From 363dfd28ad76b932a26185d74f0cf9d5163120fe Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Sun, 17 Sep 2006 05:14:52 +0000 Subject: [PATCH] First checkin of experimental event code for the BSDTrek-style Klingons. E.g the attacks on inhabited systems. Currently #ifdefed out; the only operative change is the newkling() function and a bit of data-structure cleanup. --- TODO | 4 ++ src/events.c | 116 +++++++++++++++++++++++++++++++++++++++++++++++++++ src/setup.c | 65 ++++++++++++++++++----------- src/sst.h | 20 ++++++++- 4 files changed, 179 insertions(+), 26 deletions(-) diff --git a/TODO b/TODO index 864b2d5..893194a 100644 --- a/TODO +++ b/TODO @@ -15,3 +15,7 @@ Long-term items: * Russian translation * Wrap a GUI around it. + +* Wandering planet-killer as in "The Doomsday Machine"; + see . + diff --git a/src/events.c b/src/events.c index dc81f56..5b993d0 100644 --- a/src/events.c +++ b/src/events.c @@ -347,6 +347,122 @@ void events(void) return; } break; +#ifdef EXPERIMENTAL + case FDISTR: /* inhabited system issues distress call */ + /* in BSD Trek this is a straight 1 stardate ahead */ + game.future[FDISTR] = game.state.date + 1.0 + Rand(); + /* if we already have too many, throw this one away */ + if (game.ndistr >= MAXDISTR) + break; + /* try a whole bunch of times to find something suitable */ + for (i = 0; i < 100; i++) { + struct quadrant *q; + iran(GALSIZE, &ix, &iy); + q = &game.state.galaxy[game.quadx][game.quady]; + /* need a quadrant which is not the current one, + which has some stars which are inhabited and + not already under attack, which is not + supernova'ed, and which has some Klingons in it */ + if (!((ix == game.quadx && iy == game.quady) || q->stars<=0 || + (q->qsystemname & Q_DISTRESSED) || + (q->qsystemname & Q_SYSTEM) == 0 || q->klings <= 0)) + break; + } + if (i >= 100) + /* can't seem to find one; ignore this call */ + break; + + /* got one!! Schedule its enslavement */ + game.ndistr++; + e = xsched(E_ENSLV, 1, ix, iy, q->qsystemname); + q->qsystemname = (e - Event) | Q_DISTRESSED; + + /* tell the captain about it if we can */ + if (game.damage[DRADIO] == 0.0) + { + printf("\nUhura: Captain, starsystem %s in quadrant %d,%d is under attack\n", + Systemname[e->systemname], ix, iy); + restcancel++; + } + else + /* if we can't tell him, make it invisible */ + e->evcode |= E_HIDDEN; + break; + case FENSLV: /* starsystem is enslaved */ + unschedule(e); + /* see if current distress call still active */ + q = &Quad[e->x][e->y]; + if (q->klings <= 0) + { + /* no Klingons, clean up */ + /* restore the system name */ + q->qsystemname = e->systemname; + break; + } + + /* play stork and schedule the first baby */ + e = schedule(E_REPRO, Param.eventdly[E_REPRO] * franf(), e->x, e->y, e->systemname); + + /* report the disaster if we can */ + if (game.damage[DRADIO] == 0.0) + { + printf("\nUhura: We've lost contact with starsystem %s\n", + Systemname[e->systemname]); + printf(" in quadrant %d,%d.