prout("McCoy to bridge- \"Severe radiation burns, Jim."); + prout(" %d casualties so far.\"", icas); + casual -= icas; + } + skip(1); + prout("Phaser energy dispersed by shields."); + prout("Enemy unaffected."); + overheat(rpow); + return 1; } -void phasers(void) { - double hits[21], rpow=0, extra, powrem, over, temp; - int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ - int ifast=0, no=0, ipoop=1, msgflag = 1; - enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; - int key=0; +void phasers(void) +{ + double hits[21], rpow=0, extra, powrem, over, temp; + int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ + int ifast=0, no=0, ipoop=1, msgflag = 1; + enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; + int key=0; - skip(1); - /* SR sensors and Computer */ - if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0; - if (condit == IHDOCKED) { - prout("Phasers can't be fired through base shields."); - chew(); - return; + skip(1); + /* SR sensors and Computer */ + if (game.damage[DSRSENS]+game.damage[DCOMPTR] > 0) ipoop = 0; + if (condit == IHDOCKED) { + prout("Phasers can't be fired through base shields."); + chew(); + return; + } + if (game.damage[DPHASER] != 0) { + prout("Phaser control damaged."); + chew(); + return; + } + if (shldup) { + if (game.damage[DSHCTRL]) { + prout("High speed shield control damaged."); + chew(); + return; } - if (game.damage[DPHASER] != 0) { - prout("Phaser control damaged."); - chew(); - return; + if (energy <= 200.0) { + prout("Insufficient energy to activate high-speed shield control."); + chew(); + return; } - if (shldup) { - if (game.damage[DSHCTRL]) { - prout("High speed shield control damaged."); - chew(); - return; - } - if (energy <= 200.0) { - prout("Insufficient energy to activate high-speed shield control."); - chew(); - return; - } - prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""); - ifast = 1; + prout("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""); + ifast = 1; - } - /* Original code so convoluted, I re-did it all */ - while (automode==NOTSET) { - key=scan(); - if (key == IHALPHA) { - if (isit("manual")) { - if (nenhere==0) { - prout("There is no enemy present to select."); - chew(); - key = IHEOL; - automode=AUTOMATIC; - } - else { - automode = MANUAL; - key = scan(); - } - } - else if (isit("automatic")) { - if ((!ipoop) && nenhere != 0) { - automode = FORCEMAN; - } - else { - if (nenhere==0) - prout("Energy will be expended into space."); - automode = AUTOMATIC; - key = scan(); - } - } - else if (isit("no")) { - no = 1; - } - else { - huh(); - return; - } + } + /* Original code so convoluted, I re-did it all */ + while (automode==NOTSET) { + key=scan(); + if (key == IHALPHA) { + if (isit("manual")) { + if (nenhere==0) { + prout("There is no enemy present to select."); + chew(); + key = IHEOL; + automode=AUTOMATIC; } - else if (key == IHREAL) { - if (nenhere==0) { - prout("Energy will be expended into space."); - automode = AUTOMATIC; - } - else if (!ipoop) - automode = FORCEMAN; - else - automode = AUTOMATIC; + else { + automode = MANUAL; + key = scan(); + } + } + else if (isit("automatic")) { + if ((!ipoop) && nenhere != 0) { + automode = FORCEMAN; } else { - /* IHEOL */ - if (nenhere==0) { - prout("Energy will be expended into space."); - automode = AUTOMATIC; - } - else if (!ipoop) - automode = FORCEMAN; - else - proutn("Manual or automatic? "); + if (nenhere==0) + prout("Energy will be expended into space."); + automode = AUTOMATIC; + key = scan(); } + } + else if (isit("no")) { + no = 1; + } + else { + huh(); + return; + } } + else if (key == IHREAL) { + if (nenhere==0) { + prout("Energy will be expended into space."); + automode = AUTOMATIC; + } + else if (!ipoop) + automode = FORCEMAN; + else + automode = AUTOMATIC; + } + else { + /* IHEOL */ + if (nenhere==0) { + prout("Energy will be expended into space."); + automode = AUTOMATIC; + } + else if (!ipoop) + automode = FORCEMAN; + else + proutn("Manual or automatic? "); + } + } - switch (automode) { - case AUTOMATIC: - if (key == IHALPHA && isit("no")) { - no = 1; - key = scan(); - } - if (key != IHREAL && nenhere != 0) { - prout("Phasers locked on target. Energy available: %.2f", - ifast?energy-200.0:energy,1,2); - } - irec=0; - do { - chew(); - if (!kz) for (i = 1; i <= nenhere; i++) - irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))* - (1.01+0.05*Rand()) + 1.0; - kz=1; - proutn("(%d) units required. ", irec); - chew(); - proutn("Units to fire= "); - key = scan(); - if (key!=IHREAL) return; - rpow = aaitem; - if (rpow > (ifast?energy-200:energy)) { - proutn("Energy available= %.2f", - ifast?energy-200:energy); - skip(1); - key = IHEOL; - } - } while (rpow > (ifast?energy-200:energy)); - if (rpow<=0) { - /* chicken out */ - chew(); - return; - } - if ((key=scan()) == IHALPHA && isit("no")) { - no = 1; - } - if (ifast) { - energy -= 200; /* Go and do it! */ - if (checkshctrl(rpow)) return; - } - chew(); - energy -= rpow; - extra = rpow; - if (nenhere) { - extra = 0.0; - powrem = rpow; - for (i = 1; i <= nenhere; i++) { - hits[i] = 0.0; - if (powrem <= 0) continue; - hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i])); - over = (0.01 + 0.05*Rand())*hits[i]; - temp = powrem; - powrem -= hits[i] + over; - if (powrem <= 0 && temp < hits[i]) hits[i] = temp; - if (powrem <= 0) over = 0.0; - extra += over; - } - if (powrem > 0.0) extra += powrem; - hittem(hits); - ididit=1; - } - if (extra > 0 && alldone == 0) { - if (ithere) { - proutn("*** Tholian web absorbs "); - if (nenhere>0) proutn("excess "); - prout("phaser energy."); - } - else { - prout("%d expended on empty space.", (int)extra); - } - } - break; - - case FORCEMAN: - chew(); - key = IHEOL; - if (game.damage[DCOMPTR]!=0) - prout("Battle comuter damaged, manual file only."); - else { - skip(1); - prouts("---WORKING---"); - skip(1); - prout("Short-range-sensors-damaged"); - prout("Insufficient-data-for-automatic-phaser-fire"); - prout("Manual-fire-must-be-used"); - skip(1); - } - case MANUAL: - rpow = 0.0; - for (k = 1; k <= nenhere;) { - int ii = game.kx[k], jj = game.ky[k]; - int ienm = game.quad[ii][jj]; - if (msgflag) { - proutn("Energy available= %.2f", - energy-.006-(ifast?200:0)); - skip(1); - msgflag = 0; - rpow = 0.0; - } - if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) && - (ienm == IHC || ienm == IHS)) { - cramen(ienm); - prout(" can't be located without short range scan."); - chew(); - key = IHEOL; - hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */ - k++; - continue; - } - if (key == IHEOL) { - chew(); - if (ipoop && k > kz) - irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))* - (1.01+0.05*Rand()) + 1.0; - kz = k; - proutn("("); - if (game.damage[DCOMPTR]==0) proutn("%d", irec); - else proutn("??"); - proutn(") "); - proutn("units to fire at "); - crmena(0, ienm, 2, ii, jj); - proutn("- "); - key = scan(); - } - if (key == IHALPHA && isit("no")) { - no = 1; - key = scan(); - continue; - } - if (key == IHALPHA) { - huh(); - return; - } - if (key == IHEOL) { - if (k==1) { /* Let me say I'm baffled by this */ - msgflag = 1; - } - continue; - } - if (aaitem < 0) { - /* abort out */ - chew(); - return; - } - hits[k] = aaitem; - rpow += aaitem; - /* If total requested is too much, inform and start over */ - - if (rpow > (ifast?energy-200:energy)) { - prout("Available energy exceeded -- try again."); - chew(); - return; - } - key = scan(); /* scan for next value */ - k++; - } - if (rpow == 0.0) { - /* zero energy -- abort */ - chew(); - return; - } - if (key == IHALPHA && isit("no")) { - no = 1; - } - energy -= rpow; - chew(); - if (ifast) { - energy -= 200.0; - if (checkshctrl(rpow)) return; - } - hittem(hits); - ididit=1; - case NOTSET:; /* avoid gcc warning */ + switch (automode) { + case AUTOMATIC: + if (key == IHALPHA && isit("no")) { + no = 1; + key = scan(); + } + if (key != IHREAL && nenhere != 0) { + prout("Phasers locked on target. Energy available: %.2f", + ifast?energy-200.0:energy,1,2); + } + irec=0; + do { + chew(); + if (!kz) for (i = 1; i <= nenhere; i++) + irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))* + (1.01+0.05*Rand()) + 1.0; + kz=1; + proutn("(%d) units required. ", irec); + chew(); + proutn("Units to fire= "); + key = scan(); + if (key!=IHREAL) return; + rpow = aaitem; + if (rpow > (ifast?energy-200:energy)) { + proutn("Energy available= %.2f", + ifast?energy-200:energy); + skip(1); + key = IHEOL; + } + } while (rpow > (ifast?energy-200:energy)); + if (rpow<=0) { + /* chicken out */ + chew(); + return; + } + if ((key=scan()) == IHALPHA && isit("no")) { + no = 1; } - /* Say shield raised or malfunction, if necessary */ - if (alldone) return; if (ifast) { + energy -= 200; /* Go and do it! */ + if (checkshctrl(rpow)) return; + } + chew(); + energy -= rpow; + extra = rpow; + if (nenhere) { + extra = 0.0; + powrem = rpow; + for (i = 1; i <= nenhere; i++) { + hits[i] = 0.0; + if (powrem <= 0) continue; + hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i])); + over = (0.01 + 0.05*Rand())*hits[i]; + temp = powrem; + powrem -= hits[i] + over; + if (powrem <= 0 && temp < hits[i]) hits[i] = temp; + if (powrem <= 0) over = 0.0; + extra += over; + } + if (powrem > 0.0) extra += powrem; + hittem(hits); + ididit=1; + } + if (extra > 0 && alldone == 0) { + if (ithere) { + proutn("*** Tholian web absorbs "); + if (nenhere>0) proutn("excess "); + prout("phaser energy."); + } + else { + prout("%d expended on empty space.", (int)extra); + } + } + break; + + case FORCEMAN: + chew(); + key = IHEOL; + if (game.damage[DCOMPTR]!=0) + prout("Battle comuter damaged, manual file only."); + else { + skip(1); + prouts("---WORKING---"); + skip(1); + prout("Short-range-sensors-damaged"); + prout("Insufficient-data-for-automatic-phaser-fire"); + prout("Manual-fire-must-be-used"); + skip(1); + } + case MANUAL: + rpow = 0.0; + for (k = 1; k <= nenhere;) { + int ii = game.kx[k], jj = game.ky[k]; + int ienm = game.quad[ii][jj]; + if (msgflag) { + proutn("Energy available= %.2f", + energy-.006-(ifast?200:0)); skip(1); - if (no == 0) { - if (Rand() >= 0.99) { - prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."); - prouts(" CLICK CLICK POP . . ."); - prout(" No response, sir!"); - shldup = 0; - } - else - prout("Shields raised."); + msgflag = 0; + rpow = 0.0; + } + if (game.damage[DSRSENS] && !(abs(sectx-ii) < 2 && abs(secty-jj) < 2) && + (ienm == IHC || ienm == IHS)) { + cramen(ienm); + prout(" can't be located without short range scan."); + chew(); + key = IHEOL; + hits[k] = 0; /* prevent overflow -- thanks to Alexei Voitenko */ + k++; + continue; + } + if (key == IHEOL) { + chew(); + if (ipoop && k > kz) + irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))* + (1.01+0.05*Rand()) + 1.0; + kz = k; + proutn("("); + if (game.damage[DCOMPTR]==0) proutn("%d", irec); + else proutn("??"); + proutn(") "); + proutn("units to fire at "); + crmena(0, ienm, 2, ii, jj); + proutn("- "); + key = scan(); + } + if (key == IHALPHA && isit("no")) { + no = 1; + key = scan(); + continue; + } + if (key == IHALPHA) { + huh(); + return; + } + if (key == IHEOL) { + if (k==1) { /* Let me say I'm baffled by this */ + msgflag = 1; } - else - shldup = 0; + continue; + } + if (aaitem < 0) { + /* abort out */ + chew(); + return; + } + hits[k] = aaitem; + rpow += aaitem; + /* If total requested is too much, inform and start over */ + + if (rpow > (ifast?energy-200:energy)) { + prout("Available energy exceeded -- try again."); + chew(); + return; + } + key = scan(); /* scan for next value */ + k++; + } + if (rpow == 0.0) { + /* zero energy -- abort */ + chew(); + return; } - overheat(rpow); + if (key == IHALPHA && isit("no")) { + no = 1; + } + energy -= rpow; + chew(); + if (ifast) { + energy -= 200.0; + if (checkshctrl(rpow)) return; + } + hittem(hits); + ididit=1; + case NOTSET:; /* avoid gcc warning */ + } + /* Say shield raised or malfunction, if necessary */ + if (alldone) + return; + if (ifast) { + skip(1); + if (no == 0) { + if (Rand() >= 0.99) { + prout("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."); + prouts(" CLICK CLICK POP . . ."); + prout(" No response, sir!"); + shldup = 0; + } + else + prout("Shields raised."); + } + else + shldup = 0; + } + overheat(rpow); } -void hittem(double *hits) { - double kp, kpow, wham, hit, dustfac, kpini; - int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm; +void hittem(double *hits) +{ + double kp, kpow, wham, hit, dustfac, kpini; + int nenhr2=nenhere, k=1, kk=1, ii, jj, ienm; - skip(1); + skip(1); - for (; k <= nenhr2; k++, kk++) { - if ((wham = hits[k])==0) continue; - dustfac = 0.9 + 0.01*Rand(); - hit = wham*pow(dustfac,game.kdist[kk]); - kpini = game.kpower[kk]; - kp = fabs(kpini); - if (PHASEFAC*hit < kp) kp = PHASEFAC*hit; - game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp); - kpow = game.kpower[kk]; - ii = game.kx[kk]; - jj = game.ky[kk]; - if (hit > 0.005) { - if (game.damage[DSRSENS]==0) - boom(ii, jj); - proutn("%d unit hit on ", (int)hit); - } - else - proutn("Very small hit on "); - ienm = game.quad[ii][jj]; - if (ienm==IHQUEST) iqengry=1; - crmena(0,ienm,2,ii,jj); - skip(1); - if (kpow == 0) { - deadkl(ii, jj, ienm, ii, jj); - if (game.state.remkl==0) finish(FWON); - if (alldone) return; - kk--; /* don't do the increment */ - } - else /* decide whether or not to emasculate klingon */ - if (kpow > 0 && Rand() >= 0.9 && - kpow <= ((0.4 + 0.4*Rand())*kpini)) { - prout("***Mr. Spock- \"Captain, the vessel at ", - cramlc(sector,ii,jj)); - prout(" has just lost its firepower.\""); - game.kpower[kk] = -kpow; - } + for (; k <= nenhr2; k++, kk++) { + if ((wham = hits[k])==0) continue; + dustfac = 0.9 + 0.01*Rand(); + hit = wham*pow(dustfac,game.kdist[kk]); + kpini = game.kpower[kk]; + kp = fabs(kpini); + if (PHASEFAC*hit < kp) kp = PHASEFAC*hit; + game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp); + kpow = game.kpower[kk]; + ii = game.kx[kk]; + jj = game.ky[kk]; + if (hit > 0.005) { + if (game.damage[DSRSENS]==0) + boom(ii, jj); + proutn("%d unit hit on ", (int)hit); } - return; + else + proutn("Very small hit on "); + ienm = game.quad[ii][jj]; + if (ienm==IHQUEST) iqengry=1; + crmena(0,ienm,2,ii,jj); + skip(1); + if (kpow == 0) { + deadkl(ii, jj, ienm, ii, jj); + if (game.state.remkl==0) finish(FWON); + if (alldone) return; + kk--; /* don't do the increment */ + } + else /* decide whether or not to emasculate klingon */ + if (kpow > 0 && Rand() >= 0.9 && + kpow <= ((0.4 + 0.4*Rand())*kpini)) { + prout("***Mr. Spock- \"Captain, the vessel at ", + cramlc(sector,ii,jj)); + prout(" has just lost its firepower.\""); + game.kpower[kk] = -kpow; + } + } + return; } diff --git a/events.c b/events.c index c1a5632..c9d0f7b 100644 --- a/events.c +++ b/events.c @@ -1,756 +1,765 @@ #include "sst.h" #include -void events(void) { - int ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0; - double fintim = game.state.date + Time, datemin, xtime, repair, yank=0; +void events(void) +{ + int ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0; + double fintim = game.state.date + Time, datemin, xtime, repair, yank=0; #ifdef DEBUG - if (idebug) prout("EVENTS"); + if (idebug) prout("EVENTS"); #endif - if (stdamtim == 1e30 && game.damage[DRADIO] != 0.0) { - /* chart will no longer be updated because radio is dead */ - stdamtim = game.state.date; - for (i=1; i <= GALSIZE ; i++) - for (j=1; j <= GALSIZE; j++) - if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+SUPERNOVA_PLACE; - } + if (stdamtim == 1e30 && game.damage[DRADIO] != 0.0) { + /* chart will no longer be updated because radio is dead */ + stdamtim = game.state.date; + for (i=1; i <= GALSIZE ; i++) + for (j=1; j <= GALSIZE; j++) + if (game.starch[i][j] == 1) + game.starch[i][j] = game.state.galaxy[i][j]+SUPERNOVA_PLACE; + } - for (;;) { - /* Select earliest extraneous event, line==0 if no events */ - line = FSPY; - if (alldone) return; - datemin = fintim; - for (l=1; l<=NEVENTS; l++) - if (game.future[l] < datemin) { - line = l; - datemin = game.future[l]; - } - xtime = datemin-game.state.date; - game.state.date = datemin; - /* Decrement Federation resources and recompute remaining time */ - game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime; - game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom); - if (game.state.remtime <=0) { - finish(FDEPLETE); - return; + for (;;) { + /* Select earliest extraneous event, line==0 if no events */ + line = FSPY; + if (alldone) return; + datemin = fintim; + for (l=1; l<=NEVENTS; l++) + if (game.future[l] < datemin) { + line = l; + datemin = game.future[l]; + } + xtime = datemin-game.state.date; + game.state.date = datemin; + /* Decrement Federation resources and recompute remaining time */ + game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime; + game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom); + if (game.state.remtime <=0) { + finish(FDEPLETE); + return; + } + /* Is life support adequate? */ + if (game.damage[DLIFSUP] && condit != IHDOCKED) { + if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) { + finish(FLIFESUP); + return; + } + lsupres -= xtime; + if (game.damage[DLIFSUP] <= xtime) lsupres = inlsr; + } + /* Fix devices */ + repair = xtime; + if (condit == IHDOCKED) repair /= docfac; + /* Don't fix Deathray here */ + for (l=1; l<=NDEVICES; l++) + if (game.damage[l] > 0.0 && l != DDRAY) + game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]); + /* If radio repaired, update star chart and attack reports */ + if (stdamtim != 1e30 && game.damage[DRADIO] == 0.0) { + stdamtim = 1e30; + prout("Lt. Uhura- \"Captain, the sub-space radio is working and"); + prout(" surveillance reports are coming in."); + skip(1); + for (i=1; i <= GALSIZE ; i++) + for (j=1; j <= GALSIZE; j++) + if (game.starch[i][j] >= SUPERNOVA_PLACE) game.starch[i][j] = 1; + if (iseenit==0) { + attakreport(0); + iseenit = 1; + } + skip(1); + prout(" The star chart is now up to date.\""); + skip(1); + } + /* Cause extraneous event LINE to occur */ + Time -= xtime; + switch (line) { + case FSNOVA: /* Supernova */ + if (ipage==0) pause_game(1); + ipage=1; + snova(0,0); + game.future[FSNOVA] = game.state.date + expran(0.5*intime); + if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE) return; + break; + case FSPY: /* Check with spy to see if S.C. should tractor beam */ + if (game.state.nscrem == 0 || + ictbeam+istract > 0 || + condit==IHDOCKED || isatb==1 || iscate==1) return; + if (ientesc || + (energy < 2000 && torps < 4 && shield < 1250) || + (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || torps < 4)) || + (game.damage[DSHIELD] > 0 && + (energy < 2500 || game.damage[DPHASER] > 0) && + (torps < 5 || game.damage[DPHOTON] > 0))) { + /* Tractor-beam her! */ + istract=1; + yank = square(game.state.isx-quadx) + square(game.state.isy-quady); + /********* fall through to FTBEAM code ***********/ + } + else return; + case FTBEAM: /* Tractor beam */ + if (line==FTBEAM) { + if (game.state.remcom == 0) { + game.future[FTBEAM] = 1e30; + break; } - /* Is life support adequate? */ - if (game.damage[DLIFSUP] && condit != IHDOCKED) { - if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) { - finish(FLIFESUP); - return; - } - lsupres -= xtime; - if (game.damage[DLIFSUP] <= xtime) lsupres = inlsr; + i = Rand()*game.state.remcom+1.0; + yank = square(game.state.cx[i]-quadx) + square(game.state.cy[i]-quady); + if (istract || condit == IHDOCKED || yank == 0) { + /* Drats! Have to reschedule */ + game.future[FTBEAM] = game.state.date + Time + + expran(1.5*intime/game.state.remcom); + break; } - /* Fix devices */ - repair = xtime; - if (condit == IHDOCKED) repair /= docfac; - /* Don't fix Deathray here */ - for (l=1; l<=NDEVICES; l++) - if (game.damage[l] > 0.0 && l != DDRAY) - game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]); - /* If radio repaired, update star chart and attack reports */ - if (stdamtim != 1e30 && game.damage[DRADIO] == 0.0) { - stdamtim = 1e30; - prout("Lt. Uhura- \"Captain, the sub-space radio is working and"); - prout(" surveillance reports are coming in."); - skip(1); - for (i=1; i <= GALSIZE ; i++) - for (j=1; j <= GALSIZE; j++) - if (game.starch[i][j] > 999) game.starch[i][j] = 1; - if (iseenit==0) { - attakreport(0); - iseenit = 1; - } - skip(1); - prout(" The star chart is now up to date.\""); + } + /* tractor beaming cases merge here */ + yank = sqrt(yank); + if (ipage==0) pause_game(1); + ipage=1; + Time = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */ + ictbeam = 1; + skip(1); + proutn("***"); + crmshp(); + prout(" caught in long range tractor beam--"); + /* If Kirk & Co. screwing around on planet, handle */ + atover(1); /* atover(1) is Grab */ + if (alldone) return; + if (icraft == 1) { /* Caught in Galileo? */ + finish(FSTRACTOR); + return; + } + /* Check to see if shuttle is aboard */ + if (iscraft==0) { + skip(1); + if (Rand() > 0.5) { + prout("Galileo, left on the planet surface, is captured"); + prout("by aliens and made into a flying McDonald's."); + game.damage[DSHUTTL] = -10; + iscraft = -1; + } + else { + prout("Galileo, left on the planet surface, is well hidden."); + } + } + if (line==0) { + quadx = game.state.isx; + quady = game.state.isy; + } + else { + quadx = game.state.cx[i]; + quady = game.state.cy[i]; + } + iran(QUADSIZE, §x, §y); + crmshp(); + proutn(" is pulled to "); + proutn(cramlc(quadrant, quadx, quady)); + proutn(", "); + prout(cramlc(sector, sectx, secty)); + if (resting) { + prout("(Remainder of rest/repair period cancelled.)"); + resting = 0; + } + if (shldup==0) { + if (game.damage[DSHIELD]==0 && shield > 0) { + doshield(2); /* Shldsup */ + shldchg=0; + } + else prout("(Shields not currently useable.)"); + } + newqad(0); + /* Adjust finish time to time of tractor beaming */ + fintim = game.state.date+Time; + attack(0); + if (game.state.remcom <= 0) game.future[FTBEAM] = 1e30; + else game.future[FTBEAM] = game.state.date+Time+expran(1.5*intime/game.state.remcom); + break; + case FSNAP: /* Snapshot of the universe (for time warp) */ + game.snapsht = game.state; + game.state.snap = 1; + game.future[FSNAP] = game.state.date + expran(0.5 * intime); + break; + case FBATTAK: /* Commander attacks starbase */ + if (game.state.remcom==0 || game.state.rembase==0) { + /* no can do */ + game.future[FBATTAK] = game.future[FCDBAS] = 1e30; + break; + } + i = 0; + for (j=1; j<=game.state.rembase; j++) { + for (k=1; k<=game.state.remcom; k++) + if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] && + (game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) && + (game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) { + i = 1; + break; + } + if (i == 1) break; + } + if (j>game.state.rembase) { + /* no match found -- try later */ + game.future[FBATTAK] = game.state.date + expran(0.3*intime); + game.future[FCDBAS] = 1e30; + break; + } + /* commander + starbase combination found -- launch attack */ + batx = game.state.baseqx[j]; + baty = game.state.baseqy[j]; + game.future[FCDBAS] = game.state.date+1.0+3.0*Rand(); + if (isatb) /* extra time if SC already attacking */ + game.future[FCDBAS] += game.future[FSCDBAS]-game.state.date; + game.future[FBATTAK] = game.future[FCDBAS] +expran(0.3*intime); + iseenit = 0; + if (game.damage[DRADIO] != 0.0 && + condit != IHDOCKED) break; /* No warning :-( */ + iseenit = 1; + if (ipage==0) pause_game(1); + ipage = 1; + skip(1); + proutn("Lt. Uhura- \"Captain, the starbase in "); + prout(cramlc(quadrant, batx, baty)); + prout(" reports that it is under attack and that it can"); + proutn(" hold out only until stardate %d", + (int)game.future[FCDBAS]); + prout(".