X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsetup.c;h=bbfbb67a42181da97b641dbbd75f900f423adf6c;hp=88211ad52994ae205358d532cebf709e1a980800;hb=c8f91a7e3437017d237a3bad0166054b97206d8d;hpb=e3730bb826efe601fe51626aab064d395733d4c3 diff --git a/src/setup.c b/src/setup.c index 88211ad..bbfbb67 100644 --- a/src/setup.c +++ b/src/setup.c @@ -19,7 +19,7 @@ void prelim(void) #endif /* __HISTORICAL__ */ } -void freeze(int boss) +void freeze(bool boss) { FILE *fp; int key; @@ -110,7 +110,7 @@ void abandn(void) return; } if (game.damage[DSHUTTL]<0) { - prout("Shuttle craft now serving Big Mac's."); + prout("Shuttle craft now serving Big Macs."); return; } if (game.damage[DSHUTTL]>0) { @@ -135,7 +135,7 @@ void abandn(void) prout("Remainder of ship's complement beam down"); prout("to nearest habitable planet."); if (game.state.rembase==0) { - /* Ops! no place to go... */ + /* Oops! no place to go... */ finish(FABANDN); return; } @@ -147,29 +147,29 @@ void abandn(void) prout("the Federation in a prisoner-of-war exchange."); nb = Rand()*game.state.rembase+1; /* Set up quadrant and position FQ adjacient to base */ - if (game.quadx!=game.state.baseqx[nb] || game.quady!=game.state.baseqy[nb]) { - game.quadx = game.state.baseqx[nb]; - game.quady = game.state.baseqy[nb]; - game.sectx = game.secty = 5; + if (game.quadrant.x!=game.state.baseq[nb].x || game.quadrant.y!=game.state.baseq[nb].y) { + game.quadrant.x = game.state.baseq[nb].x; + game.quadrant.y = game.state.baseq[nb].y; + game.sector.x = game.sector.y = 5; newqad(1); } for (;;) { /* position next to base by trial and error */ - game.quad[game.sectx][game.secty] = IHDOT; + game.quad[game.sector.x][game.sector.y] = IHDOT; for_sectors(l) { - game.sectx = 3.0*Rand() - 1.0 + game.basex; - game.secty = 3.0*Rand() - 1.0 + game.basey; - if (VALID_SECTOR(game.sectx, game.secty) && - game.quad[game.sectx][game.secty] == IHDOT) break; + game.sector.x = 3.0*Rand() - 1.0 + game.base.x; + game.sector.y = 3.0*Rand() - 1.0 + game.base.y; + if (VALID_SECTOR(game.sector.x, game.sector.y) && + game.quad[game.sector.x][game.sector.y] == IHDOT) break; } if (l < QUADSIZE+1) break; /* found a spot */ - game.sectx=QUADSIZE/2; - game.secty=QUADSIZE/2; + game.sector.x=QUADSIZE/2; + game.sector.y=QUADSIZE/2; newqad(1); } } /* Get new commission */ - game.quad[game.sectx][game.secty] = game.ship = IHF; + game.quad[game.sector.x][game.sector.y] = game.ship = IHF; prout("Starfleet puts you in command of another ship,"); prout("the Faerie Queene, which is antiquated but,"); prout("still useable."); @@ -208,8 +208,8 @@ void setup(int needprompt) game.shldchg = game.shldup = 0; game.inlsr = 4.0; game.lsupres = 4.0; - iran(GALSIZE, &game.quadx, &game.quady); - iran(QUADSIZE, &game.sectx, &game.secty); + iran(GALSIZE, &game.quadrant.x, &game.quadrant.y); + iran(QUADSIZE, &game.sector.x, &game.sector.y); game.torps = game.intorps = 10; game.nprobes = (int)(3.0*Rand() + 2.0); /* Give them 2-4 of these wonders */ game.warpfac = 5.0; @@ -217,10 +217,11 @@ void setup(int needprompt) for (i=0; i < NDEVICES; i++) game.damage[i] = 0.0; // Set up assorted game parameters - game.batx = game.baty = 0; + game.battle.x = game.battle.y = 0; game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0); game.nkinks = game.nhelp = game.resting = game.casual = 0; - game.isatb = game.iscate = game.imine = game.icrystl = game.icraft = game.state.nplankl = 0; + game.isatb = game.iscate = true; + game.imine = game.icrystl = game.icraft = game.state.nplankl = 0; game.state.starkl = game.state.basekl = 0; game.iscraft = 1; game.landed = -1; @@ -228,22 +229,35 @@ 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 @@ -256,16 +270,16 @@ void setup(int needprompt) } // Locate star bases in galaxy for (i = 1; i <= game.inbase; i++) { - int contflag; + bool contflag; do { do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].starbase); - contflag = FALSE; + contflag = false; for (j = i-1; j > 0; j--) { /* Improved placement algorithm to spread out bases */ - double distq = square(ix-game.state.baseqx[j]) + square(iy-game.state.baseqy[j]); + double distq = square(ix-game.state.baseq[j].x) + square(iy-game.state.baseq[j].y); if (distq < 6.0*(BASEMAX+1-game.inbase) && Rand() < 0.75) { - contflag = TRUE; + contflag = true; #ifdef DEBUG prout("DEBUG: Abandoning base #%d at %d-%d", i, ix, iy); #endif @@ -279,8 +293,8 @@ void setup(int needprompt) } } while (contflag); - game.state.baseqx[i] = ix; - game.state.baseqy[i] = iy; + game.state.baseq[i].x = ix; + game.state.baseq[i].y = iy; game.state.galaxy[ix][iy].starbase = 1; game.state.chart[ix][iy].starbase = 1; } @@ -307,8 +321,8 @@ void setup(int needprompt) do { /* IF debugging, put commanders by bases, always! */ #ifdef DEBUG if (game.idebug && klumper <= game.inbase) { - ix = game.state.baseqx[klumper]; - iy = game.state.baseqy[klumper]; + ix = game.state.baseq[klumper].x; + iy = game.state.baseq[klumper].y; klumper++; } else @@ -320,21 +334,30 @@ void setup(int needprompt) game.state.galaxy[ix][iy].klingons > 8); // check for duplicate for (j = 1; j < i; j++) - if (game.state.cx[j]==ix && game.state.cy[j]==iy) break; + if (game.state.kcmdr[j].x==ix && game.state.kcmdr[j].y==iy) break; } while (j < i); game.state.galaxy[ix][iy].klingons++; - game.state.cx[i] = ix; - game.state.cy[i] = iy; + game.state.kcmdr[i].x = ix; + game.state.kcmdr[i].y = iy; } // 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; - 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; + do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].planet); + game.state.plnets[i].w.x = ix; + game.state.plnets[i].w.y = iy; + 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++) { @@ -345,16 +368,16 @@ void setup(int needprompt) if (game.state.nscrem > 0) { do iran(GALSIZE, &ix, &iy); while (game.state.galaxy[ix][iy].supernova || game.state.galaxy[ix][iy].klingons > 8); - game.state.isx = ix; - game.state.isy = iy; + game.state.kscmdr.x = ix; + game.state.kscmdr.y = iy; game.state.galaxy[ix][iy].klingons++; } // Place thing (in tournament game, thingx == -1, don't want one!) - if (thingx != -1) { - iran(GALSIZE, &thingx, &thingy); + if (thing.x != -1) { + iran(GALSIZE, &thing.x, &thing.y); } else { - thingx = thingy = 0; + thing.x = thing.y = 0; } // idate = date; @@ -384,14 +407,14 @@ void setup(int needprompt) proutn("%d starbases in ", game.inbase); } for (i = 1; i <= game.inbase; i++) { - proutn(cramlc(0, game.state.baseqx[i], game.state.baseqy[i])); + proutn(cramlc(0, game.state.baseq[i])); proutn(" "); } skip(2); proutn("The Enterprise is currently in "); - proutn(cramlc(quadrant, game.quadx, game.quady)); + proutn(cramlc(quadrant, game.quadrant)); proutn(" "); - proutn(cramlc(sector, game.sectx, game.secty)); + proutn(cramlc(sector, game.sector)); skip(2); prout("Good Luck!"); if (game.state.nscrem) prout(" YOU'LL NEED IT."); @@ -401,9 +424,9 @@ void setup(int