freebsd-nq/games/trek/initquad.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

153 lines
4.1 KiB
C

/*
* Copyright (c) 1980, 1993
* The Regents of the University of California. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#ifndef lint
static char sccsid[] = "@(#)initquad.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
# include "trek.h"
/*
** Paramize Quadrant Upon Entering
**
** A quadrant is initialized from the information held in the
** Quad matrix. Basically, everything is just initialized
** randomly, except for the starship, which goes into a fixed
** sector.
**
** If there are Klingons in the quadrant, the captain is informed
** that the condition is RED, and he is given a chance to put
** his shields up if the computer is working.
**
** The flag `f' is set to disable the check for condition red.
** This mode is used in situations where you know you are going
** to be docked, i.e., abandon() and help().
*/
initquad(f)
int f;
{
register int i, j;
int rx, ry;
int nbases, nstars;
register struct quad *q;
int nholes;
q = &Quad[Ship.quadx][Ship.quady];
/* ignored supernova'ed quadrants (this is checked again later anyway */
if (q->stars < 0)
return;
Etc.nkling = q->klings;
nbases = q->bases;
nstars = q->stars;
nholes = q->holes;
/* have we blundered into a battle zone w/ shields down? */
if (Etc.nkling > 0 && !f)
{
printf("Condition RED\n");
Ship.cond = RED;
if (!damaged(COMPUTER))
shield(1);
}
/* clear out the quadrant */
for (i = 0; i < NSECTS; i++)
for (j = 0; j < NSECTS; j++)
Sect[i][j] = EMPTY;
/* initialize Enterprise */
Sect[Ship.sectx][Ship.secty] = Ship.ship;
/* initialize Klingons */
for (i = 0; i < Etc.nkling; i++)
{
sector(&rx, &ry);
Sect[rx][ry] = KLINGON;
Etc.klingon[i].x = rx;
Etc.klingon[i].y = ry;
Etc.klingon[i].power = Param.klingpwr;
Etc.klingon[i].srndreq = 0;
}
compkldist(1);
/* initialize star base */
if (nbases > 0)
{
sector(&rx, &ry);
Sect[rx][ry] = BASE;
Etc.starbase.x = rx;
Etc.starbase.y = ry;
}
/* initialize inhabited starsystem */
if (q->qsystemname != 0)
{
sector(&rx, &ry);
Sect[rx][ry] = INHABIT;
nstars -= 1;
}
/* initialize black holes */
for (i = 0; i < nholes; i++)
{
sector(&rx, &ry);
Sect[rx][ry] = HOLE;
}
/* initialize stars */
for (i = 0; i < nstars; i++)
{
sector(&rx, &ry);
Sect[rx][ry] = STAR;
}
Move.newquad = 1;
}
sector(x, y)
int *x, *y;
{
register int i, j;
do
{
i = ranf(NSECTS);
j = ranf(NSECTS);
} while (Sect[i][j] != EMPTY);
*x = i;
*y = j;
return;
}