freebsd-skq/games/trek/setup.c

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/*
* 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[] = "@(#)setup.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
# include "trek.h"
# include "getpar.h"
/*
** INITIALIZE THE GAME
**
** The length, skill, and password are read, and the game
** is initialized. It is far too difficult to describe all
** that goes on in here, but it is all straight-line code;
** give it a look.
**
** Game restart and tournament games are handled here.
*/
struct cvntab Lentab[] =
{
"s", "hort", (int (*)())1, 0,
"m", "edium", (int (*)())2, 0,
"l", "ong", (int (*)())4, 0,
"restart", "", 0, 0,
0
};
struct cvntab Skitab[] =
{
"n", "ovice", (int (*)())1, 0,
"f", "air", (int (*)())2, 0,
"g", "ood", (int (*)())3, 0,
"e", "xpert", (int (*)())4, 0,
"c", "ommodore", (int (*)())5, 0,
"i", "mpossible", (int (*)())6, 0,
0
};
setup()
{
struct cvntab *r;
register int i, j;
double f;
int d;
int fd;
int klump;
int ix, iy;
register struct quad *q;
struct event *e;
while (1)
{
r = getcodpar("What length game", Lentab);
Game.length = (int) r->value;
if (Game.length == 0)
{
if (restartgame())
continue;
return;
}
break;
}
r = getcodpar("What skill game", Skitab);
Game.skill = (int) r->value;
Game.tourn = 0;
getstrpar("Enter a password", Game.passwd, 14, 0);
if (sequal(Game.passwd, "tournament"))
{
getstrpar("Enter tournament code", Game.passwd, 14, 0);
Game.tourn = 1;
d = 0;
for (i = 0; Game.passwd[i]; i++)
d += Game.passwd[i] << i;
srand(d);
}
Param.bases = Now.bases = ranf(6 - Game.skill) + 2;
if (Game.skill == 6)
Param.bases = Now.bases = 1;
Param.time = Now.time = 6.0 * Game.length + 2.0;
i = Game.skill;
j = Game.length;
Param.klings = Now.klings = i * j * 3.5 * (franf() + 0.75);
if (Param.klings < i * j * 5)
Param.klings = Now.klings = i * j * 5;
if (Param.klings <= i) /* numerical overflow problems */
Param.klings = Now.klings = 127;
Param.energy = Ship.energy = 5000;
Param.torped = Ship.torped = 10;
Ship.ship = ENTERPRISE;
Ship.shipname = "Enterprise";
Param.shield = Ship.shield = 1500;
Param.resource = Now.resource = Param.klings * Param.time;
Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0;
Param.crew = Ship.crew = 387;
Param.brigfree = Ship.brigfree = 400;
Ship.shldup = 1;
Ship.cond = GREEN;
Ship.warp = 5.0;
Ship.warp2 = 25.0;
Ship.warp3 = 125.0;
Ship.sinsbad = 0;
Ship.cloaked = 0;
Param.date = Now.date = (ranf(20) + 20) * 100;
f = Game.skill;
f = log(f + 0.5);
for (i = 0; i < NDEV; i++)
if (Device[i].name[0] == '*')
Param.damfac[i] = 0;
else
Param.damfac[i] = f;
/* these probabilities must sum to 1000 */
Param.damprob[WARP] = 70; /* warp drive 7.0% */
Param.damprob[SRSCAN] = 110; /* short range scanners 11.0% */
Param.damprob[LRSCAN] = 110; /* long range scanners 11.0% */
Param.damprob[PHASER] = 125; /* phasers 12.5% */
Param.damprob[TORPED] = 125; /* photon torpedoes 12.5% */
Param.damprob[IMPULSE] = 75; /* impulse engines 7.5% */
Param.damprob[SHIELD] = 150; /* shield control 15.0% */
Param.damprob[COMPUTER] = 20; /* computer 2.0% */
Param.damprob[SSRADIO] = 35; /* subspace radio 3.5% */
Param.damprob[LIFESUP] = 30; /* life support 3.0% */
Param.damprob[SINS] = 20; /* navigation system 2.0% */