\""); + if (resting) { + skip(1); + proutn("Mr. Spock- \"Captain, shall we cancel the rest period?\" "); + if (ja()) { + resting = 0; + Time = 0.0; + return; + } + } + break; + case FSCDBAS: /* Supercommander destroys base */ + game.future[FSCDBAS] = 1e30; + isatb = 2; + if (!BASES(game.state.galaxy[game.state.isx][game.state.isy])) + break; /* WAS RETURN! */ + ixhold = batx; + iyhold = baty; + batx = game.state.isx; + baty = game.state.isy; + case FCDBAS: /* Commander succeeds in destroying base */ + if (line==FCDBAS) { + game.future[FCDBAS] = 1e30; + /* find the lucky pair */ + for (i = 1; i <= game.state.remcom; i++) + if (game.state.cx[i]==batx && game.state.cy[i]==baty) break; + if (i > game.state.remcom || game.state.rembase == 0 || + !BASES(game.state.galaxy[batx][baty])) { + /* No action to take after all */ + batx = baty = 0; + break; + } + } + /* Code merges here for any commander destroying base */ + /* Not perfect, but will have to do */ + if (game.starch[batx][baty] == -1) game.starch[batx][baty] = 0; + /* Handle case where base is in same quadrant as starship */ + if (batx==quadx && baty==quady) { + if (game.starch[batx][baty] >= SUPERNOVA_PLACE) game.starch[batx][baty] -= BASE_PLACE; + game.quad[basex][basey]= IHDOT; + basex=basey=0; + newcnd(); + skip(1); + prout("Spock- \"Captain, I believe the starbase has been destroyegame.state.\""); + } + else if (game.state.rembase != 1 && + (game.damage[DRADIO] <= 0.0 || condit == IHDOCKED)) { + /* Get word via subspace radio */ + if (ipage==0) pause_game(1); + ipage = 1; + skip(1); + prout("Lt. Uhura- \"Captain, Starfleet Command reports that"); + proutn(" the starbase in "); + proutn(cramlc(quadrant, batx, baty)); + prout(" has been destroyed by"); + if (isatb==2) prout("the Klingon Super-Commander"); + else prout("a Klingon Commander"); + } + /* Remove Starbase from galaxy */ + game.state.galaxy[batx][baty] -= BASE_PLACE; + for (i=1; i <= game.state.rembase; i++) + if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) { + game.state.baseqx[i]=game.state.baseqx[game.state.rembase]; + game.state.baseqy[i]=game.state.baseqy[game.state.rembase]; + } + game.state.rembase--; + if (isatb == 2) { + /* reinstate a commander's base attack */ + batx = ixhold; + baty = iyhold; + isatb = 0; + } + else { + batx = baty = 0; + } + break; + case FSCMOVE: /* Supercommander moves */ + game.future[FSCMOVE] = game.state.date+0.2777; + if (ientesc+istract==0 && + isatb!=1 && + (iscate!=1 || justin==1)) scom(&ipage); + break; + case FDSPROB: /* Move deep space probe */ + game.future[FDSPROB] = game.state.date + 0.01; + probex += probeinx; + probey += probeiny; + i = (int)(probex/QUADSIZE +0.05); + j = (int)(probey/QUADSIZE + 0.05); + if (probecx != i || probecy != j) { + probecx = i; + probecy = j; + if (i < 1 || i > GALSIZE || j < 1 || j > GALSIZE || + game.state.galaxy[probecx][probecy] == SUPERNOVA_PLACE) { + // Left galaxy or ran into supernova + if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) { + if (ipage==0) pause_game(1); + ipage = 1; skip(1); + proutn("Lt. Uhura- \"The deep space probe "); + if (i < 1 ||i > GALSIZE || j < 1 || j > GALSIZE) + proutn("has left the galaxy"); + else + proutn("is no longer transmitting"); + prout(".\""); + } + game.future[FDSPROB] = 1e30; + break; } - /* Cause extraneous event LINE to occur */ - Time -= xtime; - switch (line) { - case FSNOVA: /* Supernova */ - if (ipage==0) pause_game(1); - ipage=1; - snova(0,0); - game.future[FSNOVA] = game.state.date + expran(0.5*intime); - if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE) return; - break; - case FSPY: /* Check with spy to see if S.C. should tractor beam */ - if (game.state.nscrem == 0 || - ictbeam+istract > 0 || - condit==IHDOCKED || isatb==1 || iscate==1) return; - if (ientesc || - (energy < 2000 && torps < 4 && shield < 1250) || - (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || torps < 4)) || - (game.damage[DSHIELD] > 0 && - (energy < 2500 || game.damage[DPHASER] > 0) && - (torps < 5 || game.damage[DPHOTON] > 0))) { - /* Tractor-beam her! */ - istract=1; - yank = square(game.state.isx-quadx) + square(game.state.isy-quady); - /*********TBEAM CODE***********/ - } - else return; - case FTBEAM: /* Tractor beam */ - if (line==FTBEAM) { - if (game.state.remcom == 0) { - game.future[FTBEAM] = 1e30; - break; - } - i = Rand()*game.state.remcom+1.0; - yank = square(game.state.cx[i]-quadx) + square(game.state.cy[i]-quady); - if (istract || condit == IHDOCKED || yank == 0) { - /* Drats! Have to reschedule */ - game.future[FTBEAM] = game.state.date + Time + - expran(1.5*intime/game.state.remcom); - break; - } - } - /* tractor beaming cases merge here */ - yank = sqrt(yank); - if (ipage==0) pause_game(1); - ipage=1; - Time = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */ - ictbeam = 1; - skip(1); - proutn("***"); - crmshp(); - prout(" caught in long range tractor beam--"); - /* If Kirk & Co. screwing around on planet, handle */ - atover(1); /* atover(1) is Grab */ - if (alldone) return; - if (icraft == 1) { /* Caught in Galileo? */ - finish(FSTRACTOR); - return; - } - /* Check to see if shuttle is aboard */ - if (iscraft==0) { - skip(1); - if (Rand() >0.5) { - prout("Galileo, left on the planet surface, is captured"); - prout("by aliens and made into a flying McDonald's."); - game.damage[DSHUTTL] = -10; - iscraft = -1; - } - else { - prout("Galileo, left on the planet surface, is well hidden."); - } - } - if (line==0) { - quadx = game.state.isx; - quady = game.state.isy; - } - else { - quadx = game.state.cx[i]; - quady = game.state.cy[i]; - } - iran10(§x, §y); - crmshp(); - proutn(" is pulled to "); - proutn(cramlc(quadrant, quadx, quady)); - proutn(", "); - prout(cramlc(sector, sectx, secty)); - if (resting) { - prout("(Remainder of rest/repair period cancellegame.state.)"); - resting = 0; - } - if (shldup==0) { - if (game.damage[DSHIELD]==0 && shield > 0) { - doshield(2); /* Shldsup */ - shldchg=0; - } - else prout("(Shields not currently useable.)"); - } - newqad(0); - /* Adjust finish time to time of tractor beaming */ - fintim = game.state.date+Time; - attack(0); - if (game.state.remcom <= 0) game.future[FTBEAM] = 1e30; - else game.future[FTBEAM] = game.state.date+Time+expran(1.5*intime/game.state.remcom); - break; - case FSNAP: /* Snapshot of the universe (for time warp) */ - game.snapsht = game.state; - game.state.snap = 1; - game.future[FSNAP] = game.state.date + expran(0.5 * intime); - break; - case FBATTAK: /* Commander attacks starbase */ - if (game.state.remcom==0 || game.state.rembase==0) { - /* no can do */ - game.future[FBATTAK] = game.future[FCDBAS] = 1e30; - break; - } - i = 0; - for (j=1; j<=game.state.rembase; j++) { - for (k=1; k<=game.state.remcom; k++) - if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] && - (game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) && - (game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) { - i = 1; - break; - } - if (i == 1) break; - } - if (j>game.state.rembase) { - /* no match found -- try later */ - game.future[FBATTAK] = game.state.date + expran(0.3*intime); - game.future[FCDBAS] = 1e30; - break; - } - /* commander + starbase combination found -- launch attack */ - batx = game.state.baseqx[j]; - baty = game.state.baseqy[j]; - game.future[FCDBAS] = game.state.date+1.0+3.0*Rand(); - if (isatb) /* extra time if SC already attacking */ - game.future[FCDBAS] += game.future[FSCDBAS]-game.state.date; - game.future[FBATTAK] = game.future[FCDBAS] +expran(0.3*intime); - iseenit = 0; - if (game.damage[DRADIO] != 0.0 && - condit != IHDOCKED) break; /* No warning :-( */ - iseenit = 1; - if (ipage==0) pause_game(1); - ipage = 1; - skip(1); - proutn("Lt. Uhura- \"Captain, the starbase in "); - prout(cramlc(quadrant, batx, baty)); - prout(" reports that it is under attack and that it can"); - proutn(" hold out only until stardate %d", - (int)game.future[FCDBAS]); - prout(".\""); - if (resting) { - skip(1); - proutn("Mr. Spock- \"Captain, shall we cancel the rest period?\" "); - if (ja()) { - resting = 0; - Time = 0.0; - return; - } - } - break; - case FSCDBAS: /* Supercommander destroys base */ - game.future[FSCDBAS] = 1e30; - isatb = 2; - if (game.state.galaxy[game.state.isx][game.state.isy]%ENEMY_PLACE < BASE_PLACE) break; /* WAS RETURN! */ - ixhold = batx; - iyhold = baty; - batx = game.state.isx; - baty = game.state.isy; - case FCDBAS: /* Commander succeeds in destroying base */ - if (line==FCDBAS) { - game.future[FCDBAS] = 1e30; - /* find the lucky pair */ - for (i = 1; i <= game.state.remcom; i++) - if (game.state.cx[i]==batx && game.state.cy[i]==baty) break; - if (i > game.state.remcom || game.state.rembase == 0 || - game.state.galaxy[batx][baty] % ENEMY_PLACE < BASE_PLACE) { - /* No action to take after all */ - batx = baty = 0; - break; - } - } - /* Code merges here for any commander destroying base */ - /* Not perfect, but will have to do */ - if (game.starch[batx][baty] == -1) game.starch[batx][baty] = 0; - /* Handle case where base is in same quadrant as starship */ - if (batx==quadx && baty==quady) { - if (game.starch[batx][baty] >= SUPERNOVA_PLACE) game.starch[batx][baty] -= BASE_PLACE; - game.quad[basex][basey]= IHDOT; - basex=basey=0; - newcnd(); - skip(1); - prout("Spock- \"Captain, I believe the starbase has been destroyegame.state.\""); - } - else if (game.state.rembase != 1 && - (game.damage[DRADIO] <= 0.0 || condit == IHDOCKED)) { - /* Get word via subspace radio */ - if (ipage==0) pause_game(1); - ipage = 1; - skip(1); - prout("Lt. Uhura- \"Captain, Starfleet Command reports that"); - proutn(" the starbase in "); - proutn(cramlc(quadrant, batx, baty)); - prout(" has been destroyed by"); - if (isatb==2) prout("the Klingon Super-Commander"); - else prout("a Klingon Commander"); - } - /* Remove Starbase from galaxy */ - game.state.galaxy[batx][baty] -= BASE_PLACE; - for (i=1; i <= game.state.rembase; i++) - if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) { - game.state.baseqx[i]=game.state.baseqx[game.state.rembase]; - game.state.baseqy[i]=game.state.baseqy[game.state.rembase]; - } - game.state.rembase--; - if (isatb == 2) { - /* reinstate a commander's base attack */ - batx = ixhold; - baty = iyhold; - isatb = 0; - } - else { - batx = baty = 0; - } - break; - case FSCMOVE: /* Supercommander moves */ - game.future[FSCMOVE] = game.state.date+0.2777; - if (ientesc+istract==0 && - isatb!=1 && - (iscate!=1 || justin==1)) scom(&ipage); - break; - case FDSPROB: /* Move deep space probe */ - game.future[FDSPROB] = game.state.date + 0.01; - probex += probeinx; - probey += probeiny; - i = (int)(probex/QUADSIZE +0.05); - j = (int)(probey/QUADSIZE + 0.05); - if (probecx != i || probecy != j) { - probecx = i; - probecy = j; - if (i < 1 || i > GALSIZE || j < 1 || j > GALSIZE || - game.state.galaxy[probecx][probecy] == SUPERNOVA_PLACE) { - // Left galaxy or ran into supernova - if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) { - if (ipage==0) pause_game(1); - ipage = 1; - skip(1); - proutn("Lt. Uhura- \"The deep space probe "); - if (i < 1 ||i > GALSIZE || j < 1 || j > GALSIZE) - proutn("has left the galaxy"); - else - proutn("is no longer transmitting"); - prout(".\""); - } - game.future[FDSPROB] = 1e30; - break; - } - if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) { - if (ipage==0) pause_game(1); - ipage = 1; - skip(1); - proutn("Lt. Uhura- \"The deep space probe is now in "); - proutn(cramlc(quadrant, probecx, probecy)); - prout(".\""); - } - } - /* Update star chart if Radio is working or have access to - radio. */ - if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) - game.starch[probecx][probecy] = game.damage[DRADIO] > 0.0 ? - game.state.galaxy[probecx][probecy]+SUPERNOVA_PLACE : 1; - proben--; // One less to travel - if (proben == 0 && isarmed && - game.state.galaxy[probecx][probecy] % BASE_PLACE > 0) { - /* lets blow the sucker! */ - snova(1,0); - game.future[FDSPROB] = 1e30; - if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE) return; - } - break; + if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) { + if (ipage==0) pause_game(1); + ipage = 1; + skip(1); + proutn("Lt. Uhura- \"The deep space probe is now in "); + proutn(cramlc(quadrant, probecx, probecy)); + prout(".\""); } + } + /* Update star chart if Radio is working or have access to + radio. */ + if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) + game.starch[probecx][probecy] = game.damage[DRADIO] > 0.0 ? + game.state.galaxy[probecx][probecy]+SUPERNOVA_PLACE : 1; + proben--; // One less to travel + if (proben == 0 && isarmed && + STARS(game.state.galaxy[probecx][probecy])) { + /* lets blow the sucker! */ + snova(1,0); + game.future[FDSPROB] = 1e30; + if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE) return; + } + break; } + } } -void wait(void) { - int key; - double temp, delay, origTime; +void wait(void) +{ + int key; + double temp, delay, origTime; - ididit = 0; - for (;;) { - key = scan(); - if (key != IHEOL) break; - proutn("How long? "); - } - chew(); - if (key != IHREAL) { - huh(); - return; - } - origTime = delay = aaitem; - if (delay <= 0.0) return; - if (delay >= game.state.remtime || nenhere != 0) { - proutn("Are you sure? "); - if (ja() == 0) return; - } + ididit = 0; + for (;;) { + key = scan(); + if (key != IHEOL) break; + proutn("How long? "); + } + chew(); + if (key != IHREAL) { + huh(); + return; + } + origTime = delay = aaitem; + if (delay <= 0.0) return; + if (delay >= game.state.remtime || nenhere != 0) { + proutn("Are you sure? "); + if (ja() == 0) return; + } - /* Alternate resting periods (events) with attacks */ + /* Alternate resting periods (events) with attacks */ - resting = 1; - do { - if (delay <= 0) resting = 0; - if (resting == 0) { - prout("%d stardates left.", (int)game.state.remtime); - return; - } - temp = Time = delay; + resting = 1; + do { + if (delay <= 0) resting = 0; + if (resting == 0) { + prout("%d stardates left.", (int)game.state.remtime); + return; + } + temp = Time = delay; - if (nenhere) { - double rtime = 1.0 + Rand(); - if (rtime < temp) temp = rtime; - Time = temp; - } - if (Time < delay) attack(0); - if (alldone) return; - events(); - ididit = 1; - if (alldone) return; - delay -= temp; - /* Repair Deathray if long rest at starbase */ - if (origTime-delay >= 9.99 && condit == IHDOCKED) - game.damage[DDRAY] = 0.0; - } while (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE); // leave if quadrant supernovas + if (nenhere) { + double rtime = 1.0 + Rand(); + if (rtime < temp) temp = rtime; + Time = temp; + } + if (Time < delay) attack(0); + if (alldone) return; + events(); + ididit = 1; + if (alldone) return; + delay -= temp; + /* Repair Deathray if long rest at starbase */ + if (origTime-delay >= 9.99 && condit == IHDOCKED) + game.damage[DDRAY] = 0.0; + } while + (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE); // leave if quadrant supernovas - resting = 0; - Time = 0; + resting = 0; + Time = 0; } -void nova(int ix, int iy) { - static double course[] = - {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5}; - int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j; - int iquad, iquad1, i, ll, newcx, newcy, ii, jj; - if (Rand() < 0.05) { - /* Wow! We've supernova'ed */ - snova(ix, iy); - return; - } +void nova(int ix, int iy) +{ + static double course[] = + {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5}; + int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j; + int iquad, iquad1, i, ll, newcx, newcy, ii, jj; + if (Rand() < 0.05) { + /* Wow! We've supernova'ed */ + snova(ix, iy); + return; + } - /* handle initial nova */ - game.quad[ix][iy] = IHDOT; - crmena(1, IHSTAR, 2, ix, iy); - prout(" novas."); - game.state.galaxy[quadx][quady] -= 1; - game.state.starkl++; + /* handle initial nova */ + game.quad[ix][iy] = IHDOT; + crmena(1, IHSTAR, 2, ix, iy); + prout(" novas."); + game.state.galaxy[quadx][quady] -= 1; + game.state.starkl++; - /* Set up stack to recursively trigger adjacent stars */ - bot = top = top2 = 1; - kount = 0; - icx = icy = 0; - hits[1][1] = ix; - hits[1][2] = iy; - while (1) { - for (mm = bot; mm <= top; mm++) - for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */ - for (j = 1; j <= 3; j++) { - if (j==2 && nn== 2) continue; - ii = hits[mm][1]+nn-2; - jj = hits[mm][2]+j-2; - if (ii < 1 || ii > QUADSIZE || jj < 1 || jj > QUADSIZE) continue; - iquad = game.quad[ii][jj]; - switch (iquad) { -// case IHDOT: /* Empty space ends reaction -// case IHQUEST: -// case IHBLANK: -// case IHT: -// case IHWEB: - default: - break; - case IHSTAR: /* Affect another star */ - if (Rand() < 0.05) { - /* This star supernovas */ - snova(ii,jj); - return; - } - top2++; - hits[top2][1]=ii; - hits[top2][2]=jj; - game.state.galaxy[quadx][quady] -= 1; - game.state.starkl++; - crmena(1, IHSTAR, 2, ii, jj); - prout(" novas."); - game.quad[ii][jj] = IHDOT; - break; - case IHP: /* Destroy planet */ - game.state.newstuf[quadx][quady] -= 1; - game.state.nplankl++; - crmena(1, IHP, 2, ii, jj); - prout(" destroyed."); - DESTROY(&game.state.plnets[iplnet]); - iplnet = plnetx = plnety = 0; - if (landed == 1) { - finish(FPNOVA); - return; - } - game.quad[ii][jj] = IHDOT; - break; - case IHB: /* Destroy base */ - game.state.galaxy[quadx][quady] -= BASE_PLACE; - for (i = 1; i <= game.state.rembase; i++) - if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady) break; - game.state.baseqx[i] = game.state.baseqx[game.state.rembase]; - game.state.baseqy[i] = game.state.baseqy[game.state.rembase]; - game.state.rembase--; - basex = basey = 0; - game.state.basekl++; - newcnd(); - crmena(1, IHB, 2, ii, jj); - prout(" destroyed."); - game.quad[ii][jj] = IHDOT; - break; - case IHE: /* Buffet ship */ - case IHF: - prout("***Starship buffeted by nova."); - if (shldup) { - if (shield >= 2000.0) shield -= 2000.0; - else { - double diff = 2000.0 - shield; - energy -= diff; - shield = 0.0; - shldup = 0; - prout("***Shields knocked out."); - game.damage[DSHIELD] += 0.005*damfac*Rand()*diff; - } - } - else energy -= 2000.0; - if (energy <= 0) { - finish(FNOVA); - return; - } - /* add in course nova contributes to kicking starship*/ - icx += sectx-hits[mm][1]; - icy += secty-hits[mm][2]; - kount++; - break; - case IHK: /* kill klingon */ - deadkl(ii,jj,iquad, ii, jj); - break; - case IHC: /* Damage/destroy big enemies */ - case IHS: - case IHR: - for (ll = 1; ll <= nenhere; ll++) - if (game.kx[ll]==ii && game.ky[ll]==jj) break; - game.kpower[ll] -= 800.0; /* If firepower is lost, die */ - if (game.kpower[ll] <= 0.0) { - deadkl(ii, jj, iquad, ii, jj); - break; - } - newcx = ii + ii - hits[mm][1]; - newcy = jj + jj - hits[mm][2]; - crmena(1, iquad, 2, ii, jj); - proutn(" damaged"); - if (newcx<1 || newcx>QUADSIZE || newcy<1 || newcy>QUADSIZE) { - /* can't leave quadrant */ - skip(1); - break; - } - iquad1 = game.quad[newcx][newcy]; - if (iquad1 == IHBLANK) { - proutn(", blasted into "); - crmena(0, IHBLANK, 2, newcx, newcy); - skip(1); - deadkl(ii, jj, iquad, newcx, newcy); - break; - } - if (iquad1 != IHDOT) { - /* can't move into something else */ - skip(1); - break; - } - proutn(", buffeted to "); - proutn(cramlc(sector, newcx, newcy)); - game.quad[ii][jj] = IHDOT; - game.quad[newcx][newcy] = iquad; - game.kx[ll] = newcx; - game.ky[ll] = newcy; - game.kavgd[ll] = sqrt(square(sectx-newcx)+square(secty-newcy)); - game.kdist[ll] = game.kavgd[ll]; - skip(1); - break; - } + /* Set up stack to recursively trigger adjacent stars */ + bot = top = top2 = 1; + kount = 0; + icx = icy = 0; + hits[1][1] = ix; + hits[1][2] = iy; + while (1) { + for (mm = bot; mm <= top; mm++) + for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */ + for (j = 1; j <= 3; j++) { + if (j==2 && nn== 2) continue; + ii = hits[mm][1]+nn-2; + jj = hits[mm][2]+j-2; + if (ii < 1 || ii > QUADSIZE || jj < 1 || jj > QUADSIZE) continue; + iquad = game.quad[ii][jj]; + switch (iquad) { + // case IHDOT: /* Empty space ends reaction + // case IHQUEST: + // case IHBLANK: + // case IHT: + // case IHWEB: + default: + break; + case IHSTAR: /* Affect another star */ + if (Rand() < 0.05) { + /* This star supernovas */ + snova(ii,jj); + return; } - if (top == top2) break; - bot = top + 1; - top = top2; - } - if (kount==0) return; - - /* Starship affected by nova -- kick it away. */ - dist = kount*0.1; - if (icx) icx = (icx < 0 ? -1 : 1); - if (icy) icy = (icy < 0 ? -1 : 1); - direc = course[3*(icx+1)+icy+2]; - if (direc == 0.0) dist = 0.0; - if (dist == 0.0) return; - Time = 10.0*dist/16.0; - skip(1); - prout("Force of nova displaces starship."); - iattak=2; /* Eliminates recursion problem */ - imove(); - Time = 10.0*dist/16.0; + top2++; + hits[top2][1]=ii; + hits[top2][2]=jj; + game.state.galaxy[quadx][quady] -= 1; + game.state.starkl++; + crmena(1, IHSTAR, 2, ii, jj); + prout(" novas."); + game.quad[ii][jj] = IHDOT; + break; + case IHP: /* Destroy planet */ + game.state.newstuf[quadx][quady] -= 1; + game.state.nplankl++; + crmena(1, IHP, 2, ii, jj); + prout(" destroyed."); + DESTROY(&game.state.plnets[iplnet]); + iplnet = plnetx = plnety = 0; + if (landed == 1) { + finish(FPNOVA); + return; + } + game.quad[ii][jj] = IHDOT; + break; + case IHB: /* Destroy base */ + game.state.galaxy[quadx][quady] -= BASE_PLACE; + for (i = 1; i <= game.state.rembase; i++) + if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady) break; + game.state.baseqx[i] = game.state.baseqx[game.state.rembase]; + game.state.baseqy[i] = game.state.baseqy[game.state.rembase]; + game.state.rembase--; + basex = basey = 0; + game.state.basekl++; + newcnd(); + crmena(1, IHB, 2, ii, jj); + prout(" destroyed."); + game.quad[ii][jj] = IHDOT; + break; + case IHE: /* Buffet ship */ + case IHF: + prout("***Starship buffeted by nova."); + if (shldup) { + if (shield >= 2000.0) shield -= 2000.0; + else { + double diff = 2000.0 - shield; + energy -= diff; + shield = 0.0; + shldup = 0; + prout("***Shields knocked out."); + game.damage[DSHIELD] += 0.005*damfac*Rand()*diff; + } + } + else energy -= 2000.0; + if (energy <= 0) { + finish(FNOVA); + return; + } + /* add in course nova contributes to kicking starship*/ + icx += sectx-hits[mm][1]; + icy += secty-hits[mm][2]; + kount++; + break; + case IHK: /* kill klingon */ + deadkl(ii,jj,iquad, ii, jj); + break; + case IHC: /* Damage/destroy big enemies */ + case IHS: + case IHR: + for (ll = 1; ll <= nenhere; ll++) + if (game.kx[ll]==ii && game.ky[ll]==jj) break; + game.kpower[ll] -= 800.0; /* If firepower is lost, die */ + if (game.kpower[ll] <= 0.0) { + deadkl(ii, jj, iquad, ii, jj); + break; + } + newcx = ii + ii - hits[mm][1]; + newcy = jj + jj - hits[mm][2]; + crmena(1, iquad, 2, ii, jj); + proutn(" damaged"); + if (newcx<1 || newcx>QUADSIZE || newcy<1 || newcy>QUADSIZE) { + /* can't leave quadrant */ + skip(1); + break; + } + iquad1 = game.quad[newcx][newcy]; + if (iquad1 == IHBLANK) { + proutn(", blasted into "); + crmena(0, IHBLANK, 2, newcx, newcy); + skip(1); + deadkl(ii, jj, iquad, newcx, newcy); + break; + } + if (iquad1 != IHDOT) { + /* can't move into something else */ + skip(1); + break; + } + proutn(", buffeted to "); + proutn(cramlc(sector, newcx, newcy)); + game.quad[ii][jj] = IHDOT; + game.quad[newcx][newcy] = iquad; + game.kx[ll] = newcx; + game.ky[ll] = newcy; + game.kavgd[ll] = sqrt(square(sectx-newcx)+square(secty-newcy)); + game.kdist[ll] = game.kavgd[ll]; + skip(1); + break; + } + } + if (top == top2) + break; + bot = top + 1; + top = top2; + } + if (kount==0) return; + + /* Starship affected by nova -- kick it away. */ + dist = kount*0.1; + if (icx) icx = (icx < 0 ? -1 : 1); + if (icy) icy = (icy < 0 ? -1 : 1); + direc = course[3*(icx+1)+icy+2]; + if (direc == 0.0) dist = 0.0; + if (dist == 0.0) return; + Time = 10.0*dist/16.0; + skip(1); + prout("Force of nova displaces starship."); + iattak=2; /* Eliminates recursion problem */ + imove(); + Time = 10.0*dist/16.0; + return; } -void snova(int insx, int insy) { - int comdead, nqx=0, nqy=0, nsx, nsy, num, kldead, iscdead; - int nrmdead, npdead; - int insipient=0; +void snova(int insx, int insy) +{ + int comdead, nqx=0, nqy=0, nsx, nsy, num, kldead, iscdead; + int nrmdead, npdead; + int incipient=0; - nsx = insy; - nsy = insy; + nsx = insy; + nsy = insy; - if (insy== 0) { - if (insx == 1) { - /* NOVAMAX being used */ - nqx = probecx; - nqy = probecy; - } - else { - int stars = 0; - /* Scheduled supernova -- select star */ - /* logic changed here so that we won't favor quadrants in top - left of universe */ - for (nqx = 1; nqx<=GALSIZE; nqx++) { - for (nqy = 1; nqy<=GALSIZE; nqy++) { - stars += game.state.galaxy[nqx][nqy] % BASE_PLACE; - } - } - if (stars == 0) return; /* nothing to supernova exists */ - num = Rand()*stars + 1; - for (nqx = 1; nqx<=GALSIZE; nqx++) { - for (nqy = 1; nqy<=GALSIZE; nqy++) { - num -= game.state.galaxy[nqx][nqy] % BASE_PLACE; - if (num <= 0) break; - } - if (num <=0) break; - } -#ifdef DEBUG - if (idebug) { - proutn("Super nova here?"); - if (ja()==1) { - nqx = quadx; - nqy = quady; - } - } -#endif + if (insy== 0) { + if (insx == 1) { + /* NOVAMAX being used */ + nqx = probecx; + nqy = probecy; + } + else { + int stars = 0; + /* Scheduled supernova -- select star */ + /* logic changed here so that we won't favor quadrants in top + left of universe */ + for (nqx = 1; nqx<=GALSIZE; nqx++) { + for (nqy = 1; nqy<=GALSIZE; nqy++) { + stars += STARS(game.state.galaxy[nqx][nqy]); } - - if (nqx != quady || nqy != quady || justin != 0) { - /* it isn't here, or we just entered (treat as inroute) */ - if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) { - skip(1); - prout("Message from Starfleet Command Stardate %.2f", game.state.date); - prout(" Supernova in %s; caution advised.", - cramlc(quadrant, nqx, nqy)); - } + } + if (stars == 0) return; /* nothing to supernova exists */ + num = Rand()*stars + 1; + for (nqx = 1; nqx<=GALSIZE; nqx++) { + for (nqy = 1; nqy<=GALSIZE; nqy++) { + num -= STARS(game.state.galaxy[nqx][nqy]); + if (num <= 0) break; } - else { - /* we are in the quadrant! */ - insipient = 1; - num = Rand()* (game.state.galaxy[nqx][nqy]%BASE_PLACE) + 1; - for (nsx=1; nsx < QUADSIZE; nsx++) { - for (nsy=1; nsy < QUADSIZE; nsy++) { - if (game.quad[nsx][nsy]==IHSTAR) { - num--; - if (num==0) break; - } - } - if (num==0) break; - } + if (num <=0) break; + } +#ifdef DEBUG + if (idebug) { + proutn("Super nova here?"); + if (ja()==1) { + nqx = quadx; + nqy = quady; } - } - else { - insipient = 1; + } +#endif } - if (insipient) { + if (nqx != quady || nqy != quady || justin != 0) { + /* it isn't here, or we just entered (treat as inroute) */ + if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) { skip(1); - prouts("***RED ALERT! RED ALERT!"); - skip(1); - prout("***Incipient supernova detected at ", cramlc(sector, nsx, nsy)); - nqx = quadx; - nqy = quady; - if (square(nsx-sectx) + square(nsy-secty) <= 2.1) { - proutn("Emergency override attempts t"); - prouts("***************"); - skip(1); - stars(); - alldone=1; - } + prout("Message from Starfleet Command Stardate %.2f", game.state.date); + prout(" Supernova in %s; caution advised.", + cramlc(quadrant, nqx, nqy)); + } } - /* destroy any Klingons in supernovaed quadrant */ - num=game.state.galaxy[nqx][nqy]; - kldead = num/100; - comdead = iscdead = 0; - if (nqx==game.state.isx && nqy == game.state.isy) { - /* did in the Supercommander! */ - game.state.nscrem = game.state.isx = game.state.isy = isatb = iscate = 0; - iscdead = 1; - game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30; - } - game.state.remkl -= kldead; - if (game.state.remcom) { - int maxloop = game.state.remcom, l; - for (l = 1; l <= maxloop; l++) { - if (game.state.cx[l] == nqx && game.state.cy[l] == nqy) { - game.state.cx[l] = game.state.cx[game.state.remcom]; - game.state.cy[l] = game.state.cy[game.state.remcom]; - game.state.cx[game.state.remcom] = game.state.cy[game.state.remcom] = 0; - game.state.remcom--; - kldead--; - comdead++; - if (game.state.remcom==0) game.future[FTBEAM] = 1e30; - break; - } + else { + /* we are in the quadrant! */ + incipient = 1; + num = Rand()* STARS(game.state.galaxy[nqx][nqy]) + 1; + for (nsx=1; nsx < QUADSIZE; nsx++) { + for (nsy=1; nsy < QUADSIZE; nsy++) { + if (game.quad[nsx][nsy]==IHSTAR) { + num--; + if (num==0) break; + } } + if (num==0) break; + } } - /* destroy Romulans and planets in supernovaed quadrant */ - num = game.state.newstuf[nqx][nqy]; - game.state.newstuf[nqx][nqy] = 0; - nrmdead = num/10; - game.state.nromrem -= nrmdead; - npdead = num - nrmdead*10; - if (npdead) { - int l; - for (l = 0; l < inplan; l++) - if (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) { - DESTROY(&game.state.plnets[l]); - } - } - /* Destroy any base in supernovaed quadrant */ - if (game.state.rembase) { - int maxloop = game.state.rembase, l; - for (l = 1; l <= maxloop; l++) - if (game.state.baseqx[l]==nqx && game.state.baseqy[l]==nqy) { - game.state.baseqx[l] = game.state.baseqx[game.state.rembase]; - game.state.baseqy[l] = game.state.baseqy[game.state.rembase]; - game.state.baseqx[game.state.rembase] = game.state.baseqy[game.state.rembase] = 0; - game.state.rembase--; - break; - } - } - /* If starship caused supernova, tally up destruction */ - if (insx) { - num = game.state.galaxy[nqx][nqy] % 100; - game.state.starkl += num % 10; - game.state.basekl += num/10; - game.state.killk += kldead; - game.state.killc += comdead; - game.state.nromkl += nrmdead; - game.state.nplankl += npdead; - game.state.nsckill += iscdead; + } + else { + incipient = 1; + } + + if (incipient) { + skip(1); + prouts("***RED ALERT! RED ALERT!"); + skip(1); + prout("***Incipient supernova detected at ", cramlc(sector, nsx, nsy)); + nqx = quadx; + nqy = quady; + if (square(nsx-sectx) + square(nsy-secty) <= 2.1) { + proutn("Emergency override attempts t"); + prouts("***************"); + skip(1); + stars(); + alldone=1; } - /* mark supernova in galaxy and in star chart */ - if ((quadx == nqx && quady == nqy) || - game.damage[DRADIO] == 0 || - condit == IHDOCKED) - game.starch[nqx][nqy] = 1; - game.state.galaxy[nqx][nqy] = SUPERNOVA_PLACE; - /* If supernova destroys last klingons give special message */ - if (game.state.remkl==0 && (nqx != quadx || nqy != quady)) { - skip(2); - if (insx == 0) prout("Lucky you!"); - proutn("A supernova in %s has just destroyed the last Klingons.", - cramlc(quadrant, nqx, nqy)); - finish(FWON); - return; + } + /* destroy any Klingons in supernovaed quadrant */ + num=game.state.galaxy[nqx][nqy]; + kldead = num/100; + comdead = iscdead = 0; + if (nqx==game.state.isx && nqy == game.state.isy) { + /* did in the Supercommander! */ + game.state.nscrem = game.state.isx = game.state.isy = isatb = iscate = 0; + iscdead = 1; + game.future[FSCMOVE] = game.future[FSCDBAS] = 1e30; + } + game.state.remkl -= kldead; + if (game.state.remcom) { + int maxloop = game.state.remcom, l; + for (l = 1; l <= maxloop; l++) { + if (game.state.cx[l] == nqx && game.state.cy[l] == nqy) { + game.state.cx[l] = game.state.cx[game.state.remcom]; + game.state.cy[l] = game.state.cy[game.state.remcom]; + game.state.cx[game.state.remcom] = game.state.cy[game.state.remcom] = 0; + game.state.remcom--; + kldead--; + comdead++; + if (game.state.remcom==0) game.future[FTBEAM] = 1e30; + break; + } } - /* if some Klingons remain, continue or die in supernova */ - if (alldone) finish(FSNOVAED); + } + /* destroy Romulans and planets in supernovaed quadrant */ + num = game.state.newstuf[nqx][nqy]; + game.state.newstuf[nqx][nqy] = 0; + nrmdead = num/10; + game.state.nromrem -= nrmdead; + npdead = num - nrmdead*10; + if (npdead) { + int l; + for (l = 0; l < inplan; l++) + if (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) { + DESTROY(&game.state.plnets[l]); + } + } + /* Destroy any base in supernovaed quadrant */ + if (game.state.rembase) { + int maxloop = game.state.rembase, l; + for (l = 1; l <= maxloop; l++) + if (game.state.baseqx[l]==nqx && game.state.baseqy[l]==nqy) { + game.state.baseqx[l] = game.state.baseqx[game.state.rembase]; + game.state.baseqy[l] = game.state.baseqy[game.state.rembase]; + game.state.baseqx[game.state.rembase] = game.state.baseqy[game.state.rembase] = 0; + game.state.rembase--; + break; + } + } + /* If starship caused supernova, tally up destruction */ + if (insx) { + num = game.state.galaxy[nqx][nqy] % 100; + game.state.starkl += num % 10; + game.state.basekl += num/10; + game.state.killk += kldead; + game.state.killc += comdead; + game.state.nromkl += nrmdead; + game.state.nplankl += npdead; + game.state.nsckill += iscdead; + } + /* mark supernova in galaxy and in star chart */ + if ((quadx == nqx && quady == nqy) || + game.damage[DRADIO] == 0 || + condit == IHDOCKED) + game.starch[nqx][nqy] = 1; + game.state.galaxy[nqx][nqy] = SUPERNOVA_PLACE; + /* If supernova destroys last klingons give special message */ + if (game.state.remkl==0 && (nqx != quadx || nqy != quady)) { + skip(2); + if (insx == 0) prout("Lucky you!"); + proutn("A supernova in %s has just destroyed the last Klingons.", + cramlc(quadrant, nqx, nqy)); + finish(FWON); return; + } + /* if some Klingons remain, continue or die in supernova */ + if (alldone) finish(FSNOVAED); + return; } diff --git a/finish.c b/finish.c index e3ace26..ae70c4c 100644 --- a/finish.c +++ b/finish.c @@ -2,384 +2,388 @@ #include #include -void dstrct() { - /* Finish with a BANG! */ - chew(); - if (game.damage[DCOMPTR] != 0.0) { - prout("Computer damaged; cannot execute destruct sequence."); - return; - } - prouts("---WORKING---"); skip(1); - prouts("SELF-DESTRUCT-SEQUENCE-ACTIVATED"); skip(1); - prouts(" 10"); skip(1); - prouts(" 9"); skip(1); - prouts(" 8"); skip(1); - prouts(" 7"); skip(1); - prouts(" 6"); skip(1); - skip(1); - prout("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"); - skip(1); - prout("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"); - skip(1); - prout("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"); +void dstrct() +{ + /* Finish with a BANG! */ + chew(); + if (game.damage[DCOMPTR] != 0.0) { + prout("Computer damaged; cannot execute destruct sequence."); + return; + } + prouts("---WORKING---"); skip(1); + prouts("SELF-DESTRUCT-SEQUENCE-ACTIVATED"); skip(1); + prouts(" 10"); skip(1); + prouts(" 9"); skip(1); + prouts(" 8"); skip(1); + prouts(" 7"); skip(1); + prouts(" 6"); skip(1); + skip(1); + prout("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"); + skip(1); + prout("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"); + skip(1); + prout("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"); + skip(1); + scan(); + chew(); + if (strcmp(game.passwd, citem) != 0) { + prouts("PASSWORD-REJECTED;"); skip(1); + prouts("CONTINUITY-EFFECTED"); + skip(2); + return; + } + prouts("PASSWORD-ACCEPTED"); skip(1); + prouts(" 5"); skip(1); + prouts(" 4"); skip(1); + prouts(" 3"); skip(1); + prouts(" 2"); skip(1); + prouts(" 1"); skip(1); + if (Rand() < 0.15) { + prouts("GOODBYE-CRUEL-WORLD"); skip(1); - scan(); - chew(); - if (strcmp(game.passwd, citem) != 0) { - prouts("PASSWORD-REJECTED;"); skip(1); - prouts("CONTINUITY-EFFECTED"); - skip(2); - return; - } - prouts("PASSWORD-ACCEPTED"); skip(1); - prouts(" 5"); skip(1); - prouts(" 4"); skip(1); - prouts(" 3"); skip(1); - prouts(" 2"); skip(1); - prouts(" 1"); skip(1); - if (Rand() < 0.15) { - prouts("GOODBYE-CRUEL-WORLD"); - skip(1); - } - kaboom(); + } + kaboom(); } -void kaboom(void) { - stars(); - if (ship==IHE) prouts("***"); - prouts("********* Entropy of "); - crmshp(); - prouts(" maximized *********"); - skip(1); - stars(); - skip(1); - if (nenhere != 0) { - double whammo = 25.0 * energy; - int l=1; - while (l <= nenhere) { - if (game.kpower[l]*game.kdist[l] <= whammo) - deadkl(game.kx[l],game.ky[l], game.quad[game.kx[l]][game.ky[l]], game.kx[l], game.ky[l]); - l++; - } +void kaboom(void) +{ + stars(); + if (ship==IHE) prouts("***"); + prouts("********* Entropy of "); + crmshp(); + prouts(" maximized *********"); + skip(1); + stars(); + skip(1); + if (nenhere != 0) { + double whammo = 25.0 * energy; + int l=1; + while (l <= nenhere) { + if (game.kpower[l]*game.kdist[l] <= whammo) + deadkl(game.kx[l],game.ky[l], game.quad[game.kx[l]][game.ky[l]], game.kx[l], game.ky[l]); + l++; } - finish(FDILITHIUM); + } + finish(FDILITHIUM); } -void finish(FINTYPE ifin) { - int igotit = 0; - alldone = 1; - skip(3); - prout("It is stardate %.1f.", game.state.date); - skip(1); - switch (ifin) { - case FWON: // Game has been won - if (game.state.nromrem != 0) - prout("The remaining %d Romulans surrender to Starfleet Command.", - game.state.nromrem); +void finish(FINTYPE ifin) +{ + int igotit = 0; + alldone = 1; + skip(3); + prout("It is stardate %.1f.", game.state.date); + skip(1); + switch (ifin) { + case FWON: // Game has been won + if (game.state.nromrem != 0) + prout("The remaining %d Romulans surrender to Starfleet Command.", + game.state.nromrem); - prout("You have smashed the Klingon invasion fleet and saved"); - prout("the Federation."); - gamewon=1; - if (alive) { - double badpt; - badpt = 5.*game.state.starkl + casual + 10.*game.state.nplankl + - 45.*nhelp+100.*game.state.basekl; - if (ship == IHF) badpt += 100.0; - else if (ship == 0) badpt += 200.0; - if (badpt < 100.0) badpt = 0.0; // Close enough! - if (game.state.date-indate < 5.0 || - // killsPerDate >= RateMax - (game.state.killk+game.state.killc+game.state.nsckill)/(game.state.date-indate) >= - 0.1*skill*(skill+1.0) + 0.1 + 0.008*badpt) { - skip(1); - prout("In fact, you have done so well that Starfleet Command"); - switch (skill) { - case 1: - prout("promotes you one step in rank from \"Novice\" to \"Fair\"."); - break; - case 2: - prout("promotes you one step in rank from \"Fair\" to \"Good\"."); - break; - case 3: - prout("promotes you one step in rank from \"Good\" to \"Expert\"."); - break; - case 4: - prout("promotes you to Commodore Emeritus."); - skip(1); - prout("Now that you think you're really good, try playing"); - prout("the \"Emeritus\" game. It will splatter your ego."); - break; - case 5: - skip(1); - proutn("Computer- "); - prouts("ERROR-ERROR-ERROR-ERROR"); - skip(2); - prouts(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"); - skip(1); - prouts(" THIS-PROGRAM-MUST-SURVIVE"); - skip(1); - prouts(" THIS-PROGRAM-MUST-SURVIVE"); - skip(1); - prouts(" THIS-PROGRAM-MUST-SURVIVE"); - skip(1); - prouts(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"); - skip(2); - prout("Now you can retire and write your own Star Trek game!"); - skip(1); - break; - } - if (skill > 3) { - if (thawed + prout("You have smashed the Klingon invasion fleet and saved"); + prout("the Federation."); + gamewon=1; + if (alive) { + double badpt; + badpt = 5.0*game.state.starkl + casual + 10.0*game.state.nplankl + + 45.*nhelp+100.*game.state.basekl; + if (ship == IHF) badpt += 100.0; + else if (ship == 0) badpt += 200.0; + if (badpt < 100.0) badpt = 0.0; // Close enough! + if (game.state.date-indate < 5.0 || + // killsPerDate >= RateMax + (game.state.killk+game.state.killc+game.state.nsckill)/(game.state.date-indate) >= + 0.1*skill*(skill+1.0) + 0.1 + 0.008*badpt) { + skip(1); + prout("In fact, you have done so well that Starfleet Command"); + switch (skill) { + case SKILL_NOVICE: + prout("promotes you one step in rank from \"Novice\" to \"Fair\"."); + break; + case SKILL_FAIR: + prout("promotes you one step in rank from \"Fair\" to \"Good\"."); + break; + case SKILL_GOOD: + prout("promotes you one step in rank from \"Good\" to \"Expert\"."); + break; + case SKILL_EXPERT: + prout("promotes you to Commodore Emeritus."); + skip(1); + prout("Now that you think you're really good, try playing"); + prout("the \"Emeritus\" game. It will splatter your ego."); + break; + case SKILL_EMERITUS: + skip(1); + proutn("Computer- "); + prouts("ERROR-ERROR-ERROR-ERROR"); + skip(2); + prouts(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"); + skip(1); + prouts(" THIS-PROGRAM-MUST-SURVIVE"); + skip(1); + prouts(" THIS-PROGRAM-MUST-SURVIVE"); + skip(1); + prouts(" THIS-PROGRAM-MUST-SURVIVE"); + skip(1); + prouts(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"); + skip(2); + prout("Now you can retire and write your own Star Trek game!"); + skip(1); + break; + } + if (skill >= SKILL_EXPERT) { + if (thawed #ifdef DEBUG - && !idebug + && !idebug #endif - ) - prout("You cannot get a citation, so..."); - else { - proutn("Do you want your Commodore Emeritus Citation printed? "); - chew(); - if (ja()) { - igotit = 1; - } - } - } - } - // Only grant long life if alive (original didn't!) - skip(1); - prout("LIVE LONG AND PROSPER."); + ) + prout("You cannot get a citation, so..."); + else { + proutn("Do you want your Commodore Emeritus Citation printed? "); + chew(); + if (ja()) { + igotit = 1; } - score(); - if (igotit != 0) plaque(); - return; - case FDEPLETE: // Federation Resources Depleted - prout("Your time has run out and the Federation has been"); - prout("conquered. Your starship is now Klingon property,"); - prout("and you are put on trial as a war criminal. On the"); - proutn("basis of your record, you are "); - if (game.state.remkl*3.0 > inkling) { - prout("aquitted."); - skip(1); - prout("LIVE LONG AND PROSPER."); - } - else { - prout("found guilty and"); - prout("sentenced to death by slow torture."); - alive = 0; - } - score(); - return; - case FLIFESUP: - prout("Your life support reserves have run out, and"); - prout("you die of thirst, starvation, and asphyxiation."); - prout("Your starship is a derelict in space."); - break; - case FNRG: - prout("Your energy supply is exhausted."); - skip(1); - prout("Your starship is a derelict in space."); - break; - case FBATTLE: - proutn("The "); - crmshp(); - prout("has been destroyed in battle."); - skip(1); - prout("Dulce et decorum est pro patria mori."); - break; - case FNEG3: - prout("You have made three attempts to cross the negative energy"); - prout("barrier which surrounds the galaxy."); - skip(1); - prout("Your navigation is abominable."); - score(); - return; - case FNOVA: - prout("Your starship has been destroyed by a nova."); - prout("That was a great shot."); - skip(1); - break; - case FSNOVAED: - proutn("The "); - crmshp(); - prout(" has been fried by a supernova."); - prout("...Not even cinders remain..."); - break; - case FABANDN: - prout("You have been captured by the Klingons. If you still"); - prout("had a starbase to be returned to, you would have been"); - prout("repatriated and given another chance. Since you have"); - prout("no starbases, you will be mercilessly tortured to death."); - break; - case FDILITHIUM: - prout("Your starship is now an expanding cloud of subatomic particles"); - break; - case FMATERIALIZE: - prout("Starbase was unable to re-materialize your starship."); - prout("Sic transit gloria muntdi"); - break; - case FPHASER: - proutn("The "); - crmshp(); - prout(" has been cremated by its own phasers."); - break; - case FLOST: - prout("You and your landing party have been"); - prout("converted to energy, disipating through space."); - break; - case FMINING: - prout("You are left with your landing party on"); - prout("a wild jungle planet inhabited by primitive cannibals."); - skip(1); - prout("They are very fond of \"Captain Kirk\" soup."); - skip(1); - proutn("Without your leadership, the "); - crmshp(); - prout(" is destroyed."); - break; - case FDPLANET: - prout("You and your mining party perish."); - skip(1); - prout("That was a great shot."); - skip(1); - break; - case FSSC: - prout("The Galileo is instantly annihilated by the supernova."); - // no break; - case FPNOVA: - prout("You and your mining party are atomized."); - skip(1); - proutn("Mr. Spock takes command of the "); - crmshp(); - prout(" and"); - prout("joins the Romulans, reigning terror on the Federation."); - break; - case FSTRACTOR: - prout("The shuttle craft Galileo is also caught,"); - prout("and breaks up under the strain."); - skip(1); - prout("Your debris is scattered for millions of miles."); - proutn("Without your leadership, the "); - crmshp(); - prout(" is destroyed."); - break; - case FDRAY: - prout("The mutants attack and kill Spock."); - prout("Your ship is captured by Klingons, and"); - prout("your crew is put on display in a Klingon zoo."); - break; - case FTRIBBLE: - prout("Tribbles consume all remaining water,"); - prout("food, and oxygen on your ship."); - skip(1); - prout("You die of thirst, starvation, and asphyxiation."); - prout("Your starship is a derelict in space."); - break; - case FHOLE: - prout("Your ship is drawn to the center of the black hole."); - prout("You are crushed into extremely dense matter."); - break; - } - if (ship==IHF) ship= 0; - else if (ship == IHE) ship = IHF; - alive = 0; - if (game.state.remkl != 0) { - double goodies = game.state.remres/inresor; - double baddies = (game.state.remkl + 2.0*game.state.remcom)/(inkling+2.0*incom); - if (goodies/baddies >= 1.0+0.5*Rand()) { - prout("As a result of your actions, a treaty with the Klingon"); - prout("Empire has been signed. The terms of the treaty are"); - if (goodies/baddies >= 3.0+Rand()) { - prout("favorable to the Federation."); - skip(1); - prout("Congratulations!"); - } - else - prout("highly unfavorable to the Federation."); + } } - else - prout("The Federation will be destroyed."); + } + // Only grant long life if alive (original didn't!) + skip(1); + prout("LIVE LONG AND PROSPER."); + } + score(); + if (igotit != 0) plaque(); + return; + case FDEPLETE: // Federation Resources Depleted + prout("Your time has run out and the Federation has been"); + prout("conquered. Your starship is now Klingon property,"); + prout("and you are put on trial as a war criminal. On the"); + proutn("basis of your record, you are "); + if (game.state.remkl*3.0 > inkling) { + prout("aquitted."); + skip(1); + prout("LIVE LONG AND PROSPER."); } else { - prout("Since you took the last Klingon with you, you are a"); - prout("martyr and a hero. Someday maybe they'll erect a"); - prout("statue in your memory. Rest in peace, and try not"); - prout("to think about pigeons."); - gamewon = 1; + prout("found guilty and"); + prout("sentenced to death by slow torture."); + alive = 0; } score(); + return; + case FLIFESUP: + prout("Your life support reserves have run out, and"); + prout("you die of thirst, starvation, and asphyxiation."); + prout("Your starship is a derelict in space."); + break; + case FNRG: + prout("Your energy supply is exhausted."); + skip(1); + prout("Your starship is a derelict in