Annotation of 42BSD/games/trek/initquad.c, revision 1.1.1.1

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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