3ae4e09ad9
numbers out. This changes the "tournament codes"; that is, the same code will give you a different game now from what it used to. (This is because the codes are basically random seeds.) I really really doubt anyone cares about this, especially since the tournament feature appears to be undocumented.
304 lines
8.5 KiB
C
304 lines
8.5 KiB
C
/* $NetBSD: setup.c,v 1.13 2009/05/25 00:37:27 dholland Exp $ */
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/*
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* Copyright (c) 1980, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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#if 0
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static char sccsid[] = "@(#)setup.c 8.1 (Berkeley) 5/31/93";
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#else
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__RCSID("$NetBSD: setup.c,v 1.13 2009/05/25 00:37:27 dholland Exp $");
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#endif
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#endif /* not lint */
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include <err.h>
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#include <limits.h>
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#include "trek.h"
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#include "getpar.h"
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/*
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** INITIALIZE THE GAME
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**
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** The length, skill, and password are read, and the game
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** is initialized. It is far too difficult to describe all
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** that goes on in here, but it is all straight-line code;
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** give it a look.
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**
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** Game restart and tournament games are handled here.
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*/
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const struct cvntab Lentab[] = {
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{ "s", "hort", (cmdfun)1, 0 },
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{ "m", "edium", (cmdfun)2, 0 },
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{ "l", "ong", (cmdfun)4, 0 },
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{ "restart", "", (cmdfun)0, 0 },
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{ NULL, NULL, NULL, 0 }
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};
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const struct cvntab Skitab[] = {
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{ "n", "ovice", (cmdfun)1, 0 },
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{ "f", "air", (cmdfun)2, 0 },
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{ "g", "ood", (cmdfun)3, 0 },
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{ "e", "xpert", (cmdfun)4, 0 },
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{ "c", "ommodore", (cmdfun)5, 0 },
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{ "i", "mpossible", (cmdfun)6, 0 },
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{ NULL, NULL, NULL, 0 }
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};
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void
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setup(void)
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{
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const struct cvntab *r;
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int i, j;
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double f;
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int d;
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int klump;
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int ix, iy;
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struct quad *q;
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struct event *e;
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while (1) {
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r = getcodpar("What length game", Lentab);
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Game.length = (long) r->value;
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if (Game.length == 0) {
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if (restartgame())
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continue;
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return;
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}
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break;
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}
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r = getcodpar("What skill game", Skitab);
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Game.skill = (long) r->value;
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Game.tourn = 0;
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getstrpar("Enter a password", Game.passwd, 14, 0);
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if (strcmp(Game.passwd, "tournament") == 0) {
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getstrpar("Enter tournament code", Game.passwd, 14, 0);
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Game.tourn = 1;
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d = 0;
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for (i = 0; Game.passwd[i]; i++)
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d += Game.passwd[i] << i;
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srandom(d);
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}
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Param.bases = Now.bases = ranf(6 - Game.skill) + 2;
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if (Game.skill == 6)
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Param.bases = Now.bases = 1;
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Param.time = Now.time = 6.0 * Game.length + 2.0;
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i = Game.skill;
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j = Game.length;
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Param.klings = Now.klings = i * j * 3.5 * (franf() + 0.75);
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if (Param.klings < i * j * 5)
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Param.klings = Now.klings = i * j * 5;
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if (Param.klings <= i) /* numerical overflow problems */
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Param.klings = Now.klings = 127;
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Param.energy = Ship.energy = 5000;
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Param.torped = Ship.torped = 10;
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Ship.ship = ENTERPRISE;
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Ship.shipname = "Enterprise";
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Param.shield = Ship.shield = 1500;
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Param.resource = Now.resource = Param.klings * Param.time;
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Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0;
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Param.crew = Ship.crew = 387;
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Param.brigfree = Ship.brigfree = 400;
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Ship.shldup = 1;
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Ship.cond = GREEN;
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Ship.warp = 5.0;
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Ship.warp2 = 25.0;
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Ship.warp3 = 125.0;
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Ship.sinsbad = 0;
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Ship.cloaked = 0;
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Param.date = Now.date = (ranf(20) + 20) * 100;
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f = Game.skill;
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f = log(f + 0.5);
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for (i = 0; i < NDEV; i++)
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if (Device[i].name[0] == '*')
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Param.damfac[i] = 0;
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else
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Param.damfac[i] = f;
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/* these probabilities must sum to 1000 */
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Param.damprob[WARP] = 70; /* warp drive 7.0% */
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Param.damprob[SRSCAN] = 110; /* short range scanners 11.0% */
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Param.damprob[LRSCAN] = 110; /* long range scanners 11.0% */
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Param.damprob[PHASER] = 125; /* phasers 12.5% */
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Param.damprob[TORPED] = 125; /* photon torpedoes 12.5% */
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Param.damprob[IMPULSE] = 75; /* impulse engines 7.5% */
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Param.damprob[SHIELD] = 150; /* shield control 15.0% */
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Param.damprob[COMPUTER] = 20; /* computer 2.0% */
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Param.damprob[SSRADIO] = 35; /* subspace radio 3.5% */
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Param.damprob[LIFESUP] = 30; /* life support 3.0% */
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Param.damprob[SINS] = 20; /* navigation system 2.0% */
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Param.damprob[CLOAK] = 50; /* cloaking device 5.0% */
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Param.damprob[XPORTER] = 80; /* transporter 8.0% */
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/* check to see that I didn't blow it */