space."); + break; + case FBATTLE: + proutn("The "); + crmshp(); + prout("has been destroyed in battle."); + skip(1); + prout("Dulce et decorum est pro patria mori."); + break; + case FNEG3: + prout("You have made three attempts to cross the negative energy"); + prout("barrier which surrounds the galaxy."); + skip(1); + prout("Your navigation is abominable."); + score(); + return; + case FNOVA: + prout("Your starship has been destroyed by a nova."); + prout("That was a great shot."); + skip(1); + break; + case FSNOVAED: + proutn("The "); + crmshp(); + prout(" has been fried by a supernova."); + prout("...Not even cinders remain..."); + break; + case FABANDN: + prout("You have been captured by the Klingons. If you still"); + prout("had a starbase to be returned to, you would have been"); + prout("repatriated and given another chance. Since you have"); + prout("no starbases, you will be mercilessly tortured to death."); + break; + case FDILITHIUM: + prout("Your starship is now an expanding cloud of subatomic particles"); + break; + case FMATERIALIZE: + prout("Starbase was unable to re-materialize your starship."); + prout("Sic transit gloria muntdi"); + break; + case FPHASER: + proutn("The "); + crmshp(); + prout(" has been cremated by its own phasers."); + break; + case FLOST: + prout("You and your landing party have been"); + prout("converted to energy, disipating through space."); + break; + case FMINING: + prout("You are left with your landing party on"); + prout("a wild jungle planet inhabited by primitive cannibals."); + skip(1); + prout("They are very fond of \"Captain Kirk\" soup."); + skip(1); + proutn("Without your leadership, the "); + crmshp(); + prout(" is destroyed."); + break; + case FDPLANET: + prout("You and your mining party perish."); + skip(1); + prout("That was a great shot."); + skip(1); + break; + case FSSC: + prout("The Galileo is instantly annihilated by the supernova."); + // no break; + case FPNOVA: + prout("You and your mining party are atomized."); + skip(1); + proutn("Mr. Spock takes command of the "); + crmshp(); + prout(" and"); + prout("joins the Romulans, reigning terror on the Federation."); + break; + case FSTRACTOR: + prout("The shuttle craft Galileo is also caught,"); + prout("and breaks up under the strain."); + skip(1); + prout("Your debris is scattered for millions of miles."); + proutn("Without your leadership, the "); + crmshp(); + prout(" is destroyed."); + break; + case FDRAY: + prout("The mutants attack and kill Spock."); + prout("Your ship is captured by Klingons, and"); + prout("your crew is put on display in a Klingon zoo."); + break; + case FTRIBBLE: + prout("Tribbles consume all remaining water,"); + prout("food, and oxygen on your ship."); + skip(1); + prout("You die of thirst, starvation, and asphyxiation."); + prout("Your starship is a derelict in space."); + break; + case FHOLE: + prout("Your ship is drawn to the center of the black hole."); + prout("You are crushed into extremely dense matter."); + break; + } + if (ship==IHF) ship= 0; + else if (ship == IHE) ship = IHF; + alive = 0; + if (game.state.remkl != 0) { + double goodies = game.state.remres/inresor; + double baddies = (game.state.remkl + 2.0*game.state.remcom)/(inkling+2.0*incom); + if (goodies/baddies >= 1.0+0.5*Rand()) { + prout("As a result of your actions, a treaty with the Klingon"); + prout("Empire has been signed. The terms of the treaty are"); + if (goodies/baddies >= 3.0+Rand()) { + prout("favorable to the Federation."); + skip(1); + prout("Congratulations!"); + } + else + prout("highly unfavorable to the Federation."); + } + else + prout("The Federation will be destroyed."); + } + else { + prout("Since you took the last Klingon with you, you are a"); + prout("martyr and a hero. Someday maybe they'll erect a"); + prout("statue in your memory. Rest in peace, and try not"); + prout("to think about pigeons."); + gamewon = 1; + } + score(); } -void score(void) { - double timused = game.state.date - indate; - int ithperd, iwon, klship; +void score(void) +{ + double timused = game.state.date - indate; + int ithperd, iwon, klship; - iskill = skill; - if ((timused == 0 || game.state.remkl != 0) && timused < 5.0) timused = 5.0; - perdate = (game.state.killc + game.state.killk + game.state.nsckill)/timused; - ithperd = 500*perdate + 0.5; - iwon = 0; - if (gamewon) iwon = 100*skill; - if (ship == IHE) klship = 0; - else if (ship == IHF) klship = 1; - else klship = 2; - if (gamewon == 0) game.state.nromrem = 0; // None captured if no win - iscore = 10*game.state.killk + 50*game.state.killc + ithperd + iwon - - 100*game.state.basekl - 100*klship - 45*nhelp -5*game.state.starkl - casual - + 20*game.state.nromkl + 200*game.state.nsckill - 10*game.state.nplankl + game.state.nromrem; - if (alive == 0) iscore -= 200; - skip(2); - prout("Your score --"); - if (game.state.nromkl) - prout("%6d Romulans destroyed %5d", - game.state.nromkl,20*game.state.nromkl); - if (game.state.nromrem) - prout("%6d Romulans captured %5d", - game.state.nromrem, game.state.nromrem); - if (game.state.killk) - prout("%6d ordinary Klingons destroyed %5d", - game.state.killk, 10*game.state.killk); - if (game.state.killc) - prout("%6d Klingon commanders destroyed %5d", - game.state.killc, 50*game.state.killc); - if (game.state.nsckill) - prout("%6d Super-Commander destroyed %5d", - game.state.nsckill, 200*game.state.nsckill); - if (ithperd) - prout("%6.2f Klingons per stardate %5d", - perdate, ithperd); - if (game.state.starkl) - prout("%6d stars destroyed by your action %5d", - game.state.starkl, -5*game.state.starkl); - if (game.state.nplankl) - prout("%6d planets destroyed by your action %5d", - game.state.nplankl, -10*game.state.nplankl); - if (game.state.basekl) - prout("%6d bases destroyed by your action %5d", - game.state.basekl, -100*game.state.basekl); - if (nhelp) - prout("%6d calls for help from starbase %5d", - nhelp, -45*nhelp); - if (casual) - prout("%6d casualties incurred %5d", - casual, -casual); - if (klship) - prout("%6d ship(s) lost or destroyed %5d", - klship, -100*klship); - if (alive==0) - prout("Penalty for getting yourself killed -200"); - if (gamewon) { - proutn("Bonus for winning "); - switch (skill) { - case 1: proutn("Novice game "); break; - case 2: proutn("Fair game "); break; - case 3: proutn("Good game "); break; - case 4: proutn("Expert game "); break; - case 5: proutn("Emeritus game"); break; - } - prout(" %5d", iwon); + iskill = skill; + if ((timused == 0 || game.state.remkl != 0) && timused < 5.0) timused = 5.0; + perdate = (game.state.killc + game.state.killk + game.state.nsckill)/timused; + ithperd = 500*perdate + 0.5; + iwon = 0; + if (gamewon) iwon = 100*skill; + if (ship == IHE) klship = 0; + else if (ship == IHF) klship = 1; + else klship = 2; + if (gamewon == 0) game.state.nromrem = 0; // None captured if no win + iscore = 10*game.state.killk + 50*game.state.killc + ithperd + iwon + - 100*game.state.basekl - 100*klship - 45*nhelp -5*game.state.starkl - casual + + 20*game.state.nromkl + 200*game.state.nsckill - 10*game.state.nplankl + game.state.nromrem; + if (alive == 0) iscore -= 200; + skip(2); + prout("Your score --"); + if (game.state.nromkl) + prout("%6d Romulans destroyed %5d", + game.state.nromkl,20*game.state.nromkl); + if (game.state.nromrem) + prout("%6d Romulans captured %5d", + game.state.nromrem, game.state.nromrem); + if (game.state.killk) + prout("%6d ordinary Klingons destroyed %5d", + game.state.killk, 10*game.state.killk); + if (game.state.killc) + prout("%6d Klingon commanders destroyed %5d", + game.state.killc, 50*game.state.killc); + if (game.state.nsckill) + prout("%6d Super-Commander destroyed %5d", + game.state.nsckill, 200*game.state.nsckill); + if (ithperd) + prout("%6.2f Klingons per stardate %5d", + perdate, ithperd); + if (game.state.starkl) + prout("%6d stars destroyed by your action %5d", + game.state.starkl, -5*game.state.starkl); + if (game.state.nplankl) + prout("%6d planets destroyed by your action %5d", + game.state.nplankl, -10*game.state.nplankl); + if (game.state.basekl) + prout("%6d bases destroyed by your action %5d", + game.state.basekl, -100*game.state.basekl); + if (nhelp) + prout("%6d calls for help from starbase %5d", + nhelp, -45*nhelp); + if (casual) + prout("%6d casualties incurred %5d", + casual, -casual); + if (klship) + prout("%6d ship(s) lost or destroyed %5d", + klship, -100*klship); + if (alive==0) + prout("Penalty for getting yourself killed -200"); + if (gamewon) { + proutn("Bonus for winning "); + switch (skill) { + case SKILL_NOVICE: proutn("Novice game "); break; + case SKILL_FAIR: proutn("Fair game "); break; + case SKILL_GOOD: proutn("Good game "); break; + case SKILL_EXPERT: proutn("Expert game "); break; + case SKILL_EMERITUS: proutn("Emeritus game"); break; } - skip(1); - prout("TOTAL SCORE %5d", iscore); + prout(" %5d", iwon); + } + skip(1); + prout("TOTAL SCORE %5d", iscore); } void plaque(void) { @@ -435,8 +439,8 @@ void plaque(void) { fprintf(fp, " \"Commodore Emeritus\"\n\n"); fprintf(fp, " "); switch (iskill) { - case 4: fprintf(fp," Expert level\n\n"); break; - case 5: fprintf(fp,"Emeritus level\n\n"); break; + case SKILL_EXPERT: fprintf(fp," Expert level\n\n"); break; + case SKILL_EMERITUS: fprintf(fp,"Emeritus level\n\n"); break; default: fprintf(fp," Cheat level\n\n"); break; } t = time(NULL); diff --git a/io.c b/io.c index e14e853..fc173f7 100644 --- a/io.c +++ b/io.c @@ -82,13 +82,13 @@ void pause_game(int i) char *prompt; char buf[BUFSIZ]; if (i==1) { - if (skill > 2) + if (skill > SKILL_FAIR) prompt = "[ANOUNCEMENT ARRIVING...]"; else prompt = "[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"; } else { - if (skill > 2) + if (skill > SKILL_FAIR) prompt = "[CONTINUE?]"; else prompt = "[PRESS ENTER TO CONTINUE]"; diff --git a/moving.c b/moving.c index d12c4ab..0c91f71 100644 --- a/moving.c +++ b/moving.c @@ -4,243 +4,242 @@ static void getcd(int, int); -void imove(void) { - double angle, deltax, deltay, bigger, x, y, +void imove(void) +{ + double angle, deltax, deltay, bigger, x, y, finald, finalx, finaly, stopegy, probf; - int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad; - - if (inorbit) { - prout("Helmsman Sulu- \"Leaving standard orbit.\""); - inorbit = 0; - } - - angle = ((15.0 - direc) * 0.5235988); - deltax = -sin(angle); - deltay = cos(angle); - if (fabs(deltax) > fabs(deltay)) - bigger = fabs(deltax); - else - bigger = fabs(deltay); + int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad; + + if (inorbit) { + prout("Helmsman Sulu- \"Leaving standard orbit.\""); + inorbit = FALSE; + } + + angle = ((15.0 - direc) * 0.5235988); + deltax = -sin(angle); + deltay = cos(angle); + if (fabs(deltax) > fabs(deltay)) + bigger = fabs(deltax); + else + bigger = fabs(deltay); - deltay /= bigger; - deltax /= bigger; - - /* If tractor beam is to occur, don't move full distance */ - if (game.state.date+Time >= game.future[FTBEAM]) { - trbeam = 1; - condit = IHRED; - dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1; - Time = game.future[FTBEAM] - game.state.date + 1e-5; - } - /* Move within the quadrant */ - game.quad[sectx][secty] = IHDOT; - x = sectx; - y = secty; - n = 10.0*dist*bigger+0.5; - - if (n > 0) { - for (l = 1; l <= n; l++) { - ix = (x += deltax) + 0.5; - iy = (y += deltay) + 0.5; - if (ix < 1 || ix > QUADSIZE || iy < 1 || iy > QUADSIZE) { - /* Leaving quadrant -- allow final enemy attack */ - /* Don't do it if being pushed by Nova */ - if (nenhere != 0 && iattak != 2) { - newcnd(); - for (l = 1; l <= nenhere; l++) { - finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) + - (iy-game.ky[l])*(double)(iy-game.ky[l])); - game.kavgd[l] = 0.5 * (finald+game.kdist[l]); - } - /* - * Stas Sergeev added the condition - * that attacks only happen if Klingons - * are present and your skill is > 3. - */ - if (skill > 3 && klhere > 0 && game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE) - attack(0); - if (alldone) return; - } - /* compute final position -- new quadrant and sector */ - x = QUADSIZE*(quadx-1)+sectx; - y = QUADSIZE*(quady-1)+secty; - ix = x+10.0*dist*bigger*deltax+0.5; - iy = y+10.0*dist*bigger*deltay+0.5; - /* check for edge of galaxy */ - kinks = 0; - do { - kink = 0; - if (ix <= 0) { - ix = -ix + 1; - kink = 1; - } - if (iy <= 0) { - iy = -iy + 1; - kink = 1; - } - if (ix > GALSIZE*QUADSIZE) { - ix = 161 - ix; - kink = 1; - } - if (iy > GALSIZE*QUADSIZE) { - iy = 161 - iy; - kink = 1; - } - if (kink) kinks = 1; - } while (kink); - - if (kinks) { - nkinks += 1; - if (nkinks == 3) { - /* Three strikes -- you're out! */ - finish(FNEG3); - return; - } - prout("\n\rYOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER\n\r" - "AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,\n\r" - "YOU WILL BE DESTROYED.\n\r"); - } - /* Compute final position in new quadrant */ - if (trbeam) return; /* Don't bother if we are to be beamed */ - quadx = (ix+9)/QUADSIZE; - quady = (iy+9)/QUADSIZE; - sectx = ix - QUADSIZE*(quadx-1); - secty = iy - QUADSIZE*(quady-1); - prout("\n\rEntering %s.", - cramlc(quadrant, quadx, quady)); - game.quad[sectx][secty] = ship; - newqad(0); - if (skill>1) attack(0); - return; - } - iquad = game.quad[ix][iy]; - if (iquad != IHDOT) { - /* object encountered in flight path */ - stopegy = 50.0*dist/Time; - dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) + - (secty-iy)*(double)(secty-iy)); - switch (iquad) { - case IHT: /* Ram a Tholian */ - case IHK: /* Ram enemy ship */ - case IHC: - case IHS: - case IHR: - case IHQUEST: - sectx = ix; - secty = iy; - ram(0, iquad, sectx, secty); - finalx = sectx; - finaly = secty; - break; - case IHBLANK: - skip(1); - prouts("***RED ALERT! RED ALERT!"); - skip(1); - proutn("***"); - crmshp(); - proutn(" pulled into black hole at "); - prout(cramlc(sector, ix, iy)); - /* - * Getting pulled into a black - * hole was certain death in - * Almy's original. Stas - * Sergeev added a possibility - * that you'll get timewarped - * instead. - */ - n=0; - for (l=1;l<=NDEVICES+1;l++) - if (game.damage[l]>0) n++; - probf=pow(1.4,(energy+shield)/5000.0-1.0)* - pow(1.3,1.0/(n+1)-1.0); - if (Rand()>probf) - timwrp(); - else - finish(FHOLE); - return; - default: - /* something else */ - skip(1); - crmshp(); - if (iquad == IHWEB) - proutn(" encounters Tholian web at "); - else - proutn(" blocked by object at "); - proutn(cramlc(sector, ix,iy)); - prout(";"); - proutn("Emergency stop required "); - prout("%2d units of energy.", (int)stopegy); - energy -= stopegy; - finalx = x-deltax+0.5; - sectx = finalx; - finaly = y-deltay+0.5; - secty = finaly; - if (energy <= 0) { - finish(FNRG); - return; - } - break; - } - goto label100; /* sorry! */ - } - } - dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) + - (secty-iy)*(double)(secty-iy)); - sectx = ix; - secty = iy; - } - finalx = sectx; - finaly = secty; -label100: - /* No quadrant change -- compute new avg enemy distances */ - game.quad[sectx][secty] = ship; - if (nenhere) { - for (l = 1; l <= nenhere; l++) { + deltay /= bigger; + deltax /= bigger; + + /* If tractor beam is to occur, don't move full distance */ + if (game.state.date+Time >= game.future[FTBEAM]) { + trbeam = 1; + condit = IHRED; + dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1; + Time = game.future[FTBEAM] - game.state.date + 1e-5; + } + /* Move within the quadrant */ + game.quad[sectx][secty] = IHDOT; + x = sectx; + y = secty; + n = 10.0*dist*bigger+0.5; + + if (n > 0) { + for (l = 1; l <= n; l++) { + ix = (x += deltax) + 0.5; + iy = (y += deltay) + 0.5; + if (ix < 1 || ix > QUADSIZE || iy < 1 || iy > QUADSIZE) { + /* Leaving quadrant -- allow final enemy attack */ + /* Don't do it if being pushed by Nova */ + if (nenhere != 0 && iattak != 2) { + newcnd(); + for (l = 1; l <= nenhere; l++) { finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) + - (iy-game.ky[l])*(double)(iy-game.ky[l])); + (iy-game.ky[l])*(double)(iy-game.ky[l])); game.kavgd[l] = 0.5 * (finald+game.kdist[l]); - game.kdist[l] = finald; - } - sortkl(); - if (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE && iattak == 0) + } + /* + * Stas Sergeev added the condition + * that attacks only happen if Klingons + * are present and your skill is good. + */ + if (skill > SKILL_GOOD && klhere > 0 && game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE) attack(0); - for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l]; - } - newcnd(); - iattak = 0; - drawmaps(0); - return; + if (alldone) return; + } + /* compute final position -- new quadrant and sector */ + x = QUADSIZE*(quadx-1)+sectx; + y = QUADSIZE*(quady-1)+secty; + ix = x+10.0*dist*bigger*deltax+0.5; + iy = y+10.0*dist*bigger*deltay+0.5; + /* check for edge of galaxy */ + kinks = 0; + do { + kink = 0; + if (ix <= 0) { + ix = -ix + 1; + kink = 1; + } + if (iy <= 0) { + iy = -iy + 1; + kink = 1; + } + if (ix > GALSIZE*QUADSIZE) { + ix = (GALSIZE*QUADSIZE*2)+1 - ix; + kink = 1; + } + if (iy > GALSIZE*QUADSIZE) { + iy = (GALSIZE*QUADSIZE*2)+1 - iy; + kink = 1; + } + if (kink) kinks = 1; + } while (kink); + + if (kinks) { + nkinks += 1; + if (nkinks == 3) { + /* Three strikes -- you're out! */ + finish(FNEG3); + return; + } + prout("\n\rYOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER\n\r" + "AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,\n\r" + "YOU WILL BE DESTROYED.\n\r"); + } + /* Compute final position in new quadrant */ + if (trbeam) return; /* Don't bother if we are to be beamed */ + quadx = (ix+(QUADSIZE-1))/QUADSIZE; + quady = (iy+(QUADSIZE-1))/QUADSIZE; + sectx = ix - QUADSIZE*(quadx-1); + secty = iy - QUADSIZE*(quady-1); + prout("\n\rEntering %s.", + cramlc(quadrant, quadx, quady)); + game.quad[sectx][secty] = ship; + newqad(0); + if (skill>SKILL_NOVICE) attack(0); + return; + } + iquad = game.quad[ix][iy]; + if (iquad != IHDOT) { + /* object encountered in flight path */ + stopegy = 50.0*dist/Time; + dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) + + (secty-iy)*(double)(secty-iy)); + switch (iquad) { + case IHT: /* Ram a Tholian */ + case IHK: /* Ram enemy ship */ + case IHC: + case IHS: + case IHR: + case IHQUEST: + sectx = ix; + secty = iy; + ram(0, iquad, sectx, secty); + finalx = sectx; + finaly = secty; + break; + case IHBLANK: + skip(1); + prouts("***RED ALERT! RED ALERT!"); + skip(1); + proutn("***"); + crmshp(); + proutn(" pulled into black hole at "); + prout(cramlc(sector, ix, iy)); + /* + * Getting pulled into a black hole was certain + * death in Almy's original. Stas Sergeev added a + * possibility that you'll get timewarped instead. + */ + n=0; + for (l=1;l<=NDEVICES+1;l++) + if (game.damage[l]>0) n++; + probf=pow(1.4,(energy+shield)/5000.0-1.0)* + pow(1.3,1.0/(n+1)-1.0); + if (Rand()>probf) + timwrp(); + else + finish(FHOLE); + return; + default: + /* something else */ + skip(1); + crmshp(); + if (iquad == IHWEB) + proutn(" encounters Tholian web at "); + else + proutn(" blocked by object at "); + proutn(cramlc(sector, ix,iy)); + prout(";"); + proutn("Emergency stop required "); + prout("%2d units of energy.", (int)stopegy); + energy -= stopegy; + finalx = x-deltax+0.5; + sectx = finalx; + finaly = y-deltay+0.5; + secty = finaly; + if (energy <= 0) { + finish(FNRG); + return; + } + break; + } + goto no_quad_change; /* sorry! */ + } + } + dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) + + (secty-iy)*(double)(secty-iy)); + sectx = ix; + secty = iy; + } + finalx = sectx; + finaly = secty; +no_quad_change: + /* No quadrant change -- compute new avg enemy distances */ + game.quad[sectx][secty] = ship; + if (nenhere) { + for (l = 1; l <= nenhere; l++) { + finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) + + (iy-game.ky[l])*(double)(iy-game.ky[l])); + game.kavgd[l] = 0.5 * (finald+game.kdist[l]); + game.kdist[l] = finald; + } + sortkl(); + if (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE && iattak == 0) + attack(0); + for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l]; + } + newcnd(); + iattak = 0; + drawmaps(0); + return; } -void dock(int l) { - chew(); - if (condit == IHDOCKED && l) { - prout("Already docked."); - return; - } - if (inorbit) { - prout("You must first leave standard orbit."); - return; - } - if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) { - crmshp(); - prout(" not adjacent to base."); - return; - } - condit = IHDOCKED; - if (l) prout("Docked."); - ididit=1; - if (energy < inenrg) energy = inenrg; - shield = inshld; - torps = intorps; - lsupres = inlsr; - if (stdamtim != 1e30 && - (game.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) { - /* get attack report from base */ - prout("Lt. Uhura- \"Captain, an important message from the starbase:\""); - attakreport(0); - iseenit = 1; - } +void dock(int l) +{ + chew(); + if (condit == IHDOCKED && l) { + prout("Already docked."); + return; + } + if (inorbit) { + prout("You must first leave standard orbit."); + return; + } + if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) { + crmshp(); + prout(" not adjacent to base."); + return; + } + condit = IHDOCKED; + if (l) prout("Docked."); + ididit=1; + if (energy < inenrg) energy = inenrg; + shield = inshld; + torps = intorps; + lsupres = inlsr; + if (stdamtim != 1e30 && + (game.future[FCDBAS] < 1e30 || isatb == 1) && iseenit == 0) { + /* get attack report from base */ + prout("Lt. Uhura- \"Captain, an important message from the starbase:\""); + attakreport(0); + iseenit = 1; + } } static void getcd(int isprobe, int akey) { @@ -430,573 +429,580 @@ static void getcd(int isprobe, int akey) { -void impuls(void) { - double power; +void impuls(void) +{ + double power; - ididit = 0; - if (game.damage[DIMPULS]) { - chew(); - skip(1); - prout("Engineer Scott- \"The impulse engines are damaged, Sir.\""); - return; - } + ididit = 0; + if (game.damage[DIMPULS]) { + chew(); + skip(1); + prout("Engineer Scott- \"The impulse engines are damaged, Sir.\""); + return; + } - if (energy > 30.0) { - getcd(FALSE, 0); - if (direc == -1.0) return; - power = 20.0 + 100.0*dist; - } - else - power = 30.0; + if (energy > 30.0) { + getcd(FALSE, 0); + if (direc == -1.0) return; + power = 20.0 + 100.0*dist; + } + else + power = 30.0; - if (power >= energy) { - /* Insufficient power for trip */ - skip(1); - prout("First Officer Spock- \"Captain, the impulse engines"); - prout("require 20.0 units to engage, plus 100.0 units per"); - if (energy > 30) { - proutn("quadrant. We can go, therefore, a maximum of %d", - (int)(0.01 * (energy-20.0)-0.05)); - prout(" quadrants.\""); - } - else { - prout("quadrant. They are, therefore, useless.\""); - } - chew(); - return; + if (power >= energy) { + /* Insufficient power for trip */ + skip(1); + prout("First Officer Spock- \"Captain, the impulse engines"); + prout("require 20.0 units to engage, plus 100.0 units per"); + if (energy > 30) { + proutn("quadrant. We can go, therefore, a maximum of %d", + (int)(0.01 * (energy-20.0)-0.05)); + prout(" quadrants.\""); } - /* Make sure enough time is left for the trip */ - Time = dist/0.095; - if (Time >= game.state.remtime) { - prout("First Officer Spock- \"Captain, our speed under impulse"); - prout("power is only 0.95 sectors per stardate. Are you sure"); - proutn("we dare spend the time?