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554eb505f8
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
153 lines
4.1 KiB
C
153 lines
4.1 KiB
C
/*
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* Copyright (c) 1980, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)initquad.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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# include "trek.h"
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/*
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** Paramize Quadrant Upon Entering
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**
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** A quadrant is initialized from the information held in the
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** Quad matrix. Basically, everything is just initialized
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** randomly, except for the starship, which goes into a fixed
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** sector.
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**
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** If there are Klingons in the quadrant, the captain is informed
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** that the condition is RED, and he is given a chance to put
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** his shields up if the computer is working.
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**
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** The flag `f' is set to disable the check for condition red.
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** This mode is used in situations where you know you are going
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** to be docked, i.e., abandon() and help().
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*/
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initquad(f)
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int f;
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{
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register int i, j;
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int rx, ry;
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int nbases, nstars;
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register struct quad *q;
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int nholes;
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q = &Quad[Ship.quadx][Ship.quady];
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/* ignored supernova'ed quadrants (this is checked again later anyway */
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if (q->stars < 0)
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return;
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Etc.nkling = q->klings;
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nbases = q->bases;
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nstars = q->stars;
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nholes = q->holes;
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/* have we blundered into a battle zone w/ shields down? */
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if (Etc.nkling > 0 && !f)
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{
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printf("Condition RED\n");
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Ship.cond = RED;
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if (!damaged(COMPUTER))
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shield(1);
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}
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/* clear out the quadrant */
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for (i = 0; i < NSECTS; i++)
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for (j = 0; j < NSECTS; j++)
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Sect[i][j] = EMPTY;
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/* initialize Enterprise */
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Sect[Ship.sectx][Ship.secty] = Ship.ship;
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/* initialize Klingons */
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for (i = 0; i < Etc.nkling; i++)
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{
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sector(&rx, &ry);
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Sect[rx][ry] = KLINGON;
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Etc.klingon[i].x = rx;
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Etc.klingon[i].y = ry;
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Etc.klingon[i].power = Param.klingpwr;
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Etc.klingon[i].srndreq = 0;
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}
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compkldist(1);
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/* initialize star base */
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if (nbases > 0)
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{
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sector(&rx, &ry);
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Sect[rx][ry] = BASE;
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Etc.starbase.x = rx;
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Etc.starbase.y = ry;
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}
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/* initialize inhabited starsystem */
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if (q->qsystemname != 0)
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{
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sector(&rx, &ry);
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Sect[rx][ry] = INHABIT;
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nstars -= 1;
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}
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/* initialize black holes */
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for (i = 0; i < nholes; i++)
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{
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sector(&rx, &ry);
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Sect[rx][ry] = HOLE;
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}
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/* initialize stars */
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for (i = 0; i < nstars; i++)
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{
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sector(&rx, &ry);
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Sect[rx][ry] = STAR;
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}
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Move.newquad = 1;
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}
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sector(x, y)
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int *x, *y;
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{
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register int i, j;
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do
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{
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i = ranf(NSECTS);
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j = ranf(NSECTS);
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} while (Sect[i][j] != EMPTY);
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*x = i;
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*y = j;
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return;
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}
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