Annotation of 42BSD/games/trek/initquad.c, revision 1.1

1.1     ! root        1: #ifndef lint
        !             2: static char sccsid[] = "@(#)initquad.c 4.3     (Berkeley)      5/27/83";
        !             3: #endif not lint
        !             4: 
        !             5: # include      "trek.h"
        !             6: 
        !             7: /*
        !             8: **  Paramize Quadrant Upon Entering
        !             9: **
        !            10: **     A quadrant is initialized from the information held in the
        !            11: **     Quad matrix.  Basically, everything is just initialized
        !            12: **     randomly, except for the starship, which goes into a fixed
        !            13: **     sector.
        !            14: **
        !            15: **     If there are Klingons in the quadrant, the captain is informed
        !            16: **     that the condition is RED, and he is given a chance to put
        !            17: **     his shields up if the computer is working.
        !            18: **
        !            19: **     The flag `f' is set to disable the check for condition red.
        !            20: **     This mode is used in situations where you know you are going
        !            21: **     to be docked, i.e., abandon() and help().
        !            22: */
        !            23: 
        !            24: initquad(f)
        !            25: int    f;
        !            26: {
        !            27:        register int            i, j;
        !            28:        int                     rx, ry;
        !            29:        int                     nbases, nstars;
        !            30:        register struct quad    *q;
        !            31:        int                     nholes;
        !            32: 
        !            33:        q = &Quad[Ship.quadx][Ship.quady];
        !            34: 
        !            35:        /* ignored supernova'ed quadrants (this is checked again later anyway */
        !            36:        if (q->stars < 0)
        !            37:                return;
        !            38:        Etc.nkling = q->klings;
        !            39:        nbases = q->bases;
        !            40:        nstars = q->stars;
        !            41:        nholes = q->holes;
        !            42: 
        !            43:        /* have we blundered into a battle zone w/ shields down? */
        !            44:        if (Etc.nkling > 0 && !f)
        !            45:        {
        !            46:                printf("Condition RED\n");
        !            47:                Ship.cond = RED;
        !            48:                if (!damaged(COMPUTER))
        !            49:                        shield(1);
        !            50:        }
        !            51: 
        !            52:        /* clear out the quadrant */
        !            53:        for (i = 0; i < NSECTS; i++)
        !            54:                for (j = 0; j < NSECTS; j++)
        !            55:                        Sect[i][j] = EMPTY;
        !            56: 
        !            57:        /* initialize Enterprise */
        !            58:        Sect[Ship.sectx][Ship.secty] = Ship.ship;
        !            59: 
        !            60:        /* initialize Klingons */
        !            61:        for (i = 0; i < Etc.nkling; i++)
        !            62:        {
        !            63:                sector(&rx, &ry);
        !            64:                Sect[rx][ry] = KLINGON;
        !            65:                Etc.klingon[i].x = rx;
        !            66:                Etc.klingon[i].y = ry;
        !            67:                Etc.klingon[i].power = Param.klingpwr;
        !            68:                Etc.klingon[i].srndreq = 0;
        !            69:        }
        !            70:        compkldist(1);
        !            71: 
        !            72:        /* initialize star base */
        !            73:        if (nbases > 0)
        !            74:        {
        !            75:                sector(&rx, &ry);
        !            76:                Sect[rx][ry] = BASE;
        !            77:                Etc.starbase.x = rx;
        !            78:                Etc.starbase.y = ry;
        !            79:        }
        !            80: 
        !            81:        /* initialize inhabited starsystem */
        !            82:        if (q->qsystemname != 0)
        !            83:        {
        !            84:                sector(&rx, &ry);
        !            85:                Sect[rx][ry] = INHABIT;
        !            86:                nstars -= 1;
        !            87:        }
        !            88: 
        !            89:        /* initialize black holes */
        !            90:        for (i = 0; i < nholes; i++)
        !            91:        {
        !            92:                sector(&rx, &ry);
        !            93:                Sect[rx][ry] = HOLE;
        !            94:        }
        !            95: 
        !            96:        /* initialize stars */
        !            97:        for (i = 0; i < nstars; i++)
        !            98:        {
        !            99:                sector(&rx, &ry);
        !           100:                Sect[rx][ry] = STAR;
        !           101:        }
        !           102:        Move.newquad = 1;
        !           103: }
        !           104: 
        !           105: 
        !           106: sector(x, y)
        !           107: int    *x, *y;
        !           108: {
        !           109:        register int            i, j;
        !           110: 
        !           111:        do
        !           112:        {
        !           113:                i = ranf(NSECTS);
        !           114:                j = ranf(NSECTS);
        !           115:        } while (Sect[i][j] != EMPTY);
        !           116:        *x = i;
        !           117:        *y = j;
        !           118:        return;
        !           119: }

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