\" "); - if (ja() == 0) return; - } - /* Activate impulse engines and pay the cost */ - imove(); - ididit = 1; - if (alldone) return; - power = 20.0 + 100.0*dist; - energy -= power; - Time = dist/0.095; - if (energy <= 0) finish(FNRG); + else { + prout("quadrant. They are, therefore, useless.\""); + } + chew(); return; + } + /* Make sure enough time is left for the trip */ + Time = dist/0.095; + if (Time >= game.state.remtime) { + prout("First Officer Spock- \"Captain, our speed under impulse"); + prout("power is only 0.95 sectors per stardate. Are you sure"); + proutn("we dare spend the time?\" "); + if (ja() == 0) return; + } + /* Activate impulse engines and pay the cost */ + imove(); + ididit = 1; + if (alldone) return; + power = 20.0 + 100.0*dist; + energy -= power; + Time = dist/0.095; + if (energy <= 0) finish(FNRG); + return; } -void warp(int i) { - int blooey=0, twarp=0, iwarp; - double power; +void warp(int i) +{ + int blooey=0, twarp=0, iwarp; + double power; - if (i!=2) { /* Not WARPX entry */ - ididit = 0; - if (game.damage[DWARPEN] > 10.0) { - chew(); - skip(1); - prout("Engineer Scott- \"The impulse engines are damaged, Sir.\""); - return; - } - if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) { - chew(); - skip(1); - prout("Engineer Scott- \"Sorry, Captain. Until this damage"); - prout(" is repaired, I can only give you warp 4.\""); - return; - } + if (i!=2) { /* Not WARPX entry */ + ididit = 0; + if (game.damage[DWARPEN] > 10.0) { + chew(); + skip(1); + prout("Engineer Scott- \"The impulse engines are damaged, Sir.\""); + return; + } + if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) { + chew(); + skip(1); + prout("Engineer Scott- \"Sorry, Captain. Until this damage"); + prout(" is repaired, I can only give you warp 4.\""); + return; + } - /* Read in course and distance */ - getcd(FALSE, 0); - if (direc == -1.0) return; - - /* Make sure starship has enough energy for the trip */ - power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1); - - - if (power >= energy) { - /* Insufficient power for trip */ - ididit = 0; - skip(1); - prout("Engineering to bridge--"); - if (shldup==0 || 0.5*power > energy) { - iwarp = pow((energy/(dist+0.05)), 0.333333333); - if (iwarp <= 0) { - prout("We can't do it, Captain. We haven't the energy."); - } - else { - proutn("We haven't the energy, but we could do it at warp %d", iwarp); - if (shldup) { - prout(","); - prout("if you'll lower the shields."); - } - else - prout("."); - } - } - else - prout("We haven't the energy to go that far with the shields up."); - return; - } - - /* Make sure enough time is left for the trip */ - Time = 10.0*dist/wfacsq; - if (Time >= 0.8*game.state.remtime) { - skip(1); - prout("First Officer Spock- \"Captain, I compute that such"); - proutn(" a trip would require approximately %2.0f", - 100.0*Time/game.state.remtime); - prout(" percent of our"); - proutn(" remaining time. Are you sure this is wise?\" "); - if (ja() == 0) { ididit = 0; Time=0; return;} + /* Read in course and distance */ + getcd(FALSE, 0); + if (direc == -1.0) return; + + /* Make sure starship has enough energy for the trip */ + power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1); + + + if (power >= energy) { + /* Insufficient power for trip */ + ididit = 0; + skip(1); + prout("Engineering to bridge--"); + if (shldup==0 || 0.5*power > energy) { + iwarp = pow((energy/(dist+0.05)), 0.333333333); + if (iwarp <= 0) { + prout("We can't do it, Captain. We haven't the energy."); } + else { + proutn("We haven't the energy, but we could do it at warp %d", iwarp); + if (shldup) { + prout(","); + prout("if you'll lower the shields."); + } + else + prout("."); + } + } + else + prout("We haven't the energy to go that far with the shields up."); + return; } - /* Entry WARPX */ - if (warpfac > 6.0) { - /* Decide if engine damage will occur */ - double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666; - if (prob > Rand()) { - blooey = 1; - dist = Rand()*dist; - } - /* Decide if time warp will occur */ - if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1; + + /* Make sure enough time is left for the trip */ + Time = 10.0*dist/wfacsq; + if (Time >= 0.8*game.state.remtime) { + skip(1); + prout("First Officer Spock- \"Captain, I compute that such"); + proutn(" a trip would require approximately %2.0f", + 100.0*Time/game.state.remtime); + prout(" percent of our"); + proutn(" remaining time. Are you sure this is wise?\" "); + if (ja() == 0) { ididit = 0; Time=0; return;} + } + } + /* Entry WARPX */ + if (warpfac > 6.0) { + /* Decide if engine damage will occur */ + double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666; + if (prob > Rand()) { + blooey = 1; + dist = Rand()*dist; + } + /* Decide if time warp will occur */ + if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1; #ifdef DEBUG - if (idebug &&warpfac==10 && twarp==0) { - blooey=0; - proutn("Force time warp? "); - if (ja()==1) twarp=1; - } + if (idebug &&warpfac==10 && twarp==0) { + blooey=0; + proutn("Force time warp? "); + if (ja()==1) twarp=1; + } #endif - if (blooey || twarp) { - /* If time warp or engine damage, check path */ - /* If it is obstructed, don't do warp or damage */ - double angle = ((15.0-direc)*0.5235998); - double deltax = -sin(angle); - double deltay = cos(angle); - double bigger, x, y; - int n, l, ix, iy; - if (fabs(deltax) > fabs(deltay)) - bigger = fabs(deltax); - else - bigger = fabs(deltay); + if (blooey || twarp) { + /* If time warp or engine damage, check path */ + /* If it is obstructed, don't do warp or damage */ + double angle = ((15.0-direc)*0.5235998); + double deltax = -sin(angle); + double deltay = cos(angle); + double bigger, x, y; + int n, l, ix, iy; + if (fabs(deltax) > fabs(deltay)) + bigger = fabs(deltax); + else + bigger = fabs(deltay); - deltax /= bigger; - deltay /= bigger; - n = 10.0 * dist * bigger +0.5; - x = sectx; - y = secty; - for (l = 1; l <= n; l++) { - x += deltax; - ix = x + 0.5; - if (ix < 1 || ix > QUADSIZE) break; - y += deltay; - iy = y +0.5; - if (iy < 1 || iy > QUADSIZE) break; - if (game.quad[ix][iy] != IHDOT) { - blooey = 0; - twarp = 0; - } - } - } - } + deltax /= bigger; + deltay /= bigger; + n = 10.0 * dist * bigger +0.5; + x = sectx; + y = secty; + for (l = 1; l <= n; l++) { + x += deltax; + ix = x + 0.5; + if (ix < 1 || ix > QUADSIZE) break; + y += deltay; + iy = y +0.5; + if (iy < 1 || iy > QUADSIZE) break; + if (game.quad[ix][iy] != IHDOT) { + blooey = 0; + twarp = 0; + } + } + } + } - /* Activate Warp Engines and pay the cost */ - imove(); - if (alldone) return; - energy -= dist*warpfac*warpfac*warpfac*(shldup+1); - if (energy <= 0) finish(FNRG); - Time = 10.0*dist/wfacsq; - if (twarp) timwrp(); - if (blooey) { - game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0); - skip(1); - prout("Engineering to bridge--"); - prout(" Scott here. The warp engines are damaged."); - prout(" We'll have to reduce speed to warp 4."); - } - ididit = 1; - return; + /* Activate Warp Engines and pay the cost */ + imove(); + if (alldone) return; + energy -= dist*warpfac*warpfac*warpfac*(shldup+1); + if (energy <= 0) finish(FNRG); + Time = 10.0*dist/wfacsq; + if (twarp) timwrp(); + if (blooey) { + game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0); + skip(1); + prout("Engineering to bridge--"); + prout(" Scott here. The warp engines are damaged."); + prout(" We'll have to reduce speed to warp 4."); + } + ididit = 1; + return; } -void setwrp(void) { - int key; - double oldfac; +void setwrp(void) +{ + int key; + double oldfac; - while ((key=scan()) == IHEOL) { - chew(); - proutn("Warp factor- "); - } + while ((key=scan()) == IHEOL) { chew(); - if (key != IHREAL) { - huh(); - return; - } - if (game.damage[DWARPEN] > 10.0) { - prout("Warp engines inoperative."); - return; - } - if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) { - prout("Engineer Scott- \"I'm doing my best, Captain,\n" - " but right now we can only go warp 4.\""); - return; - } - if (aaitem > 10.0) { - prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""); - return; - } - if (aaitem < 1.0) { - prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\""); - return; - } - oldfac = warpfac; - warpfac = aaitem; - wfacsq=warpfac*warpfac; - if (warpfac <= oldfac || warpfac <= 6.0) { - proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"", - (int)warpfac); - return; - } - if (warpfac < 8.00) { - prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""); - return; - } - if (warpfac == 10.0) { - prout("Engineer Scott- \"Aye, Captain, we'll try it.\""); - return; - } - prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""); + proutn("Warp factor- "); + } + chew(); + if (key != IHREAL) { + huh(); + return; + } + if (game.damage[DWARPEN] > 10.0) { + prout("Warp engines inoperative."); + return; + } + if (game.damage[DWARPEN] > 0.0 && aaitem > 4.0) { + prout("Engineer Scott- \"I'm doing my best, Captain,\n" + " but right now we can only go warp 4.\""); + return; + } + if (aaitem > 10.0) { + prout("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""); + return; + } + if (aaitem < 1.0) { + prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\""); + return; + } + oldfac = warpfac; + warpfac = aaitem; + wfacsq=warpfac*warpfac; + if (warpfac <= oldfac || warpfac <= 6.0) { + proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"", + (int)warpfac); return; + } + if (warpfac < 8.00) { + prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""); + return; + } + if (warpfac == 10.0) { + prout("Engineer Scott- \"Aye, Captain, we'll try it.\""); + return; + } + prout("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""); + return; } -void atover(int igrab) { - double power, distreq; - - chew(); - /* is captain on planet? */ - if (landed==1) { - if (game.damage[DTRANSP]) { - finish(FPNOVA); - return; - } - prout("Scotty rushes to the transporter controls."); - if (shldup) { - prout("But with the shields up it's hopeless."); - finish(FPNOVA); - } - prouts("His desperate attempt to rescue you . . ."); - if (Rand() <= 0.5) { - prout("fails."); - finish(FPNOVA); - return; - } - prout("SUCCEEDS!"); - if (imine) { - imine = 0; - proutn("The crystals mined were "); - if (Rand() <= 0.25) { - prout("lost."); - } - else { - prout("saved."); - icrystl = 1; - } - } - } - if (igrab) return; - - /* Check to see if captain in shuttle craft */ - if (icraft) finish(FSTRACTOR); - if (alldone) return; - - /* Inform captain of attempt to reach safety */ +void atover(int igrab) +{ + double power, distreq; + + chew(); + /* is captain on planet? */ + if (landed==1) { + if (game.damage[DTRANSP]) { + finish(FPNOVA); + return; + } + prout("Scotty rushes to the transporter controls."); + if (shldup) { + prout("But with the shields up it's hopeless."); + finish(FPNOVA); + } + prouts("His desperate attempt to rescue you . . ."); + if (Rand() <= 0.5) { + prout("fails."); + finish(FPNOVA); + return; + } + prout("SUCCEEDS!"); + if (imine) { + imine = 0; + proutn("The crystals mined were "); + if (Rand() <= 0.25) { + prout("lost."); + } + else { + prout("saved."); + icrystl = 1; + } + } + } + if (igrab) return; + + /* Check to see if captain in shuttle craft */ + if (icraft) finish(FSTRACTOR); + if (alldone) return; + + /* Inform captain of attempt to reach safety */ + skip(1); + do { + if (justin) { + prouts("***RED ALERT! READ ALERT!"); + skip(1); + proutn("The "); + crmshp(); + prout(" has stopped in a quadrant containing"); + prouts(" a supernova."); + skip(2); + } + proutn("***Emergency automatic override attempts to hurl "); + crmshp(); skip(1); - do { - if (justin) { - prouts("***RED ALERT! READ ALERT!"); - skip(1); - proutn("The "); - crmshp(); - prout(" has stopped in a quadrant containing"); - prouts(" a supernova."); - skip(2); - } - proutn("***Emergency automatic override attempts to hurl "); - crmshp(); - skip(1); - prout("safely out of quadrant."); - game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+SUPERNOVA_PLACE:1; - - /* Try to use warp engines */ - if (game.damage[DWARPEN]) { - skip(1); - prout("Warp engines damaged."); - finish(FSNOVAED); - return; - } - warpfac = 6.0+2.0*Rand(); - wfacsq = warpfac * warpfac; - prout("Warp factor set to %d", (int)warpfac); - power = 0.75*energy; - dist = power/(warpfac*warpfac*warpfac*(shldup+1)); - distreq = 1.4142+Rand(); - if (distreq < dist) dist = distreq; - Time = 10.0*dist/wfacsq; - direc = 12.0*Rand(); /* How dumb! */ - justin = 0; - inorbit = 0; - warp(2); - if (justin == 0) { - /* This is bad news, we didn't leave quadrant. */ - if (alldone) return; - skip(1); - prout("Insufficient energy to leave quadrant."); - finish(FSNOVAED); - return; - } - /* Repeat if another snova */ - } while (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE); - if (game.state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */ + prout("safely out of quadrant."); + game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+SUPERNOVA_PLACE:1; + + /* Try to use warp engines */ + if (game.damage[DWARPEN]) { + skip(1); + prout("Warp engines damaged."); + finish(FSNOVAED); + return; + } + warpfac = 6.0+2.0*Rand(); + wfacsq = warpfac * warpfac; + prout("Warp factor set to %d", (int)warpfac); + power = 0.75*energy; + dist = power/(warpfac*warpfac*warpfac*(shldup+1)); + distreq = 1.4142+Rand(); + if (distreq < dist) dist = distreq; + Time = 10.0*dist/wfacsq; + direc = 12.0*Rand(); /* How dumb! */ + justin = 0; + inorbit = 0; + warp(2); + if (justin == 0) { + /* This is bad news, we didn't leave quadrant. */ + if (alldone) return; + skip(1); + prout("Insufficient energy to leave quadrant."); + finish(FSNOVAED); + return; + } + /* Repeat if another snova */ + } while (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE); + if (game.state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */ } -void timwrp() { - int l, ll, gotit; - prout("***TIME WARP ENTERED."); - if (game.state.snap && Rand() < 0.5) { - /* Go back in time */ - prout("You are traveling backwards in time %d stardates.", - (int)(game.state.date-game.snapsht.date)); - game.state = game.snapsht; - game.state.snap = 0; - if (game.state.remcom) { - game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom); - game.future[FBATTAK] = game.state.date + expran(0.3*intime); - } - game.future[FSNOVA] = game.state.date + expran(0.5*intime); - game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will - be sooner */ - if (game.state.nscrem) game.future[FSCMOVE] = 0.2777; - isatb = 0; - game.future[FCDBAS] = game.future[FSCDBAS] = 1e30; - batx = baty = 0; - - /* Make sure Galileo is consistant -- Snapshot may have been taken - when on planet, which would give us two Galileos! */ - gotit = 0; - for (l = 0; l < inplan; l++) { - if (game.state.plnets[l].known == shuttle_down) { - gotit = 1; - if (iscraft==1 && ship==IHE) { - prout("Checkov- \"Security reports the Galileo has disappeared, Sir!"); - iscraft = 0; - } - } - } - /* Likewise, if in the original time the Galileo was abandoned, but - was on ship earlier, it would have vanished -- lets restore it */ - if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) { - prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\""); - iscraft = 1; - } - - /* Revert star chart to earlier era, if it was known then*/ - if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) { - for (l = 1; l <= GALSIZE; l++) - for (ll = 1; ll <= GALSIZE; ll++) - if (game.starch[l][ll] > 1) - game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+SUPERNOVA_PLACE :1; - prout("Spock has reconstructed a correct star chart from memory"); - if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date; - } - } - else { - /* Go forward in time */ - Time = -0.5*intime*log(Rand()); - prout("You are traveling forward in time %d stardates.", (int)Time); - /* cheat to make sure no tractor beams occur during time warp */ - game.future[FTBEAM] += Time; - game.damage[DRADIO] += Time; - } - newqad(0); - events(); /* Stas Sergeev added this -- do pending events */ +void timwrp() +{ + int l, ll, gotit; + prout("***TIME WARP ENTERED."); + if (game.state.snap && Rand() < 0.5) { + /* Go back in time */ + prout("You are traveling backwards in time %d stardates.", + (int)(game.state.date-game.snapsht.date)); + game.state = game.snapsht; + game.state.snap = 0; + if (game.state.remcom) { + game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom); + game.future[FBATTAK] = game.state.date + expran(0.3*intime); + } + game.future[FSNOVA] = game.state.date + expran(0.5*intime); + game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will + be sooner */ + if (game.state.nscrem) game.future[FSCMOVE] = 0.2777; + isatb = 0; + game.future[FCDBAS] = game.future[FSCDBAS] = 1e30; + batx = baty = 0; + + /* Make sure Galileo is consistant -- Snapshot may have been taken + when on planet, which would give us two Galileos! */ + gotit = 0; + for (l = 0; l < inplan; l++) { + if (game.state.plnets[l].known == shuttle_down) { + gotit = 1; + if (iscraft==1 && ship==IHE) { + prout("Checkov- \"Security reports the Galileo has disappeared, Sir!"); + iscraft = 0; + } + } + } + /* Likewise, if in the original time the Galileo was abandoned, but + was on ship earlier, it would have vanished -- lets restore it */ + if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) { + prout("Checkov- \"Security reports the Galileo has reappeared in the dock!\""); + iscraft = 1; + } + + /* Revert star chart to earlier era, if it was known then*/ + if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) { + for (l = 1; l <= GALSIZE; l++) + for (ll = 1; ll <= GALSIZE; ll++) + if (game.starch[l][ll] > 1) + game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+SUPERNOVA_PLACE :1; + prout("Spock has reconstructed a correct star chart from memory"); + if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date; + } + } + else { + /* Go forward in time */ + Time = -0.5*intime*log(Rand()); + prout("You are traveling forward in time %d stardates.", (int)Time); + /* cheat to make sure no tractor beams occur during time warp */ + game.future[FTBEAM] += Time; + game.damage[DRADIO] += Time; + } + newqad(0); + events(); /* Stas Sergeev added this -- do pending events */ } -void probe(void) { - double angle, bigger; - int key; - /* New code to launch a deep space probe */ - if (nprobes == 0) { - chew(); - skip(1); - if (ship == IHE) - prout("Engineer Scott- \"We have no more deep space probes, Sir.\""); - else - prout("Ye Faerie Queene has no deep space probes."); - return; - } - if (game.damage[DDSP] != 0.0) { - chew(); - skip(1); - prout("Engineer Scott- \"The probe launcher is damaged, Sir.\""); - return; - } - if (game.future[FDSPROB] != 1e30) { - chew(); - skip(1); - if (game.damage[DRADIO] != 0 && condit != IHDOCKED) { - prout("Spock- \"Records show the previous probe has not yet"); - prout(" reached its destination.\""); - } - else - prout("Uhura- \"The previous probe is still reporting data, Sir.\""); - return; - } - key = scan(); - - if (key == IHEOL) { - /* slow mode, so let Kirk know how many probes there are left */ - prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes); - proutn("Are you sure you want to fire a probe? "); - if (ja()==0) return; - } - - isarmed = FALSE; - if (key == IHALPHA && strcmp(citem,"armed") == 0) { - isarmed = TRUE; - key = scan(); - } - else if (key == IHEOL) { - proutn("Arm NOVAMAX warhead? "); - isarmed = ja(); +void probe(void) +{ + double angle, bigger; + int key; + /* New code to launch a deep space probe */ + if (nprobes == 0) { + chew(); + skip(1); + if (ship == IHE) + prout("Engineer Scott- \"We have no more deep space probes, Sir.\""); + else + prout("Ye Faerie Queene has no deep space probes."); + return; + } + if (game.damage[DDSP] != 0.0) { + chew(); + skip(1); + prout("Engineer Scott- \"The probe launcher is damaged, Sir.\""); + return; + } + if (game.future[FDSPROB] != 1e30) { + chew(); + skip(1); + if (game.damage[DRADIO] != 0 && condit != IHDOCKED) { + prout("Spock- \"Records show the previous probe has not yet"); + prout(" reached its destination.\""); } - getcd(TRUE, key); - if (direc == -1.0) return; - nprobes--; - angle = ((15.0 - direc) * 0.5235988); - probeinx = -sin(angle); - probeiny = cos(angle); - if (fabs(probeinx) > fabs(probeiny)) - bigger = fabs(probeinx); else - bigger = fabs(probeiny); - - probeiny /= bigger; - probeinx /= bigger; - proben = 10.0*dist*bigger +0.5; - probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original - probey = quady*QUADSIZE + secty - 1; - probecx = quadx; - probecy = quady; - game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector - prout("Ensign Chekov- \"The deep space probe is launched, Captain.\""); - ididit = 1; + prout("Uhura- \"The previous probe is still reporting data, Sir.\""); return; + } + key = scan(); + + if (key == IHEOL) { + /* slow mode, so let Kirk know how many probes there are left */ + prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes); + proutn("Are you sure you want to fire a probe? "); + if (ja()==0) return; + } + + isarmed = FALSE; + if (key == IHALPHA && strcmp(citem,"armed") == 0) { + isarmed = TRUE; + key = scan(); + } + else if (key == IHEOL) { + proutn("Arm NOVAMAX warhead? "); + isarmed = ja(); + } + getcd(TRUE, key); + if (direc == -1.0) return; + nprobes--; + angle = ((15.0 - direc) * 0.5235988); + probeinx = -sin(angle); + probeiny = cos(angle); + if (fabs(probeinx) > fabs(probeiny)) + bigger = fabs(probeinx); + else + bigger = fabs(probeiny); + + probeiny /= bigger; + probeinx /= bigger; + proben = 10.0*dist*bigger +0.5; + probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original + probey = quady*QUADSIZE + secty - 1; + probecx = quadx; + probecy = quady; + game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector + prout("Ensign Chekov- \"The deep space probe is launched, Captain.\""); + ididit = 1; + return; } -void help(void) { - /* There's more than one way to move in this game! */ - double ddist, xdist, probf; - int line = 0, l, ix, iy; +void help(void) +{ + /* There's more than one way to move in this game! */ + double ddist, xdist, probf; + int line = 0, l, ix, iy; - chew(); - /* Test for conditions which prevent calling for help */ - if (condit == IHDOCKED) { - prout("Lt. Uhura- \"But Captain, we're already docked.\""); - return; - } - if (game.damage[DRADIO] != 0) { - prout("Subspace radio damaged."); - return; - } - if (game.state.rembase==0) { - prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""); - return; - } - if (landed == 1) { - proutn("You must be aboard the "); - crmshp(); - prout("."); - return; - } - /* OK -- call for help from nearest starbase */ - nhelp++; - if (basex!=0) { - /* There's one in this quadrant */ - ddist = sqrt(square(basex-sectx)+square(basey-secty)); - } - else { - ddist = 1e30; - for (l = 1; l <= game.state.rembase; l++) { - xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady)); - if (xdist < ddist) { - ddist = xdist; - line = l; - } - } - /* Since starbase not in quadrant, set up new quadrant */ - quadx = game.state.baseqx[line]; - quady = game.state.baseqy[line]; - newqad(1); - } - /* dematerialize starship */ - game.quad[sectx][secty]=IHDOT; - proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady)); - proutn(""); + chew(); + /* Test for conditions which prevent calling for help */ + if (condit == IHDOCKED) { + prout("Lt. Uhura- \"But Captain, we're already docked.