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1.1 ! root 1: # include "trek.h" ! 2: ! 3: /** ! 4: ** initialize game ! 5: **/ ! 6: ! 7: CVNTAB Lentab[] ! 8: { ! 9: "restart", "", ! 10: "s", "hort", ! 11: "m", "edium", ! 12: "i", "ntermediate", ! 13: "l", "ong", ! 14: 0 ! 15: }; ! 16: ! 17: CVNTAB Skitab[] ! 18: { ! 19: "n", "ovice", ! 20: "f", "air", ! 21: "g", "ood", ! 22: "e", "xpert", ! 23: "c", "ommodore", ! 24: "i", "mpossible", ! 25: 0 ! 26: }; ! 27: ! 28: int repflg; ! 29: double logdly(); ! 30: ! 31: setup(two) ! 32: { ! 33: int timevec[2]; ! 34: register int i, j, n; ! 35: float f; ! 36: int d; ! 37: int klump; ! 38: int ix, iy; ! 39: QUAD *q; ! 40: EVENT *e; ! 41: char base_sq[NQUADS][NQUADS]; ! 42: ! 43: time(timevec); srand(timevec[1]); ! 44: if(repflg==0 && (Game.length=getcodpar("What length game", Lentab))<0) return(0); ! 45: if(Game.length==0) { ! 46: return(restart()); ! 47: } ! 48: if(repflg==0 && (Game.skill=getcodpar("What skill game", Skitab)+1)<=0) return(0); ! 49: Game.tourn = 1; ! 50: if(two==0) ! 51: getpasswd(Game.passwd); ! 52: Initial.bases = Status.bases = 7 - Game.skill; ! 53: Initial.time = Status.time = 6.0 * Game.length + 2.0; ! 54: i = Game.skill; ! 55: j = Game.length; ! 56: Initial.kling = Status.kling = i * j * 5; ! 57: Initial.energy = Status.energy = 5000; ! 58: Initial.torped = Status.torped = 10; ! 59: Status.ship = ENTERPRISE; ! 60: Status.shipname = "Enterprise"; ! 61: Initial.shield = Status.shield = 1500; ! 62: Initial.resource = Status.resource = Initial.kling * Initial.time; ! 63: Initial.reserves = Status.reserves = (6 - Game.skill) * 2.0; ! 64: Initial.crew = Status.crew = 387; ! 65: Initial.brigfree = Status.brigfree = 40; ! 66: Status.shldup = 1; ! 67: Status.cond = GREEN; ! 68: Status.warp = 5.0; ! 69: Status.warp2 = 25.0; ! 70: Status.warp3 = 125.0; ! 71: Status.sinsbad = 0; ! 72: Status.cloaked = 0; ! 73: Initial.date = Status.date = (ranf(20) + 20) * 100; ! 74: f = Game.skill; ! 75: for (i = 0; i < NDEV; i++) ! 76: if (Device[i].name[0] == '*') ! 77: Param.damfac[i] = 0; ! 78: else ! 79: Param.damfac[i] = log(f+0.5); ! 80: /* these probabilities must sum to 1000 */ ! 81: Param.damprob[WARP] = 70; /* warp drive 7.0% */ ! 82: Param.damprob[SRSCAN] = 110; /* short range scanners 11.0% */ ! 83: Param.damprob[LRSCAN] = 110; /* long range scanners 11.0% */ ! 84: Param.damprob[PHASER] = 125; /* phasers 12.5% */ ! 85: Param.damprob[TORPED] = 125; /* photon torpedoes 12.5% */ ! 86: Param.damprob[IMPULSE] = 75; /* impulse engines 7.5% */ ! 87: Param.damprob[SHIELD] = 150; /* shield control 15.0% */ ! 88: Param.damprob[COMPUTER] = 20; /* computer 2.0% */ ! 89: Param.damprob[SSRADIO] = 35; /* subspace radio 3.5% */ ! 90: Param.damprob[LIFESUP] = 30; /* life support 3.0% */ ! 91: Param.damprob[SINS] = 20; /* navigation system 2.0% */ ! 92: Param.damprob[CLOAK] = 50; /* cloaking device 5.0% */ ! 93: Param.damprob[XPORTER] = 80; /* transporter 8.0% */ ! 94: /* check to see that I didn't blow it */ ! 95: for (i = j = 0; i < NDEV; i++) ! 96: j =+ Param.damprob[i]; ! 97: if (j != 1000) ! 98: syserr("Device probabilities sum to %d", j); ! 99: Param.dockfac = 0.5; ! 100: Param.regenfac = (6 - Game.skill) * 0.02; ! 101: Param.warptime = 10; ! 102: Param.stopengy = 50; ! 103: Param.shupengy = 40; ! 104: i = Game.skill; ! 105: Param.klingpwr = 100 + 150 * i; ! 106: if (i >= 6) ! 107: Param.klingpwr =+ 150; ! 108: Param.phasfac = 0.8; ! 109: Param.hitfac = 0.5; ! 110: Param.moveprob[KM_OB] = 45; ! 111: Param.movefac[KM_OB] = .09; ! 112: Param.moveprob[KM_OA] = 40; ! 113: Param.movefac[KM_OA] = -0.05; ! 