Abstract all references to the future array (outside of events.c) away.
[super-star-trek.git] / src / setup.c
index 7b28c2d6fab57e377590ffdefa901b422a37563d..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].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);
-    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
@@ -537,11 +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;
-    planet *planhere;
+    struct quadrant *here;
 
     game.iattak = 1;
     game.justin = 1;
@@ -570,25 +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;
+    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 +634,13 @@ 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 +648,11 @@ 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);