\""); + return; + } + if (game.damage[DRADIO] != 0) { + prout("Subspace radio damaged."); + return; + } + if (game.state.rembase==0) { + prout("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""); + return; + } + if (landed == 1) { + proutn("You must be aboard the "); crmshp(); - prout(" dematerializes."); - sectx=0; - for (l = 1; l <= 5; l++) { - ix = basex+3.0*Rand()-1; - iy = basey+3.0*Rand()-1; - if (ix>=1 && ix<=QUADSIZE && iy>=1 && iy<=QUADSIZE && game.quad[ix][iy]==IHDOT) { - /* found one -- finish up */ - sectx=ix; - secty=iy; - game.quad[ix][iy]=IHMATER0; - break; - } - } - if (sectx==0){ - prout("You have been lost in space..."); - finish(FMATERIALIZE); - return; - } - /* Give starbase three chances to rematerialize starship */ - probf = pow((1.0 - pow(0.98,ddist)), 0.33333333); - for (l = 1; l <= 3; l++) { - switch (l) { - case 1: proutn("1st"); break; - case 2: proutn("2nd"); break; - case 3: proutn("3rd"); break; - } - proutn(" attempt to re-materialize "); - crmshp(); - warble(); - if (Rand() > probf) break; - switch (l){ - case 1: game.quad[ix][iy]=IHMATER1; - break; - case 2: game.quad[ix][iy]=IHMATER2; - break; - case 3: game.quad[ix][iy]=IHQUEST; - break; - } - textcolor(RED); - prout("fails."); - delay(500); - textcolor(DEFAULT); - } - if (l > 3) { - finish(FMATERIALIZE); - return; - } - game.quad[ix][iy]=ship; - textcolor(GREEN); - prout("succeeds."); + prout("."); + return; + } + /* OK -- call for help from nearest starbase */ + nhelp++; + if (basex!=0) { + /* There's one in this quadrant */ + ddist = sqrt(square(basex-sectx)+square(basey-secty)); + } + else { + ddist = 1e30; + for (l = 1; l <= game.state.rembase; l++) { + xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady)); + if (xdist < ddist) { + ddist = xdist; + line = l; + } + } + /* Since starbase not in quadrant, set up new quadrant */ + quadx = game.state.baseqx[line]; + quady = game.state.baseqy[line]; + newqad(1); + } + /* dematerialize starship */ + game.quad[sectx][secty]=IHDOT; + proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady)); + proutn(""); + crmshp(); + prout(" dematerializes."); + sectx=0; + for (l = 1; l <= 5; l++) { + ix = basex+3.0*Rand()-1; + iy = basey+3.0*Rand()-1; + if (ix>=1 && ix<=QUADSIZE && iy>=1 && iy<=QUADSIZE && game.quad[ix][iy]==IHDOT) { + /* found one -- finish up */ + sectx=ix; + secty=iy; + game.quad[ix][iy]=IHMATER0; + break; + } + } + if (sectx==0){ + prout("You have been lost in space..."); + finish(FMATERIALIZE); + return; + } + /* Give starbase three chances to rematerialize starship */ + probf = pow((1.0 - pow(0.98,ddist)), 0.33333333); + for (l = 1; l <= 3; l++) { + switch (l) { + case 1: proutn("1st"); break; + case 2: proutn("2nd"); break; + case 3: proutn("3rd"); break; + } + proutn(" attempt to re-materialize "); + crmshp(); + warble(); + if (Rand() > probf) break; + switch (l){ + case 1: game.quad[ix][iy]=IHMATER1; + break; + case 2: game.quad[ix][iy]=IHMATER2; + break; + case 3: game.quad[ix][iy]=IHQUEST; + break; + } + textcolor(RED); + prout("fails."); + delay(500); textcolor(DEFAULT); - dock(0); - skip(1); - prout("Lt. Uhura- \"Captain, we made it!\""); + } + if (l > 3) { + finish(FMATERIALIZE); + return; + } + game.quad[ix][iy]=ship; + textcolor(GREEN); + prout("succeeds."); + textcolor(DEFAULT); + dock(0); + skip(1); + prout("Lt. Uhura- \"Captain, we made it!\""); } diff --git a/planets.c b/planets.c index a46e0e2..aaffdd4 100644 --- a/planets.c +++ b/planets.c @@ -4,491 +4,499 @@ static int height; static char *classes[] = {"M","N","O"}; -static int consumeTime(void) { +static int consumeTime(void) +{ /* I think most of this avoidance was caused by overlay scheme. Let's see what happens if all events can occur here */ -// double asave; - ididit = 1; +// double asave; + ididit = 1; #if 0 - /* Don't wory about this */ - if (future[FTBEAM] <= game.state.date+Time && game.state.remcom != 0 && condit != IHDOCKED) { - /* We are about to be tractor beamed -- operation fails */ - return 1; - } + /* Don't wory about this */ + if (future[FTBEAM] <= game.state.date+Time && game.state.remcom != 0 && condit != IHDOCKED) { + /* We are about to be tractor beamed -- operation fails */ + return 1; + } #endif // asave = future[FSNOVA]; // future[FSNOVA] = 1e30; /* defer supernovas */ - events(); /* Used to avoid if future[FSCMOVE] within time */ + events(); /* Used to avoid if future[FSCMOVE] within time */ // future[FSNOVA] = asave; - /*fails if game over, quadrant super-novas or we've moved to new quadrant*/ - if (alldone || game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE || justin != 0) return 1; - return 0; + /*fails if game over, quadrant super-novas or we've moved to new quadrant*/ + if (alldone || game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE || justin != 0) return 1; + return 0; } -void preport(void) { - int iknow = 0, i; - skip(1); - chew(); - prout("Spock- \"Planet report follows, Captain.\""); - skip(1); - for (i = 0; i < inplan; i++) { - if (game.state.plnets[i].known != unknown +void preport(void) +{ + int iknow = 0, i; + skip(1); + chew(); + prout("Spock- \"Planet report follows, Captain.\""); + skip(1); + for (i = 0; i < inplan; i++) { + if (game.state.plnets[i].known != unknown #ifdef DEBUG - || ( idebug && game.state.plnets[i].x !=0) + || ( idebug && game.state.plnets[i].x !=0) #endif - ) { - iknow = 1; + ) { + iknow = 1; #ifdef DEBUG - if (idebug && game.state.plnets[i].known==unknown) proutn("(Unknown) "); + if (idebug && game.state.plnets[i].known==unknown) proutn("(Unknown) "); #endif - proutn(cramlc(quadrant, game.state.plnets[i].x, game.state.plnets[i].y)); - proutn(" class "); - proutn(classes[game.state.plnets[i].pclass]); - proutn(" "); - if (game.state.plnets[i].crystals == 0) proutn("no "); - prout("dilithium crystals present."); - if (game.state.plnets[i].known==shuttle_down) - prout(" Shuttle Craft Galileo on surface."); - } - } - if (iknow==0) prout("No information available."); + proutn(cramlc(quadrant, game.state.plnets[i].x, game.state.plnets[i].y)); + proutn(" class "); + proutn(classes[game.state.plnets[i].pclass]); + proutn(" "); + if (game.state.plnets[i].crystals == 0) proutn("no "); + prout("dilithium crystals present."); + if (game.state.plnets[i].known==shuttle_down) + prout(" Shuttle Craft Galileo on surface."); + } + } + if (iknow==0) prout("No information available."); } -void orbit(void) { - skip(1); - chew(); - if (inorbit!=0) { - prout("Already in standard orbit."); - return; - } - if (game.damage[DWARPEN] != 0 && game.damage[DIMPULS] != 0) { - prout("Both warp and impulse engines damaged."); - return; - } - if (plnetx == 0 || abs(sectx-plnetx) > 1 || abs(secty-plnety) > 1) { - crmshp(); - prout(" not adjacient to planet.\n"); - return; - } - Time = 0.02+0.03*Rand(); - prout("Helmsman Sulu- \"Entering standard orbit, Sir.\""); - newcnd(); - if (consumeTime()) return; - height = (1400.+7200.*Rand()); - prout("Sulu- \"Entered orbit at altitude %.2f kilometers.\"", height); - inorbit = 1; - ididit=1; +void orbit(void) +{ + skip(1); + chew(); + if (inorbit!=0) { + prout("Already in standard orbit."); + return; + } + if (game.damage[DWARPEN] != 0 && game.damage[DIMPULS] != 0) { + prout("Both warp and impulse engines damaged."); + return; + } + if (plnetx == 0 || abs(sectx-plnetx) > 1 || abs(secty-plnety) > 1) { + crmshp(); + prout(" not adjacient to planet.\n"); + return; + } + Time = 0.02+0.03*Rand(); + prout("Helmsman Sulu- \"Entering standard orbit, Sir.\""); + newcnd(); + if (consumeTime()) return; + height = (1400.+7200.*Rand()); + prout("Sulu- \"Entered orbit at altitude %.2f kilometers.\"", height); + inorbit = 1; + ididit=1; } -void sensor(void) { +void sensor(void) +{ + skip(1); + chew(); + if (game.damage[DSRSENS] != 0.0) { + prout("Short range sensors damaged."); + return; + } + if (plnetx == 0) { + prout("Spock- \"No planet in this quadrant, Captain.\""); + return; + } + if ((plnetx != 0)&&(game.state.plnets[iplnet].known == 0)) { + prout("Spock- \"Sensor scan for %s-", cramlc(quadrant, quadx, quady)); skip(1); - chew(); - if (game.damage[DSRSENS] != 0.0) { - prout("Short range sensors damaged."); - return; - } - if (plnetx == 0) { - prout("Spock- \"No planet in this quadrant, Captain.\""); - return; - } - if ((plnetx != 0)&&(game.state.plnets[iplnet].known == 0)) { - prout("Spock- \"Sensor scan for %s-", cramlc(quadrant, quadx, quady)); - skip(1); - prout(" Planet at %s is of class %s.", - cramlc(sector, plnetx, plnety), - classes[game.state.plnets[iplnet].pclass]); - if (game.state.plnets[iplnet].known==shuttle_down) - prout(" Sensors show Galileo still on surface."); - proutn(" Readings indicate"); - if (game.state.plnets[iplnet].crystals == 0) proutn(" no"); - prout(" dilithium crystals present.\""); - if (game.state.plnets[iplnet].known == unknown) game.state.plnets[iplnet].known = known; - } + prout(" Planet at %s is of class %s.", + cramlc(sector, plnetx, plnety), + classes[game.state.plnets[iplnet].pclass]); + if (game.state.plnets[iplnet].known==shuttle_down) + prout(" Sensors show Galileo still on surface."); + proutn(" Readings indicate"); + if (game.state.plnets[iplnet].crystals == 0) proutn(" no"); + prout(" dilithium crystals present.\""); + if (game.state.plnets[iplnet].known == unknown) game.state.plnets[iplnet].known = known; + } } -void beam(void) { - chew(); - skip(1); - if (game.damage[DTRANSP] != 0) { - prout("Transporter damaged."); - if (game.damage[DSHUTTL]==0 && (game.state.plnets[iplnet].known==shuttle_down || iscraft == 1)) { - skip(1); - proutn("Spock- \"May I suggest the shuttle craft, Sir?\" "); - if (ja() != 0) shuttle(); - } - return; - } - if (inorbit==0) { - crmshp(); - prout(" not in standard orbit."); - return; - } - if (shldup!=0) { - prout("Impossible to transport through shields."); - return; +void beam(void) +{ + chew(); + skip(1); + if (game.damage[DTRANSP] != 0) { + prout("Transporter damaged."); + if (game.damage[DSHUTTL]==0 && (game.state.plnets[iplnet].known==shuttle_down || iscraft == 1)) { + skip(1); + proutn("Spock- \"May I suggest the shuttle craft, Sir?\" "); + if (ja() != 0) shuttle(); } - if (game.state.plnets[iplnet].known==unknown) { - prout("Spock- \"Captain, we have no information on this planet"); - prout(" and Starfleet Regulations clearly state that in this situation"); - prout(" you may not go down.\""); + return; + } + if (inorbit==0) { + crmshp(); + prout(" not in standard orbit."); + return; + } + if (shldup!=0) { + prout("Impossible to transport through shields."); + return; + } + if (game.state.plnets[iplnet].known==unknown) { + prout("Spock- \"Captain, we have no information on this planet"); + prout(" and Starfleet Regulations clearly state that in this situation"); + prout(" you may not go down.\""); + return; + } + if (landed==1) { + /* Coming from planet */ + if (game.state.plnets[iplnet].known==shuttle_down) { + proutn("Spock- \"Wouldn't you rather take the Galileo?\" "); + if (ja() != 0) { + chew(); return; + } + prout("Your crew hides the Galileo to prevent capture by aliens."); } - if (landed==1) { - /* Coming from planet */ - if (game.state.plnets[iplnet].known==shuttle_down) { - proutn("Spock- \"Wouldn't you rather take the Galileo?\" "); - if (ja() != 0) { - chew(); - return; - } - prout("Your crew hides the Galileo to prevent capture by aliens."); - } - prout("Landing party assembled, ready to beam up."); - skip(1); - prout("Kirk whips out communicator..."); - prouts("BEEP BEEP BEEP"); - skip(2); - prout("\"Kirk to enterprise- Lock on coordinates...energize.\""); - } - else { - /* Going to planet */ - if (game.state.plnets[iplnet].crystals==0) { - prout("Spock- \"Captain, I fail to see the logic in"); - prout(" exploring a planet with no dilithium crystals."); - proutn(" Are you sure this is wise?\" "); - if (ja()==0) { - chew(); - return; - } - } - prout("Scotty- \"Transporter room ready, Sir.\""); - skip(1); - prout("Kirk, and landing party prepare to beam down to planet surface."); - skip(1); - prout("Kirk- \"Energize.\""); - } - ididit=1; + prout("Landing party assembled, ready to beam up."); skip(1); - prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . ."); + prout("Kirk whips out communicator..."); + prouts("BEEP BEEP BEEP"); skip(2); - if (Rand() > 0.98) { - prouts("BOOOIIIOOOIIOOOOIIIOIING . . ."); - skip(2); - prout("Scotty- \"Oh my God! I've lost them.\""); - finish(FLOST); + prout("\"Kirk to enterprise- Lock on coordinates...energize.\""); + } + else { + /* Going to planet */ + if (game.state.plnets[iplnet].crystals==0) { + prout("Spock- \"Captain, I fail to see the logic in"); + prout(" exploring a planet with no dilithium crystals."); + proutn(" Are you sure this is wise?\" "); + if (ja()==0) { + chew(); return; + } } - prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW"); + prout("Scotty- \"Transporter room ready, Sir.\""); + skip(1); + prout("Kirk, and landing party prepare to beam down to planet surface."); + skip(1); + prout("Kirk- \"Energize.\""); + } + ididit=1; + skip(1); + prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . ."); + skip(2); + if (Rand() > 0.98) { + prouts("BOOOIIIOOOIIOOOOIIIOIING . . ."); skip(2); - prout("Transport complete."); - landed = -landed; - if (landed==1 && game.state.plnets[iplnet].known==shuttle_down) { - prout("The shuttle craft Galileo is here!"); - } - if (landed!=1 && imine==1) { - icrystl = 1; - cryprob = 0.05; - } - imine = 0; + prout("Scotty- \"Oh my God! I've lost them.\""); + finish(FLOST); return; + } + prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW"); + skip(2); + prout("Transport complete."); + landed = -landed; + if (landed==1 && game.state.plnets[iplnet].known==shuttle_down) { + prout("The shuttle craft Galileo is here!"); + } + if (landed!=1 && imine==1) { + icrystl = 1; + cryprob = 0.05; + } + imine = 0; + return; } -void mine(void) { +void mine(void) +{ + skip(1); + chew(); + if (landed!= 1) { + prout("Mining party not on planet."); + return; + } + if (game.state.plnets[iplnet].crystals == 0) { + prout("No dilithium crystals on this planet."); + return; + } + if (imine == 1) { + prout("You've already mined enough crystals for this trip."); + return; + } + if (icrystl == 1 && cryprob == 0.05) { + proutn("With all those fresh crystals aboard the "); + crmshp(); skip(1); - chew(); - if (landed!= 1) { - prout("Mining party not on planet."); - return; - } - if (game.state.plnets[iplnet].crystals == 0) { - prout("No dilithium crystals on this planet."); - return; - } - if (imine == 1) { - prout("You've already mined enough crystals for this trip."); - return; - } - if (icrystl == 1 && cryprob == 0.05) { - proutn("With all those fresh crystals aboard the "); - crmshp(); - skip(1); - prout("there's no reason to mine more at this time."); - return; - } - Time = (0.1+0.2*Rand())*game.state.plnets[iplnet].pclass; - if (consumeTime()) return; - prout("Mining operation complete."); - imine = 1; - ididit=1; + prout("there's no reason to mine more at this time."); + return; + } + Time = (0.1+0.2*Rand())*game.state.plnets[iplnet].pclass; + if (consumeTime()) return; + prout("Mining operation complete."); + imine = 1; + ididit=1; } -void usecrystals(void) { - ididit=0; - skip(1); +void usecrystals(void) +{ + ididit=0; + skip(1); + chew(); + if (icrystl!=1) { + prout("No dilithium crystals available."); + return; + } + if (energy >= 1000) { + prout("Spock- \"Captain, Starfleet Regulations prohibit such an operation"); + prout(" except when condition Yellow exists."); + return; + } + prout("Spock- \"Captain, I must warn you that loading"); + prout(" raw dilithium crystals into the ship's power"); + prout(" system may risk a severe explosion."); + proutn(" Are you sure this is wise?\" "); + if (ja()==0) { chew(); - if (icrystl!=1) { - prout("No dilithium crystals available."); - return; - } - if (energy >= 1000) { - prout("Spock- \"Captain, Starfleet Regulations prohibit such an operation"); - prout(" except when condition Yellow exists."); - return; - } - prout("Spock- \"Captain, I must warn you that loading"); - prout(" raw dilithium crystals into the ship's power"); - prout(" system may risk a severe explosion."); - proutn(" Are you sure this is wise?\" "); - if (ja()==0) { - chew(); - return; - } - skip(1); - prout("Engineering Officer Scott- \"(GULP) Aye Sir."); - prout(" Mr. Spock and I will try it.\""); - skip(1); - prout("Spock- \"Crystals in place, Sir."); - prout(" Ready to activate circuit.\""); + return; + } + skip(1); + prout("Engineering Officer Scott- \"(GULP) Aye Sir."); + prout(" Mr. Spock and I will try it.\""); + skip(1); + prout("Spock- \"Crystals in place, Sir."); + prout(" Ready to activate circuit.\""); + skip(1); + prouts("Scotty- \"Keep your fingers crossed, Sir!\""); + skip(1); + if (Rand() <= cryprob) { + prouts(" \"Activating now! - - No good! It's***"); + skip(2); + prouts("***RED ALERT! RED A*L********************************"); skip(1); - prouts("Scotty- \"Keep your fingers crossed, Sir!\""); + stars(); + prouts("****************** KA-BOOM!!!! *******************"); skip(1); - if (Rand() <= cryprob) { - prouts(" \"Activating now! - - No good! It's***"); - skip(2); - prouts("***RED ALERT! RED A*L********************************"); - skip(1); - stars(); - prouts("****************** KA-BOOM!!!! *******************"); - skip(1); - kaboom(); - return; - } - energy += 5000.0*(1.0 + 0.9*Rand()); - prouts(" \"Activating now! - - "); - prout("The instruments"); - prout(" are going crazy, but I think it's"); - prout(" going to work!! Congratulations, Sir!\""); - cryprob *= 2.0; - ididit=1; + kaboom(); + return; + } + energy += 5000.0*(1.0 + 0.9*Rand()); + prouts(" \"Activating now! - - "); + prout("The instruments"); + prout(" are going crazy, but I think it's"); + prout(" going to work!! Congratulations, Sir!\""); + cryprob *= 2.0; + ididit=1; } -void shuttle(void) { - - chew(); - skip(1); - if(game.damage[DSHUTTL] != 0.0) { - if (game.damage[DSHUTTL] == -1.0) { - if (inorbit && game.state.plnets[iplnet].known == shuttle_down) - prout("Ye Faerie Queene has no shuttle craft bay to dock it at."); - else - prout("Ye Faerie Queene had no shuttle craft."); - } - else if (game.damage[DSHUTTL] > 0) - prout("The Galileo is damaged."); - else prout("Shuttle craft is now serving Big Macs."); - return; - } - if (inorbit==0) { - crmshp(); - prout(" not in standard orbit."); - return; - } - if ((game.state.plnets[iplnet].known != shuttle_down) && iscraft != 1) { - prout("Shuttle craft not currently available."); - return; - } - if (landed==-1 && game.state.plnets[iplnet].known==shuttle_down) { - prout("You will have to beam down to retrieve the shuttle craft."); - return; - } - if (shldup!=0 || condit == IHDOCKED) { - prout("Shuttle craft cannot pass through shields."); - return; - } - if (game.state.plnets[iplnet].known==unknown) { - prout("Spock- \"Captain, we have no information on this planet"); - prout(" and Starfleet Regulations clearly state that in this situation"); - prout(" you may not fly down.\""); - return; - } - Time = 3.0e-5*height; - if (Time >= 0.8*game.state.remtime) { - prout("First Officer Spock- \"Captain, I compute that such"); - proutn(" a maneuver would require approximately 2d%% of our", - (int)(100*Time/game.state.remtime)); - prout("remaining time."); - proutn("Are you sure this is wise?\" "); - if (ja()==0) { - Time = 0.0; - return; - } - } - if (landed == 1) { - /* Kirk on planet */ - if (iscraft==1) { - /* Galileo on ship! */ - if (game.damage[DTRANSP]==0) { - proutn("Spock- \"Would you rather use the transporter?\" "); - if (ja() != 0) { - beam(); - return; - } - proutn("Shuttle crew"); - } - else - proutn("Rescue party"); - prout(" boards Galileo and swoops toward planet surface."); - iscraft = 0; - skip(1); - if (consumeTime()) return; - game.state.plnets[iplnet].known=shuttle_down; - prout("Trip complete."); - return; - } - else { - /* Ready to go back to ship */ - prout("You and your mining party board the"); - prout("shuttle craft for the trip back to the Enterprise."); - skip(1); - prout("The short hop begins . . ."); - game.state.plnets[iplnet].known=known; - icraft = 1; - skip(1); - landed = -1; - if (consumeTime()) return; - iscraft = 1; - icraft = 0; - if (imine!=0) { - icrystl = 1; - cryprob = 0.05; - } - imine = 0; - prout("Trip complete."); - return; +void shuttle(void) +{ + chew(); + skip(1); + if(game.damage[DSHUTTL] != 0.0) { + if (game.damage[DSHUTTL] == -1.0) { + if (inorbit && game.state.plnets[iplnet].known == shuttle_down) + prout("Ye Faerie Queene has no shuttle craft bay to dock it at."); + else + prout("Ye Faerie Queene had no shuttle craft."); + } + else if (game.damage[DSHUTTL] > 0) + prout("The Galileo is damaged."); + else prout("Shuttle craft is now serving Big Macs."); + return; + } + if (inorbit==0) { + crmshp(); + prout(" not in standard orbit."); + return; + } + if ((game.state.plnets[iplnet].known != shuttle_down) && iscraft != 1) { + prout("Shuttle craft not currently available."); + return; + } + if (landed==-1 && game.state.plnets[iplnet].known==shuttle_down) { + prout("You will have to beam down to retrieve the shuttle craft."); + return; + } + if (shldup!=0 || condit == IHDOCKED) { + prout("Shuttle craft cannot pass through shields."); + return; + } + if (game.state.plnets[iplnet].known==unknown) { + prout("Spock- \"Captain, we have no information on this planet"); + prout(" and Starfleet Regulations clearly state that in this situation"); + prout(" you may not fly down.\""); + return; + } + Time = 3.0e-5*height; + if (Time >= 0.8*game.state.remtime) { + prout("First Officer Spock- \"Captain, I compute that such"); + proutn(" a maneuver would require approximately 2d%% of our", + (int)(100*Time/game.state.remtime)); + prout("remaining time."); + proutn("Are you sure this is wise?\" "); + if (ja()==0) { + Time = 0.0; + return; + } + } + if (landed == 1) { + /* Kirk on planet */ + if (iscraft==1) { + /* Galileo on ship! */ + if (game.damage[DTRANSP]==0) { + proutn("Spock- \"Would you rather use the transporter?\" "); + if (ja() != 0) { + beam(); + return; } + proutn("Shuttle crew"); + } + else + proutn("Rescue party"); + prout(" boards Galileo and swoops toward planet surface."); + iscraft = 0; + skip(1); + if (consumeTime()) return; + game.state.plnets[iplnet].known=shuttle_down; + prout("Trip complete."); + return; } else { - /* Kirk on ship */ - /* and so is Galileo */ - prout("Mining party assembles in the hangar deck,"); - prout("ready to board the shuttle craft \"Galileo\"."); - skip(1); - prouts("The hangar doors open; the trip begins."); - skip(1); - icraft = 1; - iscraft = 0; - if (consumeTime()) return; - game.state.plnets[iplnet].known = shuttle_down; - landed = 1; - icraft = 0; - prout("Trip complete"); - return; - } + /* Ready to go back to ship */ + prout("You and your mining party board the"); + prout("shuttle craft for the trip back to the Enterprise."); + skip(1); + prout("The short hop begins . . ."); + game.state.plnets[iplnet].known=known; + icraft = 1; + skip(1); + landed = -1; + if (consumeTime()) return; + iscraft = 1; + icraft = 0; + if (imine!