iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1;
- if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
- NOEXIT(game.state.galaxy[iqx][iqy]))
+ if (!VALID_QUADRANT(iqx,iqy) ||
+ game.state.galaxy[iqx][iqy].supernova ||
+ game.state.galaxy[iqx][iqy].klingons > 8)
return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */
if (ienm == IHR) return 0; /* Romulans cannot escape! */
if (irun == 0) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
- for (l = 1; l <= game.state.remcom; l++)
+ for_commanders(l)
if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0;
/* refuse to leave if currently attacking starbase */
if (batx==quadx && baty==quady) return 0;
nenhere--;
if (condit != IHDOCKED) newcnd();
/* Handle global matters related to escape */
- game.state.galaxy[quadx][quady] -= KLINGON_PLACE;
- game.state.galaxy[iqx][iqy] += KLINGON_PLACE;
+ game.state.galaxy[quadx][quady].klingons--;
+ game.state.galaxy[iqx][iqy].klingons++;
if (ienm==IHS) {
ishere=0;
iscate=0;
ientesc=0;
isatb=0;
game.future[FSCMOVE]=0.2777+game.state.date;
- game.future[FSCDBAS]=1e30;
+ game.future[FSCDBAS]=FOREVER;
game.state.isx=iqx;
game.state.isy=iqy;
}
else {
- for (l=1; l<=game.state.remcom; l++) {
+ for_commanders(l) {
if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {
game.state.cx[l]=iqx;
game.state.cy[l]=iqy;
nextx = comx;
nexty = comy;
/* main move loop */
- for (ll = 1; ll <= nsteps; ll++) {
+ for (ll = 0; ll < nsteps; ll++) {
#ifdef DEBUG
if (idebug) {
- prout("%d", ll);
+ prout("%d", ll+1);
}
#endif
/* Check if preferred position available */
/* Figure out which Klingon is the commander (or Supercommander)
and do move */
- if (comhere) for (i = 1; i <= nenhere; i++) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHC) {
- movebaddy(ix, iy, i, IHC);
- break;
+ if (comhere)
+ for_local_enemies(i) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHC) {
+ movebaddy(ix, iy, i, IHC);
+ break;
+ }
}
- }
- if (ishere) for (i = 1; i <= nenhere; i++) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHS) {
- movebaddy(ix, iy, i, IHS);
- break;
+ if (ishere)
+ for_local_enemies(i) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHS) {
+ movebaddy(ix, iy, i, IHS);
+ break;
+ }
}
- }
/* if skill level is high, move other Klingons and Romulans too!
Move these last so they can base their actions on what the
commander(s) do. */
- if (skill >= SKILL_EXPERT) for (i = 1; i <= nenhere; i++) {
+ if (skill >= SKILL_EXPERT) for_local_enemies(i) {
ix = game.kx[i];
iy = game.ky[i];
if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)
int i;
if ((iqx==quadx && iqy==quady) ||
- iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
- NOEXIT(game.state.galaxy[iqx][iqy])) return 1;
+ !VALID_QUADRANT(iqx, iqy) ||
+ game.state.galaxy[iqx][iqy].supernova ||
+ game.state.galaxy[iqx][iqy].klingons > 8)
+ return 1;
if (flag) {
/* Avoid quadrants with bases if we want to avoid Enterprise */
- for (i = 1; i <= game.state.rembase; i++)
+ for_starbases(i)
if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1;
}
if (justin && !iscate) return 1;
/* do the move */
- game.state.galaxy[game.state.isx][game.state.isy] -= KLINGON_PLACE;
+ game.state.galaxy[game.state.isx][game.state.isy].klingons--;
game.state.isx = iqx;
game.state.isy = iqy;
- game.state.galaxy[game.state.isx][game.state.isy] += KLINGON_PLACE;
+ game.state.galaxy[game.state.isx][game.state.isy].klingons++;
if (ishere) {
/* SC has scooted, Remove him from current quadrant */