114: Param.moveprob[KM_EB] = 40; ! 115: Param.movefac[KM_EB] = 0.075; ! 116: Param.moveprob[KM_EA] = 25 + 5 * Game.skill; ! 117: Param.movefac[KM_EA] = -0.06 * Game.skill; ! 118: Param.moveprob[KM_LB] = 0; ! 119: Param.movefac[KM_LB] = 0.0; ! 120: Param.moveprob[KM_LA] = 10 + 10 * Game.skill; ! 121: Param.movefac[KM_LA] = 0.25; ! 122: Param.eventdly[E_SNOVA] = 0.5; ! 123: Param.eventdly[E_LRTB] = 25.0; ! 124: Param.eventdly[E_KATSB] = 1.0; ! 125: Param.eventdly[E_KDESB] = 3.0; ! 126: Param.eventdly[E_ISSUE] = 1.0; ! 127: Param.eventdly[E_SNAP] = 0.5; ! 128: Param.eventdly[E_ENSLV] = 0.5; ! 129: Param.eventdly[E_REPRO] = 2.0; ! 130: Param.navigcrud[0] = 1.50; ! 131: Param.navigcrud[1] = 0.75; ! 132: Param.cloakenergy = 1000; ! 133: for (i = 0; i < MAXEVENTS; i++) ! 134: { ! 135: e = &Event[i]; ! 136: e->date = 1e50; ! 137: e->evcode = -1; ! 138: } ! 139: schedule(E_SNOVA, logdly(E_SNOVA), 0, 0, 0); ! 140: schedule(E_LRTB, logdly(E_LRTB), 0, 0, 0); ! 141: schedule(E_KATSB, logdly(E_KATSB), 0, 0, 0); ! 142: schedule(E_ISSUE, logdly(E_ISSUE), 0, 0, 0); ! 143: schedule(E_SNAP, logdly(E_SNAP), 0, 0, 0); ! 144: Sectx = ranf(NSECTS); ! 145: Secty = ranf(NSECTS); ! 146: for (i = 0; i < NDEV; i++) ! 147: Damage[i] = 0; ! 148: Game.gkillk = Game.kills = Game.killb = 0; ! 149: Game.deaths = Game.negenbar = 0; ! 150: Game.captives = 0; ! 151: Game.killinhab = 0; ! 152: Game.distresses = 0; ! 153: Game.helps = 0; ! 154: Game.killed = 0; ! 155: Game.snap = 0; ! 156: Move.endgame = 0; ! 157: ! 158: /* setup stars */ ! 159: for (i = 0; i < NQUADS; i++) ! 160: for (j = 0; j < NQUADS; j++) ! 161: { ! 162: q = &Quad[i][j]; ! 163: q->qkling = q->bases = 0; ! 164: q->scanned = -1; ! 165: q->stars = ranf(9) + 1; ! 166: q->holes = ranf(3-(q->stars/5)); ! 167: q->systemname = 0; ! 168: } ! 169: ! 170: /* select inhabited starsystems */ ! 171: for (d = 1; d < NINHAB; d++) ! 172: { ! 173: do ! 174: { ! 175: i = ranf(NQUADS); ! 176: j = ranf(NQUADS); ! 177: q = &Quad[i][j]; ! 178: } while (q->systemname); ! 179: q->systemname = d; ! 180: } ! 181: ! 182: /* position starbases */ ! 183: d = (Initial.bases>4 ? 1 : 2); ! 184: for (i = 0; i < NQUADS; i++) ! 185: for (j = 0; j < NQUADS; j++) ! 186: base_sq[i][j]=0; ! 187: for (n = 0; n < Initial.bases; n++) ! 188: while (1) ! 189: { ! 190: ix=ranf(NQUADS-2)+1; ! 191: iy=ranf(NQUADS-2)+1; ! 192: if(base_sq[ix][iy]) ! 193: continue; ! 194: q = &Quad[ix][iy]; ! 195: for(i=ix-d; i<=ix+d; i++) ! 196: for(j=iy-d; j<=iy+d; j++) ! 197: if(i>=0 && j>=0 && i<NQUADS && j<NQUADS) ! 198: base_sq[i][j]++; ! 199: q->bases = 1; ! 200: Base[n].x = ix; ! 201: Base[n].y = iy; ! 202: q->scanned = 1001; ! 203: /* Enterprise cruising near star base */ ! 204: if(n==0) ! 205: { Quadx=ix; ! 206: Quady=iy; ! 207: } ! 208: break; ! 209: } ! 210: ! 211: /* position klingons */ ! 212: for (i = Initial.kling; i > 0; ) ! 213: { ! 214: klump = ranf(4) + 1; ! 215: if (klump > i) ! 216: klump = i; ! 217: while (1) ! 218: { ! 219: ix = ranf(NQUADS); ! 220: iy = ranf(NQUADS); ! 221: q = &Quad[ix][iy]; ! 222: if (q->qkling + klump > 9) ! 223: continue; ! 224: q->qkling =+ klump; ! 225: i =- klump; ! 226: break; ! 227: } ! 228: } ! 229: ! 230: /* initialize this quadrant */ ! 231: printf("%d Klingons; it takes %d units to kill a Klingon.\n", Initial.kling, Param.klingpwr); ! 232: printf("%d starbases at", Initial.bases); ! 233: for (i = 0; i < Initial.bases; i++) ! 234: printf(" %d,%d", Base[i].x, Base[i].y); ! 235: printf("\n"); ! 236: Move.free = 0; ! 237: initquad(0); ! 238: scansys(1); ! 239: attack(0); ! 240: return(1); ! 241: }
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