Annotation of 43BSDTahoe/games/trek/setup.c, revision 1.1.1.1

1.1       root        1: /*
                      2:  * Copyright (c) 1980 Regents of the University of California.
                      3:  * All rights reserved.
                      4:  *
                      5:  * Redistribution and use in source and binary forms are permitted
                      6:  * provided that the above copyright notice and this paragraph are
                      7:  * duplicated in all such forms and that any documentation,
                      8:  * advertising materials, and other materials related to such
                      9:  * distribution and use acknowledge that the software was developed
                     10:  * by the University of California, Berkeley.  The name of the
                     11:  * University may not be used to endorse or promote products derived
                     12:  * from this software without specific prior written permission.
                     13:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
                     14:  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
                     15:  * WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
                     16:  */
                     17: 
                     18: #ifndef lint
                     19: static char sccsid[] = "@(#)setup.c    5.3 (Berkeley) 6/18/88";
                     20: #endif /* not lint */
                     21: 
                     22: # include      "trek.h"
                     23: # include      "getpar.h"
                     24: 
                     25: /*
                     26: **  INITIALIZE THE GAME
                     27: **
                     28: **     The length, skill, and password are read, and the game
                     29: **     is initialized.  It is far too difficult to describe all
                     30: **     that goes on in here, but it is all straight-line code;
                     31: **     give it a look.
                     32: **
                     33: **     Game restart and tournament games are handled here.
                     34: */
                     35: 
                     36: struct cvntab  Lentab[] =
                     37: {
                     38:        "s",            "hort",                 (int (*)())1,           0,
                     39:        "m",            "edium",                (int (*)())2,           0,
                     40:        "l",            "ong",                  (int (*)())4,           0,
                     41:        "restart",      "",                     0,              0,
                     42:        0
                     43: };
                     44: 
                     45: struct cvntab  Skitab[] =
                     46: {
                     47:        "n",            "ovice",                (int (*)())1,           0,
                     48:        "f",            "air",                  (int (*)())2,           0,
                     49:        "g",            "ood",                  (int (*)())3,           0,
                     50:        "e",            "xpert",                (int (*)())4,           0,
                     51:        "c",            "ommodore",             (int (*)())5,           0,
                     52:        "i",            "mpossible",            (int (*)())6,           0,
                     53:        0
                     54: };
                     55: 
                     56: setup()
                     57: {
                     58:        struct cvntab           *r;
                     59:        register int            i, j;
                     60:        double                  f;
                     61:        int                     d;
                     62:        int                     fd;
                     63:        int                     klump;
                     64:        int                     ix, iy;
                     65:        register struct quad    *q;
                     66:        struct event            *e;
                     67: 
                     68:        while (1)
                     69:        {
                     70:                r = getcodpar("What length game", Lentab);
                     71:                Game.length = (int) r->value;
                     72:                if (Game.length == 0)
                     73:                {
                     74:                        if (restartgame())
                     75:                                continue;
                     76:                        return;
                     77:                }
                     78:                break;
                     79:        }
                     80:        r = getcodpar("What skill game", Skitab);
                     81:        Game.skill = (int) r->value;
                     82:        Game.tourn = 0;
                     83:        getstrpar("Enter a password", Game.passwd, 14, 0);
                     84:        if (sequal(Game.passwd, "tournament"))
                     85:        {
                     86:                getstrpar("Enter tournament code", Game.passwd, 14, 0);
                     87:                Game.tourn = 1;
                     88:                d = 0;
                     89:                for (i = 0; Game.passwd[i]; i++)
                     90:                        d += Game.passwd[i] << i;
                     91:                srand(d);
                     92:        }
                     93:        Param.bases = Now.bases = ranf(6 - Game.skill) + 2;
                     94:        if (Game.skill == 6)
                     95:                Param.bases = Now.bases = 1;
                     96:        Param.time = Now.time = 6.0 * Game.length + 2.0;