needprompt) if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone } -int choose(int needprompt) +bool choose(bool needprompt) { - while (TRUE) { + for(;;) { game.tourn = 0; game.thawed = 0; game.skill = SKILL_NONE; @@ -421,7 +444,7 @@ int choose(int needprompt) continue; // We don't want a blank entry } game.tourn = (int)aaitem; - thingx = -1; + thing.x = -1; srand((unsigned int)(int)aaitem); break; } @@ -432,7 +455,7 @@ int choose(int needprompt) if (!game.alldone) game.thawed = 1; // No plaque if not finished report(); waitfor(); - return TRUE; + return true; } if (isit("regular")) break; proutn("What is \""); @@ -465,17 +488,17 @@ 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 +518,7 @@ 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; @@ -509,36 +532,46 @@ int choose(int needprompt) if (game.inkling > 50) { game.inbase = (game.state.rembase += 1); } - return FALSE; + return false; } -void dropin(int iquad, int *ix, int *iy) +void dropin(int iquad, coord *w) { - do iran(QUADSIZE, ix, iy); - while (game.quad[*ix][*iy] != IHDOT); - game.quad[*ix][*iy] = iquad; + do iran(QUADSIZE, &w->x, &w->y); + while (game.quad[w->x][w->y] != IHDOT); + game.quad[w->x][w->y] = iquad; } void newcnd(void) { game.condit = IHGREEN; if (game.energy < 1000.0) game.condit = IHYELLOW; - if (game.state.galaxy[game.quadx][game.quady].klingons || game.state.galaxy[game.quadx][game.quady].romulans) + if (game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons || game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans) game.condit = IHRED; if (!game.alive) game.condit=IHDEAD; } +void newkling(int i, coord *pi) +/* drop new Klingon into current quadrant */ +{ + dropin(IHK, pi); + game.ks[i] = *pi; + game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-pi->x) + square(game.sector.y-pi->y)); + 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; + coord w; + struct quadrant *here; game.iattak = 1; game.justin = 1; - game.basex = game.basey = 0; + game.base.x = game.base.y = 0; game.klhere = 0; game.comhere = 0; - game.plnetx = game.plnety = 0; + game.plnet.x = game.plnet.y = 0; game.ishere = 0; game.irhere = 0; game.iplnet = 0; @@ -560,39 +593,34 @@ void newqad(int shutup) for_sectors(i) for_sectors(j) game.quad[i][j] = IHDOT; + here = &game.state.galaxy[game.quadrant.x][game.quadrant.y]; // 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; + game.quad[game.sector.x][game.sector.y] = 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, &w); // 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; + if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break; if (i <= game.state.remcom) { - game.quad[ix][iy] = IHC; + game.quad[w.x][w.y] = IHC; game.kpower[game.klhere] = 950.0+400.0*Rand()+50.0*game.skill; game.comhere = 1; } // If we need a super-commander, promote a Klingon - if (game.quadx == game.state.isx && game.quady == game.state.isy) { - game.quad[game.kx[1]][game.ky[1]] = IHS; + if (game.quadrant.x == game.state.kscmdr.x && game.quadrant.y == game.state.kscmdr.y) { + game.quad[game.ks[1].x][game.ks[1].y] = IHS; game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill; game.iscate = game.state.remkl>1; game.ishere = 1; @@ -600,33 +628,31 @@ void newqad(int shutup) } // Put in Romulans if needed for (i = game.klhere+1; i <= game.nenhere; i++) { - dropin(IHR, &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)); + dropin(IHR, &w); + game.ks[i] = w; + game.kdist[i] = game.kavgd[i] = sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y)); 