root/games/trek/setup.c
/*      $OpenBSD: setup.c,v 1.13 2017/05/26 19:19:23 tedu Exp $ */
/*      $NetBSD: setup.c,v 1.4 1995/04/24 12:26:06 cgd Exp $    */

/*
 * Copyright (c) 1980, 1993
 *      The Regents of the University of California.  All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <err.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "getpar.h"
#include "trek.h"

/*
**  INITIALIZE THE GAME
**
**      The length, skill, and password are read, and the game
**      is initialized.  It is far too difficult to describe all
**      that goes on in here, but it is all straight-line code;
**      give it a look.
**
**      Tournament games are handled here.
*/

const struct cvntab     Lentab[] =
{
        { "s",          "hort",         (cmdfun)1,      0 },
        { "m",          "edium",        (cmdfun)2,      0 },
        { "l",          "ong",          (cmdfun)4,      0 },
        { NULL,         NULL,           NULL,           0 }
};

const struct cvntab     Skitab[] =
{
        { "n",          "ovice",        (cmdfun)1,      0 },
        { "f",          "air",          (cmdfun)2,      0 },
        { "g",          "ood",          (cmdfun)3,      0 },
        { "e",          "xpert",        (cmdfun)4,      0 },
        { "c",          "ommodore",     (cmdfun)5,      0 },
        { "i",          "mpossible",    (cmdfun)6,      0 },
        { NULL,         NULL,           NULL,           0 }
};

void
setup(void)
{
        const struct cvntab     *r;
        int                     i, j;
        double                  f;
        int                     d;
        int                     klump;
        int                     ix, iy;
        struct quad             *q;
        struct event            *e;

        r = getcodpar("What length game", Lentab);
        Game.length = (long) r->value;
        r = getcodpar("What skill game", Skitab);
        Game.skill = (long) r->value;
        Game.tourn = 0;
        getstrpar("Enter a password", Game.passwd, 14, 0);
        if (strcmp(Game.passwd, "tournament") == 0)
        {
                getstrpar("Enter tournament code", Game.passwd, 14, 0);
                Game.tourn = 1;
                d = 0;
                for (i = 0; Game.passwd[i]; i++)
                        d += Game.passwd[i] << i;
                srandom_deterministic(d);
        }
        Param.bases = Now.bases = ranf(6 - Game.skill) + 2;
        if (Game.skill == 6)
                Param.bases = Now.bases = 1;
        Param.time = Now.time = 6.0 * Game.length + 2.0;
        i = Game.skill;
        j = Game.length;
        Param.klings = Now.klings = i * j * 3.5 * (franf() + 0.75);
        if (Param.klings < i * j * 5)
                Param.klings = Now.klings = i * j * 5;
        if (Param.klings <= i)          /* numerical overflow problems */
                Param.klings = Now.klings = 127;
        Param.energy = Ship.energy = 5000;
        Param.torped = Ship.torped = 10;
        Ship.ship = ENTERPRISE;
        Ship.shipname = "Enterprise";
        Param.shield = Ship.shield = 1500;
        Param.resource = Now.resource = Param.klings * Param.time;
        Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0;
        Param.crew = Ship.crew = 387;
        Param.brigfree = Ship.brigfree = 400;
        Ship.shldup = 1;
        Ship.cond = GREEN;
        Ship.warp = 5.0;
        Ship.warp2 = 25.0;
        Ship.warp3 = 125.0;
        Ship.sinsbad = 0;
        Ship.cloaked = 0;
        Param.date = Now.date = (ranf(20) + 20) * 100;
        f = Game.skill;
        f = log(f + 0.5);
        for (i = 0; i < NDEV; i++)
                if (Device[i].name[0] == '*')
                        Param.damfac[i] = 0;
                else
                        Param.damfac[i] = f;
        /* these probabilities must sum to 1000 */
        Param.damprob[WARP] = 70;       /* warp drive            7.0% */
        Param.damprob[SRSCAN] = 110;    /* short range scanners 11.0% */
        Param.damprob[LRSCAN] = 110;    /* long range scanners  11.0% */
        Param.damprob[PHASER] = 125;    /* phasers              12.5% */
        Param.damprob[TORPED] = 125;    /* photon torpedoes     12.5% */
        Param.damprob[IMPULSE] = 75;    /* impulse engines       7.5% */
        Param.damprob[SHIELD] = 150;    /* shield control       15.0% */
        Param.damprob[COMPUTER] = 20;   /* computer              2.0% */
        Param.damprob[SSRADIO] = 35;    /* subspace radio        3.5% */
        Param.damprob[LIFESUP] = 30;    /* life support          3.0% */
        Param.damprob[SINS] = 20;       /* navigation system     2.0% */
        Param.damprob[CLOAK] = 50;      /* cloaking device       5.0% */
        Param.damprob[XPORTER] = 80;    /* transporter           8.0% */
        /* check to see that I didn't blow it */
        for (i = j = 0; i < NDEV; i++)
                j += Param.damprob[i];
        if (j != 1000)
                errx(1, "Device probabilities sum to %d", j);
        Param.dockfac = 0.5;
        Param.regenfac = (5 - Game.skill) * 0.05;
        if (Param.regenfac < 0.0)
                Param.regenfac = 0.0;
        Param.warptime = 10;
        Param.stopengy = 50;
        Param.shupengy = 40;
        i = Game.skill;
        Param.klingpwr = 100 + 150 * i;
        if (i >= 6)
                Param.klingpwr += 150;
        Param.phasfac = 0.8;
        Param.hitfac = 0.5;
        Param.klingcrew = 200;
        Param.srndrprob = 0.0035;
        Param.moveprob[KM_OB] = 45;
        Param.movefac[KM_OB] = .09;
        Param.moveprob[KM_OA] = 40;
        Param.movefac[KM_OA] = -0.05;
        Param.moveprob[KM_EB] = 40;
        Param.movefac[KM_EB] = 0.075;
        Param.moveprob[KM_EA] = 25 + 5 * Game.skill;
        Param.movefac[KM_EA] = -0.06 * Game.skill;
        Param.moveprob[KM_LB] = 0;
        Param.movefac[KM_LB] = 0.0;
        Param.moveprob[KM_LA] = 10 + 10 * Game.skill;
        Param.movefac[KM_LA] = 0.25;
        Param.eventdly[E_SNOVA] = 0.5;
        Param.eventdly[E_LRTB] = 25.0;
        Param.eventdly[E_KATSB] = 1.0;
        Param.eventdly[E_KDESB] = 3.0;
        Param.eventdly[E_ISSUE] = 1.0;
        Param.eventdly[E_SNAP] = 0.5;
        Param.eventdly[E_ENSLV] = 0.5;
        Param.eventdly[E_REPRO] = 2.0;
        Param.navigcrud[0] = 1.50;
        Param.navigcrud[1] = 0.75;
        Param.cloakenergy = 1000;
        Param.energylow = 1000;
        for (i = 0; i < MAXEVENTS; i++)
        {
                e = &Event[i];
                e->date = 1e50;
                e->evcode = 0;
        }
        xsched(E_SNOVA, 1, 0, 0, 0);
        xsched(E_LRTB, Param.klings, 0, 0, 0);
        xsched(E_KATSB, 1, 0, 0, 0);
        xsched(E_ISSUE, 1, 0, 0, 0);
        xsched(E_SNAP, 1, 0, 0, 0);
        Ship.sectx = ranf(NSECTS);
        Ship.secty = ranf(NSECTS);
        Game.killk = Game.kills = Game.killb = 0;
        Game.deaths = Game.negenbar = 0;
        Game.captives = 0;
        Game.killinhab = 0;
        Game.helps = 0;
        Game.killed = 0;
        Game.snap = 0;
        Move.endgame = 0;