                     97:        i = Game.skill;
                     98:        j = Game.length;
                     99:        Param.klings = Now.klings = i * j * 3.5 * (franf() + 0.75);
                    100:        if (Param.klings < i * j * 5)
                    101:                Param.klings = Now.klings = i * j * 5;
                    102:        if (Param.klings <= i)          /* numerical overflow problems */
                    103:                Param.klings = Now.klings = 127;
                    104:        Param.energy = Ship.energy = 5000;
                    105:        Param.torped = Ship.torped = 10;
                    106:        Ship.ship = ENTERPRISE;
                    107:        Ship.shipname = "Enterprise";
                    108:        Param.shield = Ship.shield = 1500;
                    109:        Param.resource = Now.resource = Param.klings * Param.time;
                    110:        Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0;
                    111:        Param.crew = Ship.crew = 387;
                    112:        Param.brigfree = Ship.brigfree = 400;
                    113:        Ship.shldup = 1;
                    114:        Ship.cond = GREEN;
                    115:        Ship.warp = 5.0;
                    116:        Ship.warp2 = 25.0;
                    117:        Ship.warp3 = 125.0;
                    118:        Ship.sinsbad = 0;
                    119:        Ship.cloaked = 0;
                    120:        Param.date = Now.date = (ranf(20) + 20) * 100;
                    121:        f = Game.skill;
                    122:        f = log(f + 0.5);
                    123:        for (i = 0; i < NDEV; i++)
                    124:                if (Device[i].name[0] == '*')
                    125:                        Param.damfac[i] = 0;
                    126:                else
                    127:                        Param.damfac[i] = f;
                    128:        /* these probabilities must sum to 1000 */
                    129:        Param.damprob[WARP] = 70;       /* warp drive            7.0% */
                    130:        Param.damprob[SRSCAN] = 110;    /* short range scanners 11.0% */
                    131:        Param.damprob[LRSCAN] = 110;    /* long range scanners  11.0% */
                    132:        Param.damprob[PHASER] = 125;    /* phasers              12.5% */
                    133:        Param.damprob[TORPED] = 125;    /* photon torpedoes     12.5% */
                    134:        Param.damprob[IMPULSE] = 75;    /* impulse engines       7.5% */
                    135:        Param.damprob[SHIELD] = 150;    /* shield control       15.0% */
                    136:        Param.damprob[COMPUTER] = 20;   /* computer              2.0% */
                    137:        Param.damprob[SSRADIO] = 35;    /* subspace radio        3.5% */
                    138:        Param.damprob[LIFESUP] = 30;    /* life support          3.0% */
                    139:        Param.damprob[SINS] = 20;       /* navigation system     2.0% */
                    140:        Param.damprob[CLOAK] = 50;      /* cloaking device       5.0% */
                    141:        Param.damprob[XPORTER] = 80;    /* transporter           8.0% */
                    142:        /* check to see that I didn't blow it */
                    143:        for (i = j = 0; i < NDEV; i++)
                    144:                j += Param.damprob[i];
                    145:        if (j != 1000)
                    146:                syserr("Device probabilities sum to %d", j);
                    147:        Param.dockfac = 0.5;
                    148:        Param.regenfac = (5 - Game.skill) * 0.05;
                    149:        if (Param.regenfac < 0.0)
                    150:                Param.regenfac = 0.0;
                    151:        Param.warptime = 10;
                    152:        Param.stopengy = 50;
                    153:        Param.shupengy = 40;
                    154:        i = Game.skill;
                    155:        Param.klingpwr = 100 + 150 * i;
                    156:        if (i >= 6)
                    157:                Param.klingpwr += 150;
                    158:        Param.phasfac = 0.8;
                    159:        Param.hitfac = 0.5;
                    160:        Param.klingcrew = 200;
                    161:        Param.srndrprob = 0.0035;
                    162:        Param.moveprob[KM_OB] = 45;
                    163:        Param.movefac[KM_OB] = .09;
                    164:        Param.moveprob[KM_OA] = 40;
                    165:        Param.movefac[KM_OA] = -0.05;
                    166:        Param.moveprob[KM_EB] = 40;
                    167:        Param.movefac[KM_EB] = 0.075;
                    168:        Param.moveprob[KM_EA] = 25 + 5 * Game.skill;
                    169:        Param.movefac[KM_EA] = -0.06 * Game.skill;
                    170:        Param.moveprob[KM_LB] = 0;
                    171:        Param.movefac[KM_LB] = 0.0;
                    172:        Param.moveprob[KM_LA] = 10 + 10 * Game.skill;
                    173:        Param.movefac[KM_LA] = 0.25;
                    174:        Param.eventdly[E_SNOVA] = 0.5;
                    175:        Param.eventdly[E_LRTB] = 25.0;
                    176:        Param.eventdly[E_KATSB] = 1.0;
                    177:        Param.eventdly[E_KDESB] = 3.0;
                    178:        Param.eventdly[E_ISSUE] = 1.0;
                    179:        Param.eventdly[E_SNAP] = 0.5;
                    180:        Param.eventdly[E_ENSLV] = 0.5;
                    181:        Param.eventdly[E_REPRO] = 2.0;
                    182:        Param.navigcrud[0] = 1.50;
                    183:        Param.navigcrud[1] = 0.75;