=0) { + icrystl = 1; + cryprob = 0.05; + } + imine = 0; + prout("Trip complete."); + return; + } + } + else { + /* Kirk on ship */ + /* and so is Galileo */ + prout("Mining party assembles in the hangar deck,"); + prout("ready to board the shuttle craft \"Galileo\"."); + skip(1); + prouts("The hangar doors open; the trip begins."); + skip(1); + icraft = 1; + iscraft = 0; + if (consumeTime()) return; + game.state.plnets[iplnet].known = shuttle_down; + landed = 1; + icraft = 0; + prout("Trip complete"); + return; + } } -void deathray(void) { - double r = Rand(); +void deathray(void) +{ + double r = Rand(); - ididit = 0; - skip(1); - chew(); - if (ship != IHE) { - prout("Ye Faerie Queene has no death ray."); - return; - } - if (nenhere==0) { - prout("Sulu- \"But Sir, there are no enemies in this quadrant.\""); - return; + ididit = 0; + skip(1); + chew(); + if (ship != IHE) { + prout("Ye Faerie Queene has no death ray."); + return; + } + if (nenhere==0) { + prout("Sulu- \"But Sir, there are no enemies in this quadrant.\""); + return; + } + if (game.damage[DDRAY] > 0.0) { + prout("Death Ray is damaged."); + return; + } + prout("Spock- \"Captain, the 'Experimental Death Ray'"); + prout(" is highly unpredictible. Considering the alternatives,"); + proutn(" are you sure this is wise?\" "); + if (ja()==0) return; + prout("Spock- \"Acknowledged.\""); + skip(1); + ididit=1; + prouts("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"); + skip(1); + prout("Crew scrambles in emergency preparation."); + prout("Spock and Scotty ready the death ray and"); + prout("prepare to channel all ship's power to the device."); + skip(1); + prout("Spock- \"Preparations complete, sir.\""); + prout("Kirk- \"Engage!\""); + skip(1); + prouts("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"); + skip(1); + if (r > .30) { + prouts("Sulu- \"Captain! It's working!\""); + skip(2); + while (nenhere > 0) + deadkl(game.kx[1],game.ky[1],game.quad[game.kx[1]][game.ky[1]],game.kx[1],game.ky[1]); + prout("Ensign Chekov- \"Congratulations, Captain!\""); + if (game.state.remkl == 0) finish(FWON); + prout("Spock- \"Captain, I believe the `Experimental Death Ray'"); + if (Rand() <= 0.05) { + prout(" is still operational.\""); } - if (game.damage[DDRAY] > 0.0) { - prout("Death Ray is damaged."); - return; + else { + prout(" has been rendered nonfunctional.\""); + game.damage[DDRAY] = 39.95; } - prout("Spock- \"Captain, the 'Experimental Death Ray'"); - prout(" is highly unpredictible. Considering the alternatives,"); - proutn(" are you sure this is wise?\" "); - if (ja()==0) return; - prout("Spock- \"Acknowledged.\""); + return; + } + r = Rand(); // Pick failure method + if (r <= .30) { + prouts("Sulu- \"Captain! It's working!\""); skip(1); - ididit=1; - prouts("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"); + prouts("***RED ALERT! RED ALERT!"); skip(1); - prout("Crew scrambles in emergency preparation."); - prout("Spock and Scotty ready the death ray and"); - prout("prepare to channel all ship's power to the device."); + prout("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"); skip(1); - prout("Spock- \"Preparations complete, sir.\""); - prout("Kirk- \"Engage!\""); + prouts("***RED ALERT! RED A*L********************************"); skip(1); - prouts("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"); + stars(); + prouts("****************** KA-BOOM!!!! *******************"); skip(1); - if (r > .30) { - prouts("Sulu- \"Captain! It's working!\""); - skip(2); - while (nenhere > 0) - deadkl(game.kx[1],game.ky[1],game.quad[game.kx[1]][game.ky[1]],game.kx[1],game.ky[1]); - prout("Ensign Chekov- \"Congratulations, Captain!\""); - if (game.state.remkl == 0) finish(FWON); - prout("Spock- \"Captain, I believe the `Experimental Death Ray'"); - if (Rand() <= 0.05) { - prout(" is still operational.\""); - } - else { - prout(" has been rendered nonfunctional.\""); - game.damage[DDRAY] = 39.95; - } - return; - } - r = Rand(); // Pick failure method - if (r <= .30) { - prouts("Sulu- \"Captain! It's working!\""); - skip(1); - prouts("***RED ALERT! RED ALERT!"); - skip(1); - prout("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"); - skip(1); - prouts("***RED ALERT! RED A*L********************************"); - skip(1); - stars(); - prouts("****************** KA-BOOM!!!! *******************"); - skip(1); - kaboom(); - return; - } - if (r <= .55) { - prouts("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""); - skip(1); - prout("Lt. Uhura- \"Graaeek! Graaeek!\""); - skip(1); - prout("Spock- \"Facinating! . . . All humans aboard"); - prout(" have apparently been transformed into strange mutations."); - prout(" Vulcans do not seem to be affected."); - skip(1); - prout("Kirk- \"Raauch! Raauch!\""); - finish(FDRAY); - return; - } - if (r <= 0.75) { - int i,j; - prouts("Sulu- \"Captain! It's --WHAT?!?!\""); - skip(2); - proutn("Spock- \"I believe the word is"); - prouts(" *ASTONISHING*"); - prout(" Mr. Sulu."); - for (i=1; i<=QUADSIZE; i++) - for (j=1; j<=QUADSIZE; j++) - if (game.quad[i][j] == IHDOT) game.quad[i][j] = IHQUEST; - prout(" Captain, our quadrant is now infested with"); - prouts(" - - - - - - *THINGS*."); - skip(1); - prout(" I have no logical explanation.\""); - return; - } - prouts("Sulu- \"Captain! The Death Ray is creating tribbles!\""); + kaboom(); + return; + } + if (r <= .55) { + prouts("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""); + skip(1); + prout("Lt. Uhura- \"Graaeek! Graaeek!\""); + skip(1); + prout("Spock- \"Facinating! . . . All humans aboard"); + prout(" have apparently been transformed into strange mutations."); + prout(" Vulcans do not seem to be affected."); + skip(1); + prout("Kirk- \"Raauch! Raauch!\""); + finish(FDRAY); + return; + } + if (r <= 0.75) { + int i,j; + prouts("Sulu- \"Captain! It's --WHAT?!?!\""); + skip(2); + proutn("Spock- \"I believe the word is"); + prouts(" *ASTONISHING*"); + prout(" Mr. Sulu."); + for (i=1; i<=QUADSIZE; i++) + for (j=1; j<=QUADSIZE; j++) + if (game.quad[i][j] == IHDOT) game.quad[i][j] = IHQUEST; + prout(" Captain, our quadrant is now infested with"); + prouts(" - - - - - - *THINGS*."); skip(1); - prout("Scotty- \"There are so many tribbles down here"); - prout(" in Engineering, we can't move for 'em, Captain.\""); - finish(FTRIBBLE); + prout(" I have no logical explanation.\""); return; + } + prouts("Sulu- \"Captain! The Death Ray is creating tribbles!\""); + skip(1); + prout("Scotty- \"There are so many tribbles down here"); + prout(" in Engineering, we can't move for 'em, Captain.\""); + finish(FTRIBBLE); + return; } diff --git a/reports.c b/reports.c index e5d261b..e6c9f6e 100644 --- a/reports.c +++ b/reports.c @@ -3,212 +3,218 @@ #include #include -void attakreport(int curt) { - if (!curt) { +void attakreport(int curt) +{ + if (!curt) { if (game.future[FCDBAS] < 1e30) { - prout("Starbase in %s is currently under Commander attack.", - cramlc(quadrant, batx, baty)); - prout("It can hold out until Stardate %d.", - (int)game.future[FCDBAS]); + prout("Starbase in %s is currently under Commander attack.", + cramlc(quadrant, batx, baty)); + prout("It can hold out until Stardate %d.", + (int)game.future[FCDBAS]); } if (isatb == 1) { - prout("Starbase in %s is under Super-commander attack.", - cramlc(quadrant, game.state.isx, game.state.isy)); - prout("It can hold out until Stardate %d.", - (int)game.future[FSCDBAS]); + prout("Starbase in %s is under Super-commander attack.", + cramlc(quadrant, game.state.isx, game.state.isy)); + prout("It can hold out until Stardate %d.", + (int)game.future[FSCDBAS]); } - } else { + } else { if (game.future[FCDBAS] < 1e30) - proutn("Base in %i - %i attacked by C. Alive until %.1f", batx, baty, game.future[FCDBAS]); + proutn("Base in %i - %i attacked by C. Alive until %.1f", batx, baty, game.future[FCDBAS]); if (isatb == 1) - proutn("Base in %i - %i attacked by S. Alive until %.1f", game.state.isx, game.state.isy, game.future[FSCDBAS]); - } - clreol(); + proutn("Base in %i - %i attacked by S. Alive until %.1f", game.state.isx, game.state.isy, game.future[FSCDBAS]); + } + clreol(); } -void report(void) { - char *s1,*s2,*s3; +void report(void) +{ + char *s1,*s2,*s3; - chew(); - s1 = (thawed?"thawed ":""); - switch (length) { - case 1: s2="short"; break; - case 2: s2="medium"; break; - case 4: s2="long"; break; - default: s2="unknown length"; break; - } - switch (skill) { - case 1: s3="novice"; break; - case 2: s3="fair"; break; - case 3: s3="good"; break; - case 4: s3="expert"; break; - case 5: s3="emeritus"; break; - default: s3="skilled"; break; - } - prout(""); - prout("You %s playing a %s%s %s game.", - alldone? "were": "are now", s1, s2, s3); - if (skill>3 && thawed && !alldone) prout("No plaque is allowed."); - if (tourn) prout("This is tournament game %d.", tourn); - prout("Your secret password is \"%s\"",game.passwd); - proutn("%d of %d Klingons have been killed", - game.state.killk+game.state.killc+game.state.nsckill, inkling); - if (game.state.killc) prout(", including %d Commander%s.", game.state.killc, game.state.killc==1?"":"s"); - else if (game.state.killk+game.state.nsckill > 0) prout(", but no Commanders."); - else prout("."); - if (skill > 2) prout("The Super Commander has %sbeen destroyed.", - game.state.nscrem?"not ":""); - if (game.state.rembase != inbase) { - proutn("There "); - if (inbase-game.state.rembase==1) proutn("has been 1 base"); - else { - proutn("have been %d bases", inbase-game.state.rembase); - } - prout(" destroyed, %d remaining.", game.state.rembase); - } - else prout("There are %d bases.", inbase); - if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED || iseenit) { - /* Don't report this if not seen and - either the radio is dead or not at base! */ - attakreport(0); - iseenit = 1; - } - if (casual) prout("%d casualt%s suffered so far.", - casual, casual==1? "y" : "ies"); - if (nhelp) prout("There were %d call%s for help.", - nhelp, nhelp==1 ? "" : "s"); - if (ship == IHE) { - proutn("You have "); - if (nprobes) proutn("%d", nprobes); - else proutn("no"); - proutn(" deep space probe"); - if (nprobes!=1) proutn("s"); - prout("."); - } - if ((game.damage[DRADIO] == 0.0 || condit == IHDOCKED)&& - game.future[FDSPROB] != 1e30) { - if (isarmed) - proutn("An armed deep space probe is in"); - else - proutn("A deep space probe is in"); - proutn(cramlc(quadrant, probecx, probecy)); - prout("."); + chew(); + s1 = (thawed?"thawed ":""); + switch (length) { + case 1: s2="short"; break; + case 2: s2="medium"; break; + case 4: s2="long"; break; + default: s2="unknown length"; break; + } + switch (skill) { + case SKILL_NOVICE: s3="novice"; break; + case SKILL_FAIR: s3="fair"; break; + case SKILL_GOOD: s3="good"; break; + case SKILL_EXPERT: s3="expert"; break; + case SKILL_EMERITUS: s3="emeritus"; break; + default: s3="skilled"; break; + } + prout(""); + prout("You %s playing a %s%s %s game.", + alldone? "were": "are now", s1, s2, s3); + if (skill>SKILL_GOOD && thawed && !alldone) prout("No plaque is allowed."); + if (tourn) prout("This is tournament game %d.", tourn); + prout("Your secret password is \"%s\"",game.passwd); + proutn("%d of %d Klingons have been killed", + game.state.killk+game.state.killc+game.state.nsckill, inkling); + if (game.state.killc) prout(", including %d Commander%s.", game.state.killc, game.state.killc==1?"":"s"); + else if (game.state.killk+game.state.nsckill > 0) prout(", but no Commanders."); + else prout("."); + if (skill > SKILL_FAIR) prout("The Super Commander has %sbeen destroyed.", + game.state.nscrem?"not ":""); + if (game.state.rembase != inbase) { + proutn("There "); + if (inbase-game.state.rembase==1) proutn("has been 1 base"); + else { + proutn("have been %d bases", inbase-game.state.rembase); } - if (icrystl) { - if (cryprob <= .05) - prout("Dilithium crystals aboard ship... not yet used."); - else { - int i=0; - double ai = 0.05; - while (cryprob > ai) { - ai *= 2.0; - i++; - } - prout("Dilithium crystals have been used %d time%s.", - i, i==1? "" : "s"); - } + prout(" destroyed, %d remaining.", game.state.rembase); + } + else prout("There are %d bases.", inbase); + if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED || iseenit) { + /* Don't report this if not seen and + either the radio is dead or not at base! */ + attakreport(0); + iseenit = 1; + } + if (casual) prout("%d casualt%s suffered so far.", + casual, casual==1? "y" : "ies"); + if (nhelp) prout("There were %d call%s for help.", + nhelp, nhelp==1 ? "" : "s"); + if (ship == IHE) { + proutn("You have "); + if (nprobes) proutn("%d", nprobes); + else proutn("no"); + proutn(" deep space probe"); + if (nprobes!=1) proutn("s"); + prout("."); + } + if ((game.damage[DRADIO] == 0.0 || condit == IHDOCKED)&& + game.future[FDSPROB] != 1e30) { + if (isarmed) + proutn("An armed deep space probe is in"); + else + proutn("A deep space probe is in"); + proutn(cramlc(quadrant, probecx, probecy)); + prout("."); + } + if (icrystl) { + if (cryprob <= .05) + prout("Dilithium crystals aboard ship... not yet used."); + else { + int i=0; + double ai = 0.05; + while (cryprob > ai) { + ai *= 2.0; + i++; + } + prout("Dilithium crystals have been used %d time%s.", + i, i==1? "" : "s"); } - skip(1); + } + skip(1); } -void lrscan(void) { - int x, y; - chew(); - if (game.damage[DLRSENS] != 0.0) { - /* Now allow base's sensors if docked */ - if (condit != IHDOCKED) { - prout("LONG-RANGE SENSORS DAMAGED."); - return; - } - proutn("Starbase's long-range scan"); - } - else { - prout("Long-range scan"); +void lrscan(void) +{ + int x, y; + chew(); + if (game.damage[DLRSENS] != 0.0) { + /* Now allow base's sensors if docked */ + if (condit != IHDOCKED) { + prout("LONG-RANGE SENSORS DAMAGED."); + return; } - for (x = quadx-1; x <= quadx+1; x++) { - proutn(" "); - for (y = quady-1; y <= quady+1; y++) { - if (x == 0 || x > GALSIZE || y == 0 || y > GALSIZE) - proutn(" -1"); - else { - if (game.state.galaxy[x][y] 0 ? game.state.galaxy[x][y]+SUPERNOVA_PLACE : 1; - } - } - prout(" "); + proutn("Starbase's long-range scan"); + } + else { + prout("Long-range scan"); + } + for (x = quadx-1; x <= quadx+1; x++) { + proutn(" "); + for (y = quady-1; y <= quady+1; y++) { + if (x == 0 || x > GALSIZE || y == 0 || y > GALSIZE) + proutn(" -1"); + else { + if (game.state.galaxy[x][y] 0 ? game.state.galaxy[x][y]+SUPERNOVA_PLACE : 1; + } } + prout(" "); + } } -void dreprt(void) { - int jdam = FALSE, i; - chew(); +void dreprt(void) +{ + int jdam = FALSE, i; + chew(); - for (i = 1; i <= NDEVICES; i++) { - if (game.damage[i] > 0.0) { - if (!jdam) { - prout("DEVICE -REPAIR TIMES-"); - prout(" IN FLIGHT DOCKED"); - jdam = TRUE; - } - prout(" %16s %8.2f %8.2f", - device[i], - game.damage[i]+0.05, - docfac*game.damage[i]+0.005); - } + for (i = 1; i <= NDEVICES; i++) { + if (game.damage[i] > 0.0) { + if (!jdam) { + prout("DEVICE -REPAIR TIMES-"); + prout(" IN FLIGHT DOCKED"); + jdam = TRUE; + } + prout(" %16s %8.2f %8.2f", + device[i], + game.damage[i]+0.05, + docfac*game.damage[i]+0.005); } - if (!jdam) prout("All devices functional."); + } + if (!jdam) prout("All devices functional."); } -void chart(int nn) { - int i,j; - char *cp; - chew(); - if (stdamtim != 1e30 && stdamtim != game.state.date && condit == IHDOCKED) { - proutn("Spock- \"I revised the Star Chart from the starbase's records.\"\n\r"); +void chart(int nn) +{ + int i,j; + char *cp; + chew(); + if (stdamtim != 1e30 && stdamtim != game.state.date && condit == IHDOCKED) { + proutn("Spock- \"I revised the Star Chart from the starbase's records.\"\n\r"); + } + if (nn == 0) proutn(" STAR CHART FOR THE KNOWN GALAXY\n\r"); + if (stdamtim != 1e30) { + if (condit == IHDOCKED) { + /* We are docked, so restore chart from base information */ + stdamtim = game.state.date; + for (i=1; i <= GALSIZE ; i++) + for (j=1; j <= GALSIZE; j++) + if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+SUPERNOVA_PLACE; } - if (nn == 0) proutn(" STAR CHART FOR THE KNOWN GALAXY\n\r"); - if (stdamtim != 1e30) { - if (condit == IHDOCKED) { - /* We are docked, so restore chart from base information */ - stdamtim = game.state.date; - for (i=1; i <= GALSIZE ; i++) - for (j=1; j <= GALSIZE; j++) - if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+SUPERNOVA_PLACE; - } - else { - proutn("(Last surveillance update %d stardates ago.", - (int)(game.state.date-stdamtim)); - } + else { + proutn("(Last surveillance update %d stardates ago.", + (int)(game.state.date-stdamtim)); } + } - prout(" 1 2 3 4 5 6 7 8"); - for (i = 1; i <= GALSIZE; i++) { - proutn("%d |", i); - for (j = 1; j <= GALSIZE; j++) { - char buf[4]; - proutn(" "); - if (game.starch[i][j] == CHART_UNKNOWN) - strcpy(buf, ".1."); - else if (game.starch[i][j] == 0) - strcpy(buf, "..."); - else if (game.state.galaxy[i][j]>=SUPERNOVA_PLACE) - strcpy(buf, "***"); - else - sprintf(buf, "%03d", game.state.galaxy[i][j]); - for (cp = buf; cp < buf + sizeof(buf); cp++) - if (*cp == '0') - *cp = '.'; - proutn(buf); - } - proutn(" |"); - if (i=SUPERNOVA_PLACE) + strcpy(buf, "***"); + else + sprintf(buf, "%03d", game.state.galaxy[i][j]); + for (cp = buf; cp < buf + sizeof(buf); cp++) + if (*cp == '0') + *cp = '.'; + proutn(buf); } - prout(""); /* flush output */ + proutn(" |"); + if (iix1) ix2 = 1; + else ix2=QUADSIZE; + if (quadx>iy1) iy2 = 1; + else iy2=QUADSIZE; + } + + if (ix1 > GALSIZE || ix1 < 1 || iy1 > GALSIZE || iy1 < 1 || + ix2 > QUADSIZE || ix2 < 1 || iy2 > QUADSIZE || iy2 < 1) { + huh(); + return; + } + dist = sqrt(square(iy1-quadx+0.1*(iy2-sectx))+ + square(ix1-quady+0.1*(ix2-secty))); + wfl = FALSE; + + if (prompt) prout("Answer \"no\" if you don't know the value:"); + while (TRUE) { + chew(); + proutn("Time or arrival date? "); + if (scan()==IHREAL) { + ttime = aaitem; + if (ttime > game.state.date) ttime -= game.state.date; // Actually a star date + if (ttime <= 1e-10 || + (twarp=(floor(sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0) > 10) { + prout("We'll never make it, sir."); chew(); - proutn("Destination quadrant and/or sector? "); - if (scan()!=IHREAL) { - huh(); - return; - } + return; + } + if (twarp < 1.0) twarp = 1.0; + break; } - iy1 = aaitem +0.5; - if (scan() != IHREAL) { + chew(); + proutn("Warp factor? "); + if (scan()== IHREAL) { + wfl = TRUE; + twarp = aaitem; + if (twarp<1.0 || twarp > 10.0) { huh(); return; + } + break; } - ix1 = aaitem + 0.5; - if (scan() == IHREAL) { - iy2 = aaitem + 0.5; - if (scan() != IHREAL) { + prout("Captain, certainly you can give me one of these."); + } + while (TRUE) { + chew(); + ttime = (10.0*dist)/square(twarp); + tpower = dist*twarp*twarp*twarp*(shldup+1); + if (tpower >= energy) { + prout("Insufficient energy, sir."); + if (shldup==0 || tpower > energy*2.0) { + if (!wfl) return; + proutn("New warp factor to try? "); + if (scan() == IHREAL) { + wfl = TRUE; + twarp = aaitem; + if (twarp<1.0 || twarp > 10.0) { huh(); return; + } + continue; } - ix2 = aaitem + 0.5; + else { + chew(); + skip(1); + return; + } + } + prout("But if you lower your shields,"); + proutn("remaining"); + tpower /= 2; } - else { - if (quady>ix1) ix2 = 1; - else ix2=QUADSIZE; - if (quadx>iy1) iy2 = 1; - else iy2=QUADSIZE; + else + proutn("Remaining"); + prout(" energy will be %.2f.", energy-tpower); + if (wfl) { + prout("And we will arrive at stardate %.2f.", + game.state.date+ttime); } - - if (ix1 > GALSIZE || ix1 < 1 || iy1 > GALSIZE || iy1 < 1 || - ix2 > QUADSIZE || ix2 < 1 || iy2 > QUADSIZE || iy2 < 1) { + else if (twarp==1.0) + prout("Any warp speed is adequate."); + else { + prout("Minimum warp needed is %.2f,", twarp); + prout("and we will arrive at stardate %.2f.", + game.state.date+ttime); + } + if (game.state.remtime < ttime) + prout("Unfortunately, the Federation will be destroyed by then."); + if (twarp > 6.0) + prout("You'll be taking risks at that speed, Captain"); + if ((isatb==1 && game.state.isy == ix1 && game.state.isx == iy1 && + game.future[FSCDBAS]< ttime+game.state.date)|| + (game.future[FCDBAS] 10.0) { huh(); return; + } } - dist = sqrt(square(iy1-quadx+0.1*(iy2-sectx))+ - square(ix1-quady+0.1*(ix2-secty))); - wfl = FALSE; - - if (prompt) prout("Answer \"no\" if you don't know the value:"); - while (TRUE) { - chew(); - proutn("Time or arrival date? "); - if (scan()==IHREAL) { - ttime = aaitem; - if (ttime > game.state.date) ttime -= game.state.date; // Actually a star date - if (ttime <= 1e-10 || - (twarp=(floor(sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0) > 10) { - prout("We'll never make it, sir."); - chew(); - return; - } - if (twarp < 1.0) twarp = 1.0; - break; - } - chew(); - proutn("Warp factor? "); - if (scan()== IHREAL) { - wfl = TRUE; - twarp = aaitem; - if (twarp<1.0 || twarp > 10.0) { - huh(); - return; - } - break; - } - prout("Captain, certainly you can give me one of these."); - } - while (TRUE) { - chew(); - ttime = (10.0*dist)/square(twarp); - tpower = dist*twarp*twarp*twarp*(shldup+1); - if (tpower >= energy) { - prout("Insufficient energy, sir."); - if (shldup==0 || tpower > energy*2.0) { - if (!wfl) return; - proutn("New warp factor to try? "); - if (scan() == IHREAL) { - wfl = TRUE; - twarp = aaitem; - if (twarp<1.0 || twarp > 10.0) { - huh(); - return; - } - continue; - } - else { - chew(); - skip(1); - return; - } - } - prout("But if you lower your shields,"); - proutn("remaining"); - tpower /= 2; - } - else - proutn("Remaining"); - prout(" energy will be %.2f.", energy-tpower); - if (wfl) { - prout("And we will arrive at stardate %.2f.", - game.state.date+ttime); - } - else if (twarp==1.0) - prout("Any warp speed is adequate."); - else { - prout("Minimum warp needed is %.2f,", twarp); - prout("and we will arrive at stardate %.2f.", - game.state.date+ttime); - } - if (game.state.remtime < ttime) - prout("Unfortunately, the Federation will be destroyed by then."); - if (twarp > 6.0) - prout("You'll be taking risks at that speed, Captain"); - if ((isatb==1 && game.state.isy == ix1 && game.state.isx == iy1 && - game.future[FSCDBAS]< ttime+game.state.date)|| - (game.future[FCDBAS] 10.0) { - huh(); - return; - } - } - else { - chew(); - skip(1); - return; - } + else { + chew(); + skip(1); + return; } + } } diff --git a/setup.c b/setup.c index 1fd47b2..7509711 100644 --- a/setup.c +++ b/setup.c @@ -2,701 +2,710 @@ #include #include "sst.h" -#ifdef __linux__ static long filelength(int fd) { struct stat buf; fstat(fd, &buf); return buf.st_size; } -#endif -void prelim(void) { - skip(2); - prout("-SUPER- STAR TREK"); - skip(1); +void prelim(void) +{ + skip(2); + prout("-SUPER- STAR TREK"); + skip(1); #ifdef __HISTORICAL__ - prout("Latest update-21 Sept 78"); - skip(1); + prout("Latest update-21 Sept 78"); + skip(1); #endif /* __HISTORICAL__ */ } -void freeze(int boss) { - FILE *fp; - int key; - if (boss) { - strcpy(citem, "emsave.trk"); +void freeze(int boss) +{ + FILE *fp; + int key; + if (boss) { + strcpy(citem, "emsave.trk"); + } + else { + if ((key = scan()) == IHEOL) { + proutn("File name: "); + key = scan(); } - else { - if ((key = scan()) == IHEOL) { - proutn("File name: "); - key = scan(); - } - if (key != IHALPHA) { - huh(); - return; - } - chew(); - if (strchr(citem, '.') == NULL) { - strcat(citem, ".trk"); - } + if (key != IHALPHA) { + huh(); + return; } - if ((fp = fopen(citem, "wb")) == NULL) { - proutn("Can't freeze game as file "); - proutn(citem); - skip(1); - return; + chew(); + if (strchr(citem, '.') == NULL) { + strcat(citem, ".trk"); } - strcpy(game.magic, SSTMAGIC); - fwrite(&game, sizeof(game), 1, fp); + } + if ((fp = fopen(citem, "wb")) == NULL) { + proutn("Can't freeze game as file "); + proutn(citem); + skip(1); + return; + } + strcpy(game.magic, SSTMAGIC); + fwrite(&game, sizeof(game), 1, fp); - fclose(fp); + fclose(fp); - /* I hope that's enough! */ + /* I hope that's enough! */ } -int thaw(void) { - FILE *fp; - int key; +int thaw(void) +{ + FILE *fp; + int key; + + game.passwd[0] = '\0'; + if ((key = scan()) == IHEOL) { + proutn("File name: "); + key = scan(); + } + if (key != IHALPHA) { + huh(); + return 1; + } + chew(); + if (strchr(citem, '.') == NULL) { + strcat(citem, ".trk"); + } + if ((fp = fopen(citem, "rb")) == NULL) { + 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); + skip(1); + fclose(fp); + return 1; + } + + fclose(fp); + + return 0; +} - game.passwd[0] = '\0'; - if ((key = scan()) == IHEOL) { - proutn("File name: "); - key = scan(); +void abandn(void) +{ + int nb, l; + + chew(); + if (condit==IHDOCKED) { + if (ship!