        /* setup stars */
        for (i = 0; i < NQUADS; i++)
                for (j = 0; j < NQUADS; j++)
                {
                        q = &Quad[i][j];
                        q->klings = q->bases = 0;
                        q->scanned = -1;
                        q->stars = ranf(9) + 1;
                        q->holes = ranf(3) - q->stars / 5;
                        if (q->holes < 0)
                                q->holes = 0;
                        q->qsystemname = 0;
                }

        /* select inhabited starsystems */
        for (d = 1; d < NINHAB; d++)
        {
                do
                {
                        i = ranf(NQUADS);
                        j = ranf(NQUADS);
                        q = &Quad[i][j];
                } while (q->qsystemname);
                q->qsystemname = d;
        }

        /* position starbases */
        for (i = 0; i < Param.bases; i++)
        {
                while (1)
                {
                        ix = ranf(NQUADS);
                        iy = ranf(NQUADS);
                        q = &Quad[ix][iy];
                        if (q->bases > 0)
                                continue;
                        break;
                }
                q->bases = 1;
                Now.base[i].x = ix;
                Now.base[i].y = iy;
                q->scanned = 1001;
                /* start the Enterprise near starbase */
                if (i == 0)
                {
                        Ship.quadx = ix;
                        Ship.quady = iy;
                }
        }

        /* position klingons */
        for (i = Param.klings; i > 0; )
        {
                klump = ranf(4) + 1;
                if (klump > i)
                        klump = i;
                while (1)
                {
                        ix = ranf(NQUADS);
                        iy = ranf(NQUADS);
                        q = &Quad[ix][iy];
                        if (q->klings + klump > MAXKLQUAD)
                                continue;
                        q->klings += klump;
                        i -= klump;
                        break;
                }
        }

        /* initialize this quadrant */
        printf("%d Klingons\n%d starbase", Param.klings, Param.bases);
        if (Param.bases > 1)
                printf("s");
        printf(" at %d,%d", Now.base[0].x, Now.base[0].y);
        for (i = 1; i < Param.bases; i++)
                printf(", %d,%d", Now.base[i].x, Now.base[i].y);
        printf("\nIt takes %d units to kill a Klingon\n", Param.klingpwr);
        Move.free = 0;
        initquad(0);
        srscan(1);
        attack(0);
}