\n", e->x, e->y); + } + else + e->evcode |= E_HIDDEN; + break; + case FREPRO: /* Klingon reproduces */ + /* see if distress call is still active */ + q = &Quad[e->x][e->y]; + if (q->klings <= 0) + { + unschedule(e); + q->qsystemname = e->systemname; + break; + } + xresched(e, E_REPRO, 1); + /* reproduce one Klingon */ + ix = e->x; + iy = e->y; + if (Now.klings == 127) + break; /* full right now */ + if (q->klings >= MAXKLQUAD) + { + /* this quadrant not ok, pick an adjacent one */ + for (i = ix - 1; i <= ix + 1; i++) + { + if (!VALID_QUADRANT(i)) + continue; + for (j = iy - 1; j <= iy + 1; j++) + { + if (!VALID_QUADRANT(j)) + continue; + q = &Quad[i][j]; + /* check for this quad ok (not full & no snova) */ + if (q->klings >= MAXKLQUAD || q->stars < 0) + continue; + break; + } + if (j <= iy + 1) + break; + } + if (j > iy + 1) + /* cannot create another yet */ + break; + ix = i; + iy = j; + } + /* deliver the child */ + game.remkl++; + if (ix == game.quadx && iy == game.quady) + newkling(++game.klhere, &ixhold, &iyhold); + + /* recompute time left */ + game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom); + break; +#endif /* EXPERIMENTAL */ } } } diff --git a/src/setup.c b/src/setup.c index 7b28c2d..2c0f52b 100644 --- a/src/setup.c +++ b/src/setup.c @@ -228,12 +228,16 @@ void setup(int needprompt) game.docfac = 0.25; for_quadrants(i) for_quadrants(j) { - game.state.galaxy[i][j].charted = 0; - game.state.galaxy[i][j].planet = NULL; - game.state.galaxy[i][j].romulans = 0; - game.state.galaxy[i][j].klingons = 0; - game.state.galaxy[i][j].starbase = 0; - game.state.galaxy[i][j].supernova = 0; + struct quadrant *quad = &game.state.galaxy[i][j]; + quad->charted = 0; + quad->planet = NULL; + quad->romulans = 0; + quad->klingons = 0; + quad->starbase = 0; + quad->supernova = 0; +#ifdef EXPERIMENTAL + quad->status = secure; +#endif /* EXPERIMENTAL */ } // Initialize times for extraneous events game.future[FSNOVA] = game.state.date + expran(0.5 * game.intime); @@ -244,6 +248,13 @@ void setup(int needprompt) game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : FOREVER; game.future[FSCDBAS] = FOREVER; game.future[FDSPROB] = FOREVER; +#ifdef EXPERIMENTAL + if (game.options & OPTION_WORLDS) + /* in BSD-Trek, this is a fixed one stardate in the future */ + game.future[FDISTR] = game.state.date + 1.0 + Rand(); + game.future[FENSLV] = FOREVER; + game.future[FREPRO] = FOREVER; +#endif /* EXPERIMENTAL */ // Starchart is functional but we've never seen it game.lastchart = FOREVER; // Put stars in the galaxy @@ -537,11 +548,20 @@ void newcnd(void) if (!game.alive) game.condit=IHDEAD; } +void newkling(int i, int *pix, int *piy) +/* drop new Klingon into current quadrant */ +{ + dropin(IHK, pix, piy); + game.kx[i] = *pix; + game.ky[i] = *piy; + game.kdist[i] = game.kavgd[i] = sqrt(square(game.sectx-*pix) + square(game.secty-*piy)); + game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill; +} void newqad(int shutup) { int i, j, ix, iy; - planet *planhere; + struct quadrant *here; game.iattak = 1; game.justin = 1; @@ -570,25 +590,21 @@ void newqad(int shutup) for_sectors(i) for_sectors(j) game.quad[i][j] = IHDOT; + here = &game.state.galaxy[game.quadx][game.quady]; // cope with supernova - if (game.state.galaxy[game.quadx][game.quady].supernova) + if (here->supernova) return; - game.klhere = game.state.galaxy[game.quadx][game.quady].klingons; - game.irhere = game.state.galaxy[game.quadx][game.quady].romulans; + game.klhere = here->klingons; + game.irhere = here->romulans; game.nenhere = game.klhere + game.irhere; // Position Starship game.quad[game.sectx][game.secty] = game.ship; - if (game.state.galaxy[game.quadx][game.quady].klingons) { + if (here->klingons) { // Position ordinary Klingons - for (i = 1; i <= game.klhere; i++) { - dropin(IHK, &ix, &iy); - game.kx[i] = ix; - game.ky[i] = iy; - game.kdist[i] = game.kavgd[i] = sqrt(square(game.sectx-ix) + square(game.secty-iy)); - game.kpower[i] = Rand()*150.0 +300.0 +25.0*game.skill; - } + for (i = 1; i <= game.klhere; i++) + newkling(i, &ix, &iy); // If we need a commander, promote a Klingon for_commanders(i) if (game.state.cx[i]==game.quadx && game.state.cy[i]==game.quady) break; @@ -616,14 +632,13 @@ void newqad(int shutup) game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill; } // If quadrant needs a starbase, put it in - if (game.state.galaxy[game.quadx][game.quady].starbase) + if (here->starbase) dropin(IHB, &game.basex, &game.basey); // If quadrant needs a planet, put it in - planhere = game.state.galaxy[game.quadx][game.quady].planet; - if (planhere) { - game.iplnet = planhere - game.state.plnets; - if (planhere->inhabited == UNINHABITED) + if (here->planet) { + game.iplnet = here->planet - game.state.plnets; + if (here->planet->inhabited == UNINHABITED) dropin(IHP, &game.plnetx, &game.plnety); else dropin(IHW, &game.plnetx, &game.plnety); @@ -631,11 +646,11 @@ void newqad(int shutup) // Check for game.condition newcnd(); // And finally the stars - for (i = 1; i <= game.state.galaxy[game.quadx][game.quady].stars; i++) + for (i = 1; i <= here->stars; i++) dropin(IHSTAR, &ix, &iy); // Check for RNZ - if (game.irhere > 0 && game.klhere == 0 && (!planhere || planhere->inhabited == UNINHABITED)) { + if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) { game.neutz = 1; if (game.damage[DRADIO] <= 0.0) { skip(1); diff --git a/src/sst.h b/src/sst.h index 2af0f19..e9bb3b2 100644 --- a/src/sst.h +++ b/src/sst.h @@ -72,7 +72,7 @@ typedef struct { double date, // stardate remres, // remaining resources remtime; // remaining time - struct { + struct quadrant { int stars; planet *planet; int starbase; @@ -80,6 +80,9 @@ typedef struct { int romulans; int supernova; int charted; +#ifdef EXPERIMENTAL + enum {secure, distressed, enslaved} status; +#endif /* EXPERIMENTAL */ } galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used) struct { int stars; @@ -152,7 +155,18 @@ typedef struct { #define FSCMOVE 6 // Supercommander moves (might attack base) #define FSCDBAS 7 // Supercommander destroys base #define FDSPROB 8 // Move deep space probe +#ifndef EXPERIMENTAL #define NEVENTS (9) +#else /* EXPERIMENTAL */ +#define FDISTR 9 // Emit distress call from an inhabited world +#define FENSLV 10 // Inhabited word is enslaved */ +#define FREPRO 11 // Klingons build a ship in an enslaved system +#define NEVENTS (12) +#endif /* EXPERIMENTAL */ + +#ifdef EXPERIMENTAL +#define MAXDISTR 5 /* maximum concurrent distress calls */ +#endif /* EXPERIMENTAL */ #define SSTMAGIC "SST2.0\n" @@ -228,6 +242,9 @@ struct game { ithx, // coordinates of Tholian ithy, // iseenit, // seen base attack report +#ifdef EXPERIMENTAL + ndistr, //* count of distress calls */ +#endif /* EXPERIMENTAL */ probecx, // current probe quadrant probecy, // proben, // number of moves for probe @@ -401,6 +418,7 @@ void commandhook(char *, int); void makechart(void); void enqueue(char *); char *systemname(planet *); +void newkling(int, int *, int *); /* mode arguments for srscan() */ #define SCAN_FULL 1 -- 2.31.1