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for (i = j = 0; i < NDEV; i++)
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j += Param.damprob[i];
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if (j != 1000)
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errx(1, "Device probabilities sum to %d", j);
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Param.dockfac = 0.5;
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Param.regenfac = (5 - Game.skill) * 0.05;
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if (Param.regenfac < 0.0)
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Param.regenfac = 0.0;
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Param.warptime = 10;
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Param.stopengy = 50;
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Param.shupengy = 40;
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i = Game.skill;
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Param.klingpwr = 100 + 150 * i;
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if (i >= 6)
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Param.klingpwr += 150;
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Param.phasfac = 0.8;
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Param.hitfac = 0.5;
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Param.klingcrew = 200;
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Param.srndrprob = 0.0035;
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Param.moveprob[KM_OB] = 45;
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Param.movefac[KM_OB] = .09;
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Param.moveprob[KM_OA] = 40;
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Param.movefac[KM_OA] = -0.05;
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Param.moveprob[KM_EB] = 40;
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Param.movefac[KM_EB] = 0.075;
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Param.moveprob[KM_EA] = 25 + 5 * Game.skill;
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Param.movefac[KM_EA] = -0.06 * Game.skill;
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Param.moveprob[KM_LB] = 0;
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Param.movefac[KM_LB] = 0.0;
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Param.moveprob[KM_LA] = 10 + 10 * Game.skill;
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Param.movefac[KM_LA] = 0.25;
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Param.eventdly[E_SNOVA] = 0.5;
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Param.eventdly[E_LRTB] = 25.0;
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Param.eventdly[E_KATSB] = 1.0;
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Param.eventdly[E_KDESB] = 3.0;
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Param.eventdly[E_ISSUE] = 1.0;
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Param.eventdly[E_SNAP] = 0.5;
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Param.eventdly[E_ENSLV] = 0.5;
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Param.eventdly[E_REPRO] = 2.0;
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Param.navigcrud[0] = 1.50;
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Param.navigcrud[1] = 0.75;
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Param.cloakenergy = 1000;
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Param.energylow = 1000;
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for (i = 0; i < MAXEVENTS; i++) {
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e = &Event[i];
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e->date = TOOLARGE;
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e->evcode = 0;
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}
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xsched(E_SNOVA, 1, 0, 0, 0);
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xsched(E_LRTB, Param.klings, 0, 0, 0);
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xsched(E_KATSB, 1, 0, 0, 0);
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xsched(E_ISSUE, 1, 0, 0, 0);
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xsched(E_SNAP, 1, 0, 0, 0);
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Ship.sectx = ranf(NSECTS);
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Ship.secty = ranf(NSECTS);
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Game.killk = Game.kills = Game.killb = 0;
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Game.deaths = Game.negenbar = 0;
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Game.captives = 0;
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Game.killinhab = 0;
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Game.helps = 0;
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Game.killed = 0;
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Game.snap = 0;
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Move.endgame = 0;
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/* setup stars */
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for (i = 0; i < NQUADS; i++) {
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for (j = 0; j < NQUADS; j++) {
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short s5;
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q = &Quad[i][j];
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q->klings = q->bases = 0;
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q->scanned = -1;
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q->stars = ranf(9) + 1;
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q->holes = ranf(3);
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s5 = q->stars / 5;
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q->holes = q->holes > s5 ? q->holes - s5 : 0;
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q->qsystemname = 0;
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}
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}
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/* select inhabited starsystems */
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for (d = 1; d < NINHAB; d++) {
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do {
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i = ranf(NQUADS);
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j = ranf(NQUADS);
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q = &Quad[i][j];
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} while (q->qsystemname);
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q->qsystemname = d;
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}
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/* position starbases */
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for (i = 0; i < Param.bases; i++) {
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while (1) {
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ix = ranf(NQUADS);
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iy = ranf(NQUADS);
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q = &Quad[ix][iy];
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if (q->bases > 0)
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continue;
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break;
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}
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q->bases = 1;
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Now.base[i].x = ix;
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Now.base[i].y = iy;
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q->scanned = 1001;
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/* start the Enterprise near starbase */
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if (i == 0) {
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Ship.quadx = ix;
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Ship.quady = iy;
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}
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}
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/* position klingons */
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for (i = Param.klings; i > 0; ) {
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klump = ranf(4) + 1;
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if (klump > i)
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klump = i;
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while (1) {
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ix = ranf(NQUADS);
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iy = ranf(NQUADS);
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q = &Quad[ix][iy];
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if (q->klings + klump > MAXKLQUAD)
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continue;
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q->klings += klump;
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i -= klump;
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break;
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}
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}
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/* initialize this quadrant */
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printf("%d Klingons\n%d starbase", Param.klings, Param.bases);
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if (Param.bases > 1)
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printf("s");
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printf(" at %d,%d", Now.base[0].x, Now.base[0].y);
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for (i = 1; i < Param.bases; i++)
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printf(", %d,%d", Now.base[i].x, Now.base[i].y);
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printf("\nIt takes %d units to kill a Klingon\n", Param.klingpwr);
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Move.free = 0;
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initquad(0);
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srscan(1);
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attack(0);
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}
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