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) - dropin(IHB, &game.basex, &game.basey); + if (here->starbase) + dropin(IHB, &game.base); - 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; - dropin(IHP, &game.plnetx, &game.plnety); - } + // 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.plnet); + else + dropin(IHW, &game.plnet); } // Check for game.condition newcnd(); // And finally the stars - for (i = 1; i <= game.state.galaxy[game.quadx][game.quady].stars; i++) - dropin(IHSTAR, &ix, &iy); + for (i = 1; i <= here->stars; i++) + dropin(IHSTAR, &w); // 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); @@ -640,15 +666,14 @@ void newqad(int shutup) if (shutup==0) { // Put in THING if needed - if (thingx == game.quadx && thingy == game.quady) { - dropin(IHQUEST, &ix, &iy); - iran(GALSIZE, &thingx, &thingy); + if (same(thing, game.quadrant)) { + dropin(IHQUEST, &w); + iran(GALSIZE, &thing.x, &thing.y); game.nenhere++; iqhere=1; - game.kx[game.nenhere] = ix; - game.ky[game.nenhere] = iy; + game.ks[game.nenhere] = w; game.kdist[game.nenhere] = game.kavgd[game.nenhere] = - sqrt(square(game.sectx-ix) + square(game.secty-iy)); + sqrt(square(game.sector.x-w.x) + square(game.sector.y-w.y)); game.kpower[game.nenhere] = Rand()*6000.0 +500.0 +250.0*game.skill; if (game.damage[DSRSENS] == 0.0) { skip(1); @@ -668,16 +693,16 @@ void newqad(int shutup) #endif ) { do { - game.ithx = Rand() > 0.5 ? QUADSIZE : 1; - game.ithy = Rand() > 0.5 ? QUADSIZE : 1; - } while (game.quad[game.ithx][game.ithy] != IHDOT); - game.quad[game.ithx][game.ithy] = IHT; + game.tholian.x = Rand() > 0.5 ? QUADSIZE : 1; + game.tholian.y = Rand() > 0.5 ? QUADSIZE : 1; + } while (game.quad[game.tholian.x][game.tholian.y] != IHDOT); + game.quad[game.tholian.x][game.tholian.y] = IHT; game.ithere = 1; game.nenhere++; - game.kx[game.nenhere] = game.ithx; - game.ky[game.nenhere] = game.ithy; + game.ks[game.nenhere].x = game.tholian.x; + game.ks[game.nenhere].y = game.tholian.y; game.kdist[game.nenhere] = game.kavgd[game.nenhere] = - sqrt(square(game.sectx-game.ithx) + square(game.secty-game.ithy)); + sqrt(square(game.sector.x-game.tholian.x) + square(game.sector.y-game.tholian.y)); game.kpower[game.nenhere] = Rand()*400.0 +100.0 +25.0*game.skill; /* Reserve unocupied corners */ if (game.quad[1][1]==IHDOT) game.quad[1][1] = 'X'; @@ -692,7 +717,7 @@ void newqad(int shutup) // Put in a few black holes for (i = 1; i <= 3; i++) if (Rand() > 0.5) - dropin(IHBLANK, &ix, &iy); + dropin(IHBLANK, &w); // Take out X's in corners if Tholian present if (game.ithere) { @@ -706,29 +731,30 @@ void newqad(int shutup) void sortkl(void) { double t; - int sw, j, k; + int j, k; + bool sw; // The author liked bubble sort. So we will use it. :-( if (game.nenhere-iqhere-game.ithere < 2) return; do { - sw = FALSE; + sw = false; for (j = 1; j < game.nenhere; j++) if (game.kdist[j] > game.kdist[j+1]) { - sw = TRUE; + sw = true; t = game.kdist[j]; game.kdist[j] = game.kdist[j+1]; game.kdist[j+1] = t; t = game.kavgd[j]; game.kavgd[j] = game.kavgd[j+1]; game.kavgd[j+1] = t; - k = game.kx[j]; - game.kx[j] = game.kx[j+1]; - game.kx[j+1] = k; - k = game.ky[j]; - game.ky[j] = game.ky[j+1]; - game.ky[j+1] = k; + k = game.ks[j].x; + game.ks[j].x = game.ks[j+1].x; + game.ks[j+1].x = k; + k = game.ks[j].y; + game.ks[j].y = game.ks[j+1].y; + game.ks[j+1].y = k; t = game.kpower[j]; game.kpower[j] = game.kpower[j+1]; game.kpower[j+1] = t;