Abstract all references to the future array (outside of events.c) away.
[super-star-trek.git] / src / setup.c
index 4b1ed3a325789afb472b2ce6021fae35f3d0d599..afb9c4fbcbf533142147675c21fc72f194d0b15d 100644 (file)
@@ -228,22 +228,35 @@ 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].planets = 0;
-           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);
-    game.future[FTBEAM] = game.state.date + expran(1.5 * (game.intime / game.state.remcom));
-    game.future[FSNAP] = game.state.date + 1.0 + Rand(); // Force an early snapshot
-    game.future[FBATTAK] = game.state.date + expran(0.3*game.intime);
-    game.future[FCDBAS] = FOREVER;
-    game.future[FSCMOVE] = game.state.nscrem ? game.state.date+0.2777 : FOREVER;
-    game.future[FSCDBAS] = FOREVER;
-    game.future[FDSPROB] = FOREVER;
+    schedule(FSNOVA, expran(0.5 * game.intime));
+    schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)));
+    schedule(FSNAP, 1.0 + Rand()); // Force an early snapshot
+    schedule(FBATTAK, expran(0.3*game.intime));
+    unschedule(FCDBAS);
+    if (game.state.nscrem)
+       schedule(FSCMOVE, 0.2777);
+    else
+       unschedule(FSCMOVE);
+    unschedule(FSCDBAS);
+    unschedule(FDSPROB);
+#ifdef EXPERIMENTAL
+    if (game.options & OPTION_WORLDS)
+       schedule(FDISTR, expran(1.0 + game.intime));
+    unschedule(FENSLV);
+    unschedule(FREPRO);
+#endif /* EXPERIMENTAL */
     // Starchart is functional but we've never seen it
     game.lastchart = FOREVER;
     // Put stars in the galaxy
@@ -328,13 +341,22 @@ void setup(int needprompt)
     }
     // Locate planets in galaxy
     for (i = 0; i < game.inplan; i++) {
-       do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planets);
-       game.state.galaxy[ix][iy].planets = 1;
+       do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet);
        game.state.plnets[i].x = ix;
        game.state.plnets[i].y = iy;
-       game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
-       game.state.plnets[i].crystals = 1.5*Rand();             // 1 in 3 chance of crystals
-       game.state.plnets[i].known = unknown;
+       if (i < NINHAB) {
+           game.state.plnets[i].pclass = M;    // All inhabited planets are class M
+           game.state.plnets[i].crystals = 0;
+           game.state.plnets[i].known = known;
+           game.state.plnets[i].inhabited = i;
+       } else {
+           game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
+           game.state.plnets[i].crystals = 1.5*Rand();         // 1 in 3 chance of crystals
+           game.state.plnets[i].known = unknown;
+           game.state.plnets[i].inhabited = UNINHABITED;
+       }
+       if ((game.options & OPTION_WORLDS) || i >= NINHAB)
+           game.state.galaxy[ix][iy].planet = game.state.plnets + i;
     }
     // Locate Romulans
     for (i = 1; i <= game.state.nromrem; i++) {
@@ -465,17 +487,17 @@ int choose(int needprompt)
     // Choose game options -- added by ESR for SST2K
     if (scan() != IHALPHA) {
        chew();
-       proutn("Choose your game options: ");
+       proutn("Choose your game style (or just press enter): ");
        scan();
     }
     if (isit("plain")) {
        // Approximates the UT FORTRAN version.
-       game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE);
+       game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
        game.options |= OPTION_PLAIN;
     } 
     else if (isit("almy")) {
        // Approximates Tom Almy's version.
-       game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE);
+       game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS);
        game.options |= OPTION_ALMY;
     }
     else if (isit("fancy"))
@@ -495,7 +517,7 @@ int choose(int needprompt)
     game.state.rembase = 2.0 + Rand()*(BASEMAX-2.0);
     game.inbase = game.state.rembase;
     if (game.options & OPTION_PLANETS)
-       game.inplan = (PLNETMAX/2) + (PLNETMAX/2+1)*Rand();
+       game.inplan = NINHAB + (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*Rand();
     game.state.nromrem = game.inrom = (2.0+Rand())*game.skill;
     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR ? 1 : 0);
     game.state.remtime = 7.0 * game.length;
@@ -528,10 +550,20 @@ 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, nplan;
+    int i, j, ix, iy;
+    struct quadrant *here;
 
     game.iattak = 1;
     game.justin = 1;
@@ -560,26 +592,21 @@ 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;
-    nplan  = game.state.galaxy[game.quadx][game.quady].planets;
+    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;
@@ -607,26 +634,25 @@ 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 (nplan) {
-       // If quadrant needs a planet, put it in
-       for (i=0; i < game.inplan; i++)
-           if (game.state.plnets[i].x == game.quadx && game.state.plnets[i].y == game.quady) break;
-       if (i < game.inplan) {
-           game.iplnet = i;
+    // If quadrant needs a planet, put it in
+    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);
     }
     // 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) {
+    if (game.irhere > 0 && game.klhere == 0 && (!here->planet || here->planet->inhabited == UNINHABITED)) {
        game.neutz = 1;
        if (game.damage[DRADIO] <= 0.0) {
            skip(1);