Param.damprob[CLOAK] = 50; /* cloaking device 5.0% */
Param.damprob[XPORTER] = 80; /* transporter 8.0% */
/* check to see that I didn't blow it */
for (i = j = 0; i < NDEV; i++)
j += Param.damprob[i];
if (j != 1000)
syserr("Device probabilities sum to %d", j);
Param.dockfac = 0.5;
Param.regenfac = (5 - Game.skill) * 0.05;
if (Param.regenfac < 0.0)
Param.regenfac = 0.0;
Param.warptime = 10;
Param.stopengy = 50;
Param.shupengy = 40;
i = Game.skill;
Param.klingpwr = 100 + 150 * i;
if (i >= 6)
Param.klingpwr += 150;
Param.phasfac = 0.8;
Param.hitfac = 0.5;
Param.klingcrew = 200;
Param.srndrprob = 0.0035;
Param.moveprob[KM_OB] = 45;
Param.movefac[KM_OB] = .09;
Param.moveprob[KM_OA] = 40;
Param.movefac[KM_OA] = -0.05;
Param.moveprob[KM_EB] = 40;
Param.movefac[KM_EB] = 0.075;
Param.moveprob[KM_EA] = 25 + 5 * Game.skill;
Param.movefac[KM_EA] = -0.06 * Game.skill;
Param.moveprob[KM_LB] = 0;
Param.movefac[KM_LB] = 0.0;
Param.moveprob[KM_LA] = 10 + 10 * Game.skill;
Param.movefac[KM_LA] = 0.25;
Param.eventdly[E_SNOVA] = 0.5;
Param.eventdly[E_LRTB] = 25.0;
Param.eventdly[E_KATSB] = 1.0;
Param.eventdly[E_KDESB] = 3.0;
Param.eventdly[E_ISSUE] = 1.0;
Param.eventdly[E_SNAP] = 0.5;
Param.eventdly[E_ENSLV] = 0.5;
Param.eventdly[E_REPRO] = 2.0;
Param.navigcrud[0] = 1.50;
Param.navigcrud[1] = 0.75;
Param.cloakenergy = 1000;
Param.energylow = 1000;
for (i = 0; i < MAXEVENTS; i++)
{
e = &Event[i];
e->date = 1e50;
e->evcode = 0;
}
xsched(E_SNOVA, 1, 0, 0, 0);
xsched(E_LRTB, Param.klings, 0, 0, 0);
xsched(E_KATSB, 1, 0, 0, 0);
xsched(E_ISSUE, 1, 0, 0, 0);
xsched(E_SNAP, 1, 0, 0, 0);
Ship.sectx = ranf(NSECTS);
Ship.secty = ranf(NSECTS);
Game.killk = Game.kills = Game.killb = 0;
Game.deaths = Game.negenbar = 0;
Game.captives = 0;
Game.killinhab = 0;
Game.helps = 0;
Game.killed = 0;
Game.snap = 0;
Move.endgame = 0;
/* setup stars */
for (i = 0; i < NQUADS; i++)
for (j = 0; j < NQUADS; j++)
{
q = &Quad[i][j];
q->klings = q->bases = 0;
q->scanned = -1;
q->stars = ranf(9) + 1;
q->holes = ranf(3) - q->stars / 5;
q->qsystemname = 0;
}
/* select inhabited starsystems */
for (d = 1; d < NINHAB; d++)
{
do
{
i = ranf(NQUADS);
j = ranf(NQUADS);
q = &Quad[i][j];
} while (q->qsystemname);
q->qsystemname = d;
}
/* position starbases */
for (i = 0; i < Param.bases; i++)
{
while (1)
{
ix = ranf(NQUADS);
iy = ranf(NQUADS);
q = &Quad[ix][iy];
if (q->bases > 0)
continue;
break;
}
q->bases = 1;
Now.base[i].x = ix;
Now.base[i].y = iy;
q->scanned = 1001;
/* start the Enterprise near starbase */
if (i == 0)
{
Ship.quadx = ix;
Ship.quady = iy;
}
}
/* position klingons */
for (i = Param.klings; i > 0; )
{
klump = ranf(4) + 1;
if (klump > i)
klump = i;
while (1)
{
ix = ranf(NQUADS);
iy = ranf(NQUADS);
q = &Quad[ix][iy];
if (q->klings + klump > MAXKLQUAD)
continue;
q->klings += klump;
i -= klump;
break;
}
}
/* initialize this quadrant */
printf("%d Klingons\n%d starbase", Param.klings, Param.bases);
if (Param.bases > 1)
printf("s");
printf(" at %d,%d", Now.base[0].x, Now.base[0].y);
for (i = 1; i < Param.bases; i++)
printf(", %d,%d", Now.base[i].x, Now.base[i].y);
printf("\nIt takes %d units to kill a Klingon\n", Param.klingpwr);
Move.free = 0;
initquad(0);
srscan(1);
attack(0);
}