Annotation of 43BSDTahoe/games/trek/initquad.c, revision 1.1

1.1     ! root        1: /*
        !             2:  * Copyright (c) 1980 Regents of the University of California.
        !             3:  * All rights reserved.
        !             4:  *
        !             5:  * Redistribution and use in source and binary forms are permitted
        !             6:  * provided that the above copyright notice and this paragraph are
        !             7:  * duplicated in all such forms and that any documentation,
        !             8:  * advertising materials, and other materials related to such
        !             9:  * distribution and use acknowledge that the software was developed
        !            10:  * by the University of California, Berkeley.  The name of the
        !            11:  * University may not be used to endorse or promote products derived
        !            12:  * from this software without specific prior written permission.
        !            13:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
        !            14:  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
        !            15:  * WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
        !            16:  */
        !            17: 
        !            18: #ifndef lint
        !            19: static char sccsid[] = "@(#)initquad.c 5.3 (Berkeley) 6/18/88";
        !            20: #endif /* not lint */
        !            21: 
        !            22: # include      "trek.h"
        !            23: 
        !            24: /*
        !            25: **  Paramize Quadrant Upon Entering
        !            26: **
        !            27: **     A quadrant is initialized from the information held in the
        !            28: **     Quad matrix.  Basically, everything is just initialized
        !            29: **     randomly, except for the starship, which goes into a fixed
        !            30: **     sector.
        !            31: **
        !            32: **     If there are Klingons in the quadrant, the captain is informed
        !            33: **     that the condition is RED, and he is given a chance to put
        !            34: **     his shields up if the computer is working.
        !            35: **
        !            36: **     The flag `f' is set to disable the check for condition red.
        !            37: **     This mode is used in situations where you know you are going
        !            38: **     to be docked, i.e., abandon() and help().
        !            39: */
        !            40: 
        !            41: initquad(f)
        !            42: int    f;
        !            43: {
        !            44:        register int            i, j;
        !            45:        int                     rx, ry;
        !            46:        int                     nbases, nstars;
        !            47:        register struct quad    *q;
        !            48:        int                     nholes;
        !            49: 
        !            50:        q = &Quad[Ship.quadx][Ship.quady];
        !            51: 
        !            52:        /* ignored supernova'ed quadrants (this is checked again later anyway */
        !            53:        if (q->stars < 0)
        !            54:                return;
        !            55:        Etc.nkling = q->klings;
        !            56:        nbases = q->bases;
        !            57:        nstars = q->stars;
        !            58:        nholes = q->holes;
        !            59: 
        !            60:        /* have we blundered into a battle zone w/ shields down? */
        !            61:        if (Etc.nkling > 0 && !f)
        !            62:        {
        !            63:                printf("Condition RED\n");
        !            64:                Ship.cond = RED;
        !            65:                if (!damaged(COMPUTER))
        !            66:                        shield(1);
        !            67:        }
        !            68: 
        !            69:        /* clear out the quadrant */
        !            70:        for (i = 0; i < NSECTS; i++)
        !            71:                for (j = 0; j < NSECTS; j++)
        !            72:                        Sect[i][j] = EMPTY;
        !            73: 
        !            74:        /* initialize Enterprise */
        !            75:        Sect[Ship.sectx][Ship.secty] = Ship.ship;
        !            76: 
        !            77:        /* initialize Klingons */
        !            78:        for (i = 0; i < Etc.nkling; i++)
        !            79:        {
        !            80:                sector(&rx, &ry);
        !            81:                Sect[rx][ry] = KLINGON;
        !            82:                Etc.klingon[i].x = rx;
        !            83:                Etc.klingon[i].y = ry;
        !            84:                Etc.klingon[i].power = Param.klingpwr;
        !            85:                Etc.klingon[i].srndreq = 0;
        !            86:        }
        !            87:        compkldist(1);
        !            88: 
        !            89:        /* initialize star base */
        !            90:        if (nbases > 0)
        !            91:        {
        !            92:                sector(&rx, &ry);
        !            93:                Sect[rx][ry] = BASE;
        !            94:                Etc.starbase.x = rx;
        !            95:                Etc.starbase.y = ry;
        !            96:        }
        !            97: 
        !            98:        /* initialize inhabited starsystem */
        !            99:        if (q->qsystemname != 0)
        !           100:        {
        !           101:                sector(&rx, &ry);
        !           102:                Sect[rx][ry] = INHABIT;
        !           103:                nstars -= 1;
        !           104:        }
        !           105: 
        !           106:        /* initialize black holes */
        !           107:        for (i = 0; i < nholes; i++)
        !           108:        {
        !           109:                sector(&rx, &ry);
        !           110:                Sect[rx][ry] = HOLE;
        !           111:        }
        !           112: 
        !           113:        /* initialize stars */
        !           114:        for (i = 0; i < nstars; i++)
        !           115:        {
        !           116:                sector(&rx, &ry);
        !           117:                Sect[rx][ry] = STAR;
        !           118:        }
        !           119:        Move.newquad = 1;
        !           120: }
        !           121: 
        !           122: 
        !           123: sector(x, y)
        !           124: int    *x, *y;
        !           125: {
        !           126:        register int            i, j;
        !           127: 
        !           128:        do
        !           129:        {
        !           130:                i = ranf(NSECTS);
        !           131:                j = ranf(NSECTS);
        !           132:        } while (Sect[i][j] != EMPTY);
        !           133:        *x = i;
        !           134:        *y = j;
        !           135:        return;
        !           136: }

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