                    184:        Param.cloakenergy = 1000;
                    185:        Param.energylow = 1000;
                    186:        for (i = 0; i < MAXEVENTS; i++)
                    187:        {
                    188:                e = &Event[i];
                    189:                e->date = 1e50;
                    190:                e->evcode = 0;
                    191:        }
                    192:        xsched(E_SNOVA, 1, 0, 0, 0);
                    193:        xsched(E_LRTB, Param.klings, 0, 0, 0);
                    194:        xsched(E_KATSB, 1, 0, 0, 0);
                    195:        xsched(E_ISSUE, 1, 0, 0, 0);
                    196:        xsched(E_SNAP, 1, 0, 0, 0);
                    197:        Ship.sectx = ranf(NSECTS);
                    198:        Ship.secty = ranf(NSECTS);
                    199:        Game.killk = Game.kills = Game.killb = 0;
                    200:        Game.deaths = Game.negenbar = 0;
                    201:        Game.captives = 0;
                    202:        Game.killinhab = 0;
                    203:        Game.helps = 0;
                    204:        Game.killed = 0;
                    205:        Game.snap = 0;
                    206:        Move.endgame = 0;
                    207: 
                    208:        /* setup stars */
                    209:        for (i = 0; i < NQUADS; i++)
                    210:                for (j = 0; j < NQUADS; j++)
                    211:                {
                    212:                        q = &Quad[i][j];
                    213:                        q->klings = q->bases = 0;
                    214:                        q->scanned = -1;
                    215:                        q->stars = ranf(9) + 1;
                    216:                        q->holes = ranf(3) - q->stars / 5;
                    217:                        q->qsystemname = 0;
                    218:                }
                    219: 
                    220:        /* select inhabited starsystems */
                    221:        for (d = 1; d < NINHAB; d++)
                    222:        {
                    223:                do
                    224:                {
                    225:                        i = ranf(NQUADS);
                    226:                        j = ranf(NQUADS);
                    227:                        q = &Quad[i][j];
                    228:                } while (q->qsystemname);
                    229:                q->qsystemname = d;
                    230:        }
                    231: 
                    232:        /* position starbases */
                    233:        for (i = 0; i < Param.bases; i++)
                    234:        {
                    235:                while (1)
                    236:                {
                    237:                        ix = ranf(NQUADS);
                    238:                        iy = ranf(NQUADS);
                    239:                        q = &Quad[ix][iy];
                    240:                        if (q->bases > 0)
                    241:                                continue;
                    242:                        break;
                    243:                }
                    244:                q->bases = 1;
                    245:                Now.base[i].x = ix;
                    246:                Now.base[i].y = iy;
                    247:                q->scanned = 1001;
                    248:                /* start the Enterprise near starbase */
                    249:                if (i == 0)
                    250:                {
                    251:                        Ship.quadx = ix;
                    252:                        Ship.quady = iy;
                    253:                }
                    254:        }
                    255: 
                    256:        /* position klingons */
                    257:        for (i = Param.klings; i > 0; )
                    258:        {
                    259:                klump = ranf(4) + 1;
                    260:                if (klump > i)
                    261:                        klump = i;
                    262:                while (1)
                    263:                {
                    264:                        ix = ranf(NQUADS);
                    265:                        iy = ranf(NQUADS);
                    266:                        q = &Quad[ix][iy];
                    267:                        if (q->klings + klump > MAXKLQUAD)
                    268:                                continue;
                    269:                        q->klings += klump;
                    270:                        i -= klump;
                    271:                        break;
                    272:                }
                    273:        }
                    274: 
                    275:        /* initialize this quadrant */
                    276:        printf("%d Klingons\n%d starbase", Param.klings, Param.bases);
                    277:        if (Param.bases > 1)
                    278:                printf("s");
                    279:        printf(" at %d,%d", Now.base[0].x, Now.base[0].y);
                    280:        for (i = 1; i < Param.bases; i++)
                    281:                printf(", %d,%d", Now.base[i].x, Now.base[i].y);
                    282:        printf("\nIt takes %d units to kill a Klingon\n", Param.klingpwr);
                    283:        Move.free = 0;
                    284:        initquad(0);
                    285:        srscan(1);
                    286:        attack(0);
                    287: }

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