=IHE) { + prout("You cannot abandon Ye Faerie Queene."); + return; } - if (key != IHALPHA) { - huh(); - return 1; + } + else { + /* Must take shuttle craft to exit */ + if (game.damage[DSHUTTL]==-1) { + prout("Ye Faerie Queene has no shuttle craft."); + return; } - chew(); - if (strchr(citem, '.') == NULL) { - strcat(citem, ".trk"); + if (game.damage[DSHUTTL]<0) { + prout("Shuttle craft now serving Big Mac's."); + return; } - if ((fp = fopen(citem, "rb")) == NULL) { - proutn("Can't find game file "); - proutn(citem); - skip(1); - return 1; + if (game.damage[DSHUTTL]>0) { + prout("Shuttle craft damaged."); + return; } - 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); - skip(1); - fclose(fp); - return 1; + if (landed==1) { + prout("You must be aboard the Enterprise."); + return; } - - fclose(fp); - - return 0; -} - -void abandn(void) { - int nb, l; - - chew(); - if (condit==IHDOCKED) { - if (ship!=IHE) { - prout("You cannot abandon Ye Faerie Queene."); - return; - } + if (iscraft!=1) { + prout("Shuttle craft not currently available."); + 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 (l = 1; l <= QUADSIZE; l++) { - sectx = 3.0*Rand() - 1.0 + basex; - secty = 3.0*Rand() - 1.0 + basey; - if (sectx >= 1 && sectx <= QUADSIZE && - secty >= 1 && secty <= QUADSIZE && - game.quad[sectx][secty] == IHDOT) break; - } - if (l < QUADSIZE+1) break; /* found a spot */ - sectx=QUADSIZE/2; - secty=QUADSIZE/2; - newqad(1); - } + /* 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; } - /* 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 = 1; 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; + /* 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 (l = 1; l <= QUADSIZE; l++) { + sectx = 3.0*Rand() - 1.0 + basex; + secty = 3.0*Rand() - 1.0 + basey; + if (sectx >= 1 && sectx <= QUADSIZE && + secty >= 1 && secty <= QUADSIZE && + 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 = 1; 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; } -void setup(int needprompt) { - int i,j, krem, klumper; - int ix, iy; +void setup(int needprompt) +{ + int i,j, krem, klumper; + int ix, iy; #ifdef DEBUG - idebug = 0; + idebug = 0; #endif - // 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; - iran8(&quadx, &quady); - iran10(§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; - 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); - game.state.killk = game.state.killc = nkinks = nhelp = resting = casual = game.state.nromkl = 0; - isatb = iscate = imine = icrystl = icraft = game.state.nsckill = game.state.nplankl = 0; - game.state.starkl = game.state.basekl = 0; - iscraft = 1; - landed = -1; - alive = 1; - docfac = 0.25; - for (i = 1; i <= GALSIZE; i++) - for (j = 1; j <= GALSIZE; j++) game.state.newstuf[i][j] = game.starch[i][j] = 0; - // 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] = 1e30; - game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : 1e30; - game.future[FSCDBAS] = 1e30; - game.future[FDSPROB] = 1e30; - // Starchart is functional - stdamtim = 1e30; - // Put stars in the galaxy - instar = 0; - for (i=1; i<=GALSIZE; i++) - for (j=1; j<=GALSIZE; j++) { - int k = Rand()*9.0 + 1.0; - instar += k; - game.state.galaxy[i][j] = k * STAR_PLACE; - } - // Locate star bases in galaxy - for (i = 1; i <= inbase; i++) { - int contflag; - do { - do iran8(&ix, &iy); - while (game.state.galaxy[ix][iy] >= BASE_PLACE); - 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-inbase) && Rand() < 0.75) { - contflag = TRUE; + // 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; + 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); + game.state.killk = game.state.killc = nkinks = nhelp = resting = casual = game.state.nromkl = 0; + isatb = iscate = imine = icrystl = icraft = game.state.nsckill = game.state.nplankl = 0; + game.state.starkl = game.state.basekl = 0; + iscraft = 1; + landed = -1; + alive = 1; + docfac = 0.25; + for (i = 1; i <= GALSIZE; i++) + for (j = 1; j <= GALSIZE; j++) game.state.newstuf[i][j] = game.starch[i][j] = 0; + // 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] = 1e30; + game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : 1e30; + game.future[FSCDBAS] = 1e30; + game.future[FDSPROB] = 1e30; + // Starchart is functional + stdamtim = 1e30; + // Put stars in the galaxy + instar = 0; + for (i=1; i<=GALSIZE; i++) + for (j=1; j<=GALSIZE; j++) { + int k = Rand()*9.0 + 1.0; + instar += k; + game.state.galaxy[i][j] = k * STAR_PLACE; + } + // Locate star bases in galaxy + for (i = 1; i <= inbase; i++) { + int contflag; + do { + do iran(GALSIZE, &ix, &iy); + while (BASES(game.state.galaxy[ix][iy])); + 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-inbase) && Rand() < 0.75) { + contflag = TRUE; #ifdef DEBUG - proutn("DEBUG: Abandoning base #%d at %d-%d\n", i, ix, iy); + proutn("DEBUG: Abandoning base #%d at %d-%d\n", i, ix, iy); #endif - break; - } + break; + } #ifdef DEBUG - else if (distq < 6.0 * (BASEMAX-inbase)) { - proutn("DEBUG: saving base #%d, close to #%d\n", i, j); - } + else if (distq < 6.0 * (BASEMAX-inbase)) { + proutn("DEBUG: saving base #%d, close to #%d\n", i, j); + } #endif - } - } while (contflag); + } + } while (contflag); - game.state.baseqx[i] = ix; - game.state.baseqy[i] = iy; - game.starch[ix][iy] = CHART_UNKNOWN; - game.state.galaxy[ix][iy] += BASE_PLACE; - } - // Position ordinary Klingon Battle Cruisers - krem = inkling - incom - game.state.nscrem; - klumper = 0.25*skill*(9.0-length)+1.0; - if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant - do { - double r = Rand(); - int klump = (1.0 - r*r)*klumper; - if (klump > krem) klump = krem; - krem -= klump; - klump *= 100; - do iran8(&ix, &iy); - while (game.state.galaxy[ix][iy] + klump >= SUPERNOVA_PLACE); - game.state.galaxy[ix][iy] += klump; - } while (krem > 0); - // Position Klingon Commander Ships + game.state.baseqx[i] = ix; + game.state.baseqy[i] = iy; + game.starch[ix][iy] = CHART_UNKNOWN; + game.state.galaxy[ix][iy] += BASE_PLACE; + } + // Position ordinary Klingon Battle Cruisers + krem = inkling - incom - game.state.nscrem; + klumper = 0.25*skill*(9.0-length)+1.0; + if (klumper > 9) klumper = 9; // Can't have more than 9 in quadrant + do { + double r = Rand(); + int klump = (1.0 - r*r)*klumper; + if (klump > krem) klump = krem; + krem -= klump; + klump *= KLINGON_PLACE; + do iran(GALSIZE, &ix, &iy); + while (game.state.galaxy[ix][iy] + klump >= SUPERNOVA_PLACE); + game.state.galaxy[ix][iy] += klump; + } while (krem > 0); + // Position Klingon Commander Ships #ifdef DEBUG - klumper = 1; + klumper = 1; #endif - for (i = 1; i <= incom; i++) { - do { - do { /* IF debugging, put commanders by bases, always! */ + for (i = 1; i <= 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]; - klumper++; - } - else + if (idebug && klumper <= inbase) { + ix = game.state.baseqx[klumper]; + iy = game.state.baseqy[klumper]; + klumper++; + } + else #endif - iran8(&ix, &iy); - } - while ((game.state.galaxy[ix][iy] < 99 && Rand() < 0.75)|| - game.state.galaxy[ix][iy]>899); - // check for duplicate - for (j = 1; j < i; j++) - if (game.state.cx[j]==ix && game.state.cy[j]==iy) break; - } while (j < i); - game.state.galaxy[ix][iy] += ENEMY_PLACE; - game.state.cx[i] = ix; - game.state.cy[i] = iy; - } - // Locate planets in galaxy - for (i = 0; i < inplan; i++) { - do iran8(&ix, &iy); - while (game.state.newstuf[ix][iy] > 0); - game.state.newstuf[ix][iy] = 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; - } - // Locate Romulans - for (i = 1; i <= game.state.nromrem; i++) { - iran8(&ix, &iy); - game.state.newstuf[ix][iy] += ROMULAN_PLACE; - } - // Locate the Super Commander - if (game.state.nscrem > 0) { - do iran8(&ix, &iy); - while (game.state.galaxy[ix][iy] >= 900); - game.state.isx = ix; - game.state.isy = iy; - game.state.galaxy[ix][iy] += ENEMY_PLACE; - } - // Place thing (in tournament game, thingx == -1, don't want one!) - if (thingx != -1) { - iran8(&thingx, &thingy); - } - else { - thingx = thingy = 0; - } + iran(GALSIZE, &ix, &iy); + } + while ((game.state.galaxy[ix][iy] <= KLINGON_PLACE && Rand() < 0.75)|| + NOEXIT(game.state.galaxy[ix][iy])); + // check for duplicate + for (j = 1; j < i; j++) + if (game.state.cx[j]==ix && game.state.cy[j]==iy) break; + } while (j < i); + game.state.galaxy[ix][iy] += KLINGON_PLACE; + game.state.cx[i] = ix; + game.state.cy[i] = iy; + } + // Locate planets in galaxy + for (i = 0; i < inplan; i++) { + do iran(GALSIZE, &ix, &iy); + while (game.state.newstuf[ix][iy] > 0); + game.state.newstuf[ix][iy] = 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; + } + // Locate Romulans + for (i = 1; i <= game.state.nromrem; i++) { + iran(GALSIZE, &ix, &iy); + game.state.newstuf[ix][iy] += ROMULAN_PLACE; + } + // Locate the Super Commander + if (game.state.nscrem > 0) { + do iran(GALSIZE, &ix, &iy); + while (game.state.galaxy[ix][iy] >= 900); + game.state.isx = ix; + game.state.isy = iy; + game.state.galaxy[ix][iy] += KLINGON_PLACE; + } + // Place thing (in tournament game, thingx == -1, don't want one!) + if (thingx != -1) { + iran(GALSIZE, &thingx, &thingy); + } + else { + thingx = thingy = 0; + } // idate = date; - skip(2); - game.state.snap = 0; + skip(2); + game.state.snap = 0; - if (skill == 1) { - 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.", - inkling); - 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- "); - } - else { - prout("Stardate %d.", (int)game.state.date); - prout(""); - prout("%d Klingons.", inkling); - 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])); - proutn(" "); - } - skip(2); - proutn("The Enterprise is currently in "); - proutn(cramlc(quadrant, quadx, quady)); - proutn(" "); - proutn(cramlc(sector, sectx, secty)); - skip(2); - 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 + if (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.", + inkling); + 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- "); + } + else { + prout("Stardate %d.", (int)game.state.date); + prout(""); + prout("%d Klingons.", inkling); + 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])); + proutn(" "); + } + skip(2); + proutn("The Enterprise is currently in "); + proutn(cramlc(quadrant, quadx, quady)); + proutn(" "); + proutn(cramlc(sector, sectx, secty)); + skip(2); + 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 } -void randomize(void) { - srand((int)time(NULL)); +void randomize(void) +{ + srand((int)time(NULL)); } -int choose(int needprompt) { - while (TRUE) { +int choose(int needprompt) +{ + while (TRUE) { tourn = 0; thawed = 0; - skill = 0; + skill = SKILL_NONE; length = 0; - if (needprompt) /* Can start with command line options */ - 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-"); - } - if (aaitem == 0) { - chew(); - continue; // We don't want a blank entry - } - tourn = (int)aaitem; - thingx = -1; - srand((unsigned int)(int)aaitem); - break; - } - if (isit("saved") || isit("frozen")) { - if (thaw()) continue; - chew(); - if (*game.passwd==0) continue; - if (!alldone) thawed = 1; // No plaque if not finished - report(); - waitfor(); - return TRUE; - } - if (isit("regular")) break; + if (needprompt) /* Can start with command line options */ + 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-"); + } + if (aaitem == 0) { + chew(); + continue; // We don't want a blank entry + } + tourn = (int)aaitem; + thingx = -1; + srand((unsigned int)(int)aaitem); + break; + } + if (isit("saved") || isit("frozen")) { + if (thaw()) continue; + chew(); + if (*game.passwd==0) continue; + if (!alldone) thawed = 1; // No plaque if not finished + report(); + waitfor(); + return TRUE; + } + if (isit("regular")) break; + proutn("What is \""); + proutn(citem); + prout("\"?"); + chew(); + } + while (length==0 || 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; + else { proutn("What is \""); proutn(citem); prout("\"?"); - chew(); + } } - while (length==0 || skill==0) { - 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 = 1; - else if (isit("fair")) skill = 2; - else if (isit("good")) skill = 3; - else if (isit("expert")) skill = 4; - else if (isit("emeritus")) skill = 5; - else { - proutn("What is \""); - proutn(citem); - prout("\"?"); - } - } - else { - chew(); - if (length==0) proutn("Would you like a Short, Medium, or Long game? "); - else if (skill == 0) proutn("Are you a Novice, Fair, Good, Expert, or Emeritus player? "); - } + 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? "); } - setpassword(); + } + setpassword(); #ifdef DEBUG - if (strcmp(game.passwd, "debug")==0) idebug = 1; + if (strcmp(game.passwd, "debug")==0) idebug = 1; #endif - // Use parameters to generate initial values of things - damfac = 0.5 * skill; - game.state.rembase = 3.0*Rand()+2.0; - inbase = game.state.rembase; - inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand(); - game.state.nromrem = (2.0+Rand())*skill; - game.state.nscrem = (skill > 2? 1 : 0); - game.state.remtime = 7.0 * length; - intime = game.state.remtime; - game.state.remkl = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15); - inkling = game.state.remkl; - 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; + // Use parameters to generate initial values of things + damfac = 0.5 * skill; + game.state.rembase = 3.0*Rand()+2.0; + inbase = game.state.rembase; + inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand(); + game.state.nromrem = (2.0+Rand())*skill; + game.state.nscrem = (skill > SKILL_FAIR ? 1 : 0); + game.state.remtime = 7.0 * length; + intime = game.state.remtime; + game.state.remkl = 2.0*intime*((skill+1 - 2*Rand())*skill*0.1+.15); + inkling = game.state.remkl; + 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; } -void dropin(int iquad, int *ix, int *iy) { - do iran10(ix, iy); - while (game.quad[*ix][*iy] != IHDOT); - game.quad[*ix][*iy] = iquad; +void dropin(int iquad, int *ix, int *iy) +{ + do iran(QUADSIZE, ix, iy); + while (game.quad[*ix][*iy] != IHDOT); + game.quad[*ix][*iy] = iquad; } -void newcnd(void) { - condit = IHGREEN; - if (energy < 1000.0) condit = IHYELLOW; - if (game.state.galaxy[quadx][quady] >= ENEMY_PLACE || game.state.newstuf[quadx][quady] > 9) - condit = IHRED; - if (!alive) condit=IHDEAD; +void newcnd(void) +{ + condit = IHGREEN; + if (energy < 1000.0) condit = IHYELLOW; + if (game.state.galaxy[quadx][quady] >= KLINGON_PLACE || game.state.newstuf[quadx][quady] >= ROMULAN_PLACE) + condit = IHRED; + if (!alive) condit=IHDEAD; } -void newqad(int shutup) { - int quadnum = game.state.galaxy[quadx][quady]; - int newnum = game.state.newstuf[quadx][quady]; - 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) { - // Attempt to escape Super-commander, so tbeam back! - iscate = 0; - ientesc = 1; - } - // Clear quadrant - for (i=1; i <= QUADSIZE; i++) - for (j=1; j <= QUADSIZE; j++) game.quad[i][j] = IHDOT; - // cope with supernova - if (quadnum > 999) { - return; +void newqad(int shutup) +{ + int quadnum = game.state.galaxy[quadx][quady]; + int newnum = game.state.newstuf[quadx][quady]; + 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) { + // Attempt to escape Super-commander, so tbeam back! + iscate = 0; + ientesc = 1; + } + // Clear quadrant + for (i=1; i <= QUADSIZE; i++) + for (j=1; j <= QUADSIZE; j++) game.quad[i][j] = IHDOT; + // cope with supernova + if (quadnum >= SUPERNOVA_PLACE) { + return; + } + klhere = KLINGONS(quadnum); + irhere = ROMULANS(newnum); + nplan = newnum%10; + nenhere = klhere + irhere; + + // Position Starship + game.quad[sectx][secty] = ship; + + if (quadnum >= KLINGON_PLACE) { + // Position ordinary Klingons + quadnum -= KLINGON_PLACE*klhere; + 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; } - klhere = quadnum/ENEMY_PLACE; - irhere = newnum/ROMULAN_PLACE; - nplan = newnum%10; - nenhere = klhere + irhere; - - // Position Starship - game.quad[sectx][secty] = ship; - - if (quadnum >= ENEMY_PLACE) { - // Position ordinary Klingons - quadnum -= ENEMY_PLACE*klhere; - 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; - } - // If we need a commander, promote a Klingon - for (i = 1; i <= game.state.remcom ; i++) - if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break; + // If we need a commander, promote a Klingon + for (i = 1; i <= game.state.remcom ; i++) + if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break; - if (i <= game.state.remcom) { - game.quad[ix][iy] = IHC; - game.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill; - comhere = 1; - } - - // 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; - } - } - // 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; + if (i <= game.state.remcom) { + game.quad[ix][iy] = IHC; + game.kpower[klhere] = 950.0+400.0*Rand()+50.0*skill; + comhere = 1; } - // If quadrant needs a starbase, put it in - if (quadnum >= BASE_PLACE) { - quadnum -= BASE_PLACE; - dropin(IHB, &basex, &basey); + + // 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; } + } + // 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; + } + // If quadrant needs a starbase, put it in + if (quadnum >= BASE_PLACE) { + quadnum -= BASE_PLACE; + dropin(IHB, &basex, &basey); + } - 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 (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); } - // Check for condition - newcnd(); - // And finally the stars - for (i = 1; i <= quadnum; i++) dropin(IHSTAR, &ix, &iy); - - // Check for RNZ - if (irhere > 0 && klhere == 0) { - neutz = 1; - if (game.damage[DRADIO] <= 0.0) { - skip(1); - 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!"); - } + } + // Check for condition + newcnd(); + // And finally the stars + for (i = 1; i <= quadnum; i++) dropin(IHSTAR, &ix, &iy); + + // Check for RNZ + if (irhere > 0 && klhere == 0) { + neutz = 1; + if (game.damage[DRADIO] <= 0.0) { + skip(1); + 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!"); } - - if (shutup==0) { - // Put in THING if needed - if (thingx == quadx && thingy == quady) { - dropin(IHQUEST, &ix, &iy); - iran8(&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) { - skip(1); - prout("MR. SPOCK- \"Captain, this is most unusual."); - prout(" Please examine your short-range scan.\""); - } - } + } + + 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) { + skip(1); + prout("MR. SPOCK- \"Captain, this is most unusual."); + prout(" Please examine your short-range scan.\""); + } } + } - // Decide if quadrant needs a Tholian - if ((skill < 3 && Rand() <= 0.02) || /* Lighten up if skill is low */ - (skill == 3 && Rand() <= 0.05) || - (skill > 3 && Rand() <= 0.08) + // Decide if quadrant needs a 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(passwd, "tholianx")==0 + || strcmp(passwd, "tholianx")==0 #endif - ) { - 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; - /* 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'; - } - sortkl(); - - // Put in a few black holes - for (i = 1; i <= 3; i++) - if (Rand() > 0.5) dropin(IHBLANK, &ix, &iy); - - // 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; - } + ) { + 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; + /* 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'; + } + sortkl(); + + // Put in a few black holes + for (i = 1; i <= 3; i++) + if (Rand() > 0.5) dropin(IHBLANK, &ix, &iy); + + // 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; + } } -void sortkl(void) { - double t; - int sw, j, k; - - // The author liked bubble sort. So we will use it. :-( - - if (nenhere-iqhere-ithere < 2) return; - - do { - sw = FALSE; - for (j = 1; j < nenhere; j++) - if (game.kdist[j] > game.kdist[j+1]) { - 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; - t = game.kpower[j]; - game.kpower[j] = game.kpower[j+1]; - game.kpower[j+1] = t; - } - } while (sw); +void sortkl(void) +{ + double t; + int sw, j, k; + + // The author liked bubble sort. So we will use it. :-( + + if (nenhere-iqhere-ithere < 2) return; + + do { + sw = FALSE; + for (j = 1; j < nenhere; j++) + if (game.kdist[j] > game.kdist[j+1]) { + 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; + t = game.kpower[j]; + game.kpower[j] = game.kpower[j+1]; + game.kpower[j+1] = t; + } + } while (sw); } diff --git a/sst.c b/sst.c index 8ba3b4f..23e1001 100644 --- a/sst.c +++ b/sst.c @@ -87,11 +87,14 @@ Here are Stas Sergeev's changes: Eric Raymond's changes: + Mainly, I translated this C code out of FORTRAN into C -- created #defines + for a lot of magic numbers. + 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. 2. Status report now indicates when dilithium crystals are on board. - 3. Can now report vbases left in scrscan. + 3. Can now report starbases left in scrscan. */ @@ -420,7 +423,7 @@ static void makemoves(void) { case SAVE: // Save Game freeze(FALSE); clrscr(); - if (skill > 3) + if (skill > SKILL_GOOD) prout("WARNING--Saved games produce no plaques!"); break; case DEATHRAY: // Try a desparation measure @@ -588,14 +591,9 @@ double Rand(void) { return rand()/(1.0 + (double)RAND_MAX); } -void iran8(int *i, int *j) { - *i = Rand()*8.0 + 1.0; - *j = Rand()*8.0 + 1.0; -} - -void iran10(int *i, int *j) { - *i = Rand()*10.0 + 1.0; - *j = Rand()*10.0 + 1.0; +void iran(int size, int *i, int *j) { + *i = Rand()*(size*1.0) + 1.0; + *j = Rand()*(size*1.0) + 1.0; } void chew(void) { diff --git a/sst.h b/sst.h index e67073b..5b68074 100644 --- a/sst.h +++ b/sst.h @@ -59,20 +59,32 @@ typedef struct { } snapshot; // Data that is snapshot /* - * This is how the integers in galaxy are encoded. + * This is how the integers in the galaxy array are encoded. * Someday these should turn into structure fields. */ #define SUPERNOVA_PLACE 1000 -#define ENEMY_PLACE 100 +#define KLINGON_PLACE 100 #define BASE_PLACE 10 #define STAR_PLACE 1 +#define KLINGONS(n) ((n)/KLINGON_PLACE) +#define BASES(n) (((n)%KLINGON_PLACE)/BASE_PLACE) +#define STARS(n) ((n)%BASE_PLACE) +#define NOEXIT(s) ((s) > 899) /* supernova or >8 Klingons */ /* for newstuff */ #define ROMULAN_PLACE 10 +#define ROMULANS(n) ((n)/ROMULAN_PLACE) /* for starch */ #define CHART_UNKNOWN -1 +#define SKILL_NONE 0 +#define SKILL_NOVICE 1 +#define SKILL_FAIR 2 +#define SKILL_GOOD 3 +#define SKILL_EXPERT 4 +#define SKILL_EMERITUS 5 + // Scalar variables that are needed for freezing the game // are placed in a structure. #defines are used to access by their // original names. Gee, I could have done this with the d structure, @@ -417,8 +429,7 @@ void crmshp(void); char *cramlc(enum loctype, int, int); double expran(double); double Rand(void); -void iran8(int *, int *); -void iran10(int *, int *); +void iran(int, int *, int *); #define square(i) ((i)*(i)) void dropin(int, int*, int*); void newcnd(void);