root/games/trek/initquad.c
/*      $OpenBSD: initquad.c,v 1.7 2016/01/07 14:37:51 mestre Exp $     */
/*      $NetBSD: initquad.c,v 1.3 1995/04/22 10:59:04 cgd Exp $ */

/*
 * 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. 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.
 */

#include <stdio.h>

#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().
*/

void
initquad(int f)
{
        int             i, j;
        int             rx, ry;
        int             nbases, nstars;
        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;
}

void
sector(int *x, int *y)
{
        int             i, j;

        do
        {
                i = ranf(NSECTS);
                j = ranf(NSECTS);
        } while (Sect[i][j] != EMPTY);
        *x = i;
        *y = j;
}