iscate=0;
isatb=0;
ishere=0;
ientesc=0;
- game.future[FSCDBAS]=1e30;
- for (i = 1; i <= nenhere; i++)
+ game.future[FSCDBAS]=FOREVER;
+ for_local_enemies(i)
if (game.quad[game.kx[i]][game.ky[i]] == IHS) break;
game.quad[game.kx[i]][game.ky[i]] = IHDOT;
game.kx[i] = game.kx[nenhere];
game.state.plnets[i].crystals == 1) {
/* destroy the planet */
DESTROY(&game.state.plnets[i]);
- game.state.newstuf[game.state.isx][game.state.isy] -= 1;
+ game.state.galaxy[game.state.isx][game.state.isy].planets -= 1;
if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
if (*ipage==0) pause_game(1);
*ipage = 1;
{
int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
int iqx, iqy;
- int basetbl[BASEMAX];
- double bdist[BASEMAX];
+ int basetbl[BASEMAX+1];
+ double bdist[BASEMAX+1];
int flag;
#ifdef DEBUG
if (idebug) prout("SCOM");
#endif
/* Decide on being active or passive */
- flag = ((game.state.killc+game.state.killk)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) ||
+ flag = ((NKILLC+NKILLK)/(game.state.date+0.01-indate) < 0.1*skill*(skill+1.0) ||
(game.state.date-indate) < 3.0);
if (iscate==0 && flag) {
/* compute move away from Enterprise */
/* compute distances to starbases */
if (game.state.rembase <= 0) {
/* nothing left to do */
- game.future[FSCMOVE] = 1e30;
+ game.future[FSCMOVE] = FOREVER;
return;
}
sx = game.state.isx;
sy = game.state.isy;
- for (i = 1; i <= game.state.rembase; i++) {
+ for_starbases(i) {
basetbl[i] = i;
ibqx = game.state.baseqx[i];
ibqy = game.state.baseqy[i];
without too many Klingons, and not already under attack. */
ifindit = iwhichb = 0;
- for (i2 = 1; i2 <= game.state.rembase; i2++) {
+ for_starbases(i2) {
i = basetbl[i2]; /* bug in original had it not finding nearest*/
ibqx = game.state.baseqx[i];
ibqy = game.state.baseqy[i];
if ((ibqx == quadx && ibqy == quady) ||
(ibqx == batx && ibqy == baty) ||
- NOEXIT(game.state.galaxy[ibqx][ibqy])) continue;
+ game.state.galaxy[ibqx][ibqy].supernova ||
+ game.state.galaxy[ibqx][ibqy].klingons > 8)
+ continue;
/* if there is a commander, an no other base is appropriate,
we will take the one with the commander */
- for (j = 1; j <= game.state.remcom; j++) {
+ for_commanders (j) {
if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
ifindit = 2;
iwhichb = i;
}
/* check for a base */
if (game.state.rembase == 0) {
- game.future[FSCMOVE] = 1e30;
+ game.future[FSCMOVE] = FOREVER;
}
- else for (i=1; i<=game.state.rembase; i++) {
+ else for_starbases(i) {
ibqx = game.state.baseqx[i];
ibqy = game.state.baseqy[i];
if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) {
iseenit = 0;
isatb=1;
game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand();
- if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] +=
+ if (game.future[FCDBAS] < FOREVER) game.future[FSCDBAS] +=
game.future[FCDBAS]-game.state.date;
if (game.damage[DRADIO] > 0 && condit != IHDOCKED)
return; /* no warning */
#endif
(Rand() > 0.2 ||
(game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
- game.starch[game.state.isx][game.state.isy] > 0))
+ !game.state.galaxy[game.state.isx][game.state.isy].charted))
return;
if (*ipage==0) pause_game(1);
*ipage = 1;
game.ky[nenhere]=ithy;
/* check to see if all holes plugged */
- for (i = 1; i < QUADSIZE+1; i++) {
+ for_sectors(i) {
if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;
if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) return;
if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;