#include "sst.h"
-static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) {
- int iqx, iqy, l;
+static int tryexit(int lookx, int looky, int ienm, int loccom, int irun)
+{
+ int iqx, iqy, l;
- iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
- iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1;
- if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
- game.state.galaxy[iqx][iqy] > 899)
- 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++)
- 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;
- }
- /* don't leave if over 1000 units of energy */
- if (game.kpower[loccom] > 1000.) return 0;
- }
- /* print escape message and move out of quadrant.
- We know this if either short or long range sensors are working */
- if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||
- condit == IHDOCKED) {
- crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]);
- prout(" escapes to %s (and regains strength).",
- cramlc(quadrant, iqx, iqy));
- }
- /* handle local matters related to escape */
- game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT;
- game.kx[loccom] = game.kx[nenhere];
- game.ky[loccom] = game.ky[nenhere];
- game.kavgd[loccom] = game.kavgd[nenhere];
- game.kpower[loccom] = game.kpower[nenhere];
- game.kdist[loccom] = game.kdist[nenhere];
- klhere--;
- nenhere--;
- if (condit != IHDOCKED) newcnd();
- /* Handle global matters related to escape */
- game.state.galaxy[quadx][quady] -= 100;
- game.state.galaxy[iqx][iqy] += 100;
- if (ienm==IHS) {
- ishere=0;
- iscate=0;
- ientesc=0;
- isatb=0;
- game.future[FSCMOVE]=0.2777+game.state.date;
- game.future[FSCDBAS]=1e30;
- game.state.isx=iqx;
- game.state.isy=iqy;
+ 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]))
+ 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++)
+ 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;
}
- else {
- for (l=1; l<=game.state.remcom; l++) {
- if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {
- game.state.cx[l]=iqx;
- game.state.cy[l]=iqy;
- break;
- }
- }
- comhere = 0;
+ /* don't leave if over 1000 units of energy */
+ if (game.kpower[loccom] > 1000.) return 0;
+ }
+ /* print escape message and move out of quadrant.
+ We know this if either short or long range sensors are working */
+ if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||
+ condit == IHDOCKED) {
+ crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]);
+ prout(" escapes to %s (and regains strength).",
+ cramlc(quadrant, iqx, iqy));
+ }
+ /* handle local matters related to escape */
+ game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT;
+ game.kx[loccom] = game.kx[nenhere];
+ game.ky[loccom] = game.ky[nenhere];
+ game.kavgd[loccom] = game.kavgd[nenhere];
+ game.kpower[loccom] = game.kpower[nenhere];
+ game.kdist[loccom] = game.kdist[nenhere];
+ klhere--;
+ 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;
+ if (ienm==IHS) {
+ ishere=0;
+ iscate=0;
+ ientesc=0;
+ isatb=0;
+ game.future[FSCMOVE]=0.2777+game.state.date;
+ game.future[FSCDBAS]=1e30;
+ game.state.isx=iqx;
+ game.state.isy=iqy;
+ }
+ else {
+ for (l=1; l<=game.state.remcom; l++) {
+ if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {
+ game.state.cx[l]=iqx;
+ game.state.cy[l]=iqy;
+ break;
+ }
}
- return 1; /* success */
+ comhere = 0;
+ }
+ return 1; /* success */
}
-static void movebaddy(int comx, int comy, int loccom, int ienm) {
- int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll;
- int irun = 0;
- int krawlx, krawly;
- int success;
- int attempts;
- /* This should probably be just comhere + ishere */
- int nbaddys = skill > 3 ?
- (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0):
- (comhere + ishere);
- double dist1, forces;
+static void movebaddy(int comx, int comy, int loccom, int ienm)
+{
+ int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll;
+ int irun = 0;
+ int krawlx, krawly;
+ int success;
+ int attempts;
+ /* This should probably be just comhere + ishere */
+ int nbaddys = skill >= SKILL_EXPERT ?
+ (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0):
+ (comhere + ishere);
+ double dist1, forces;
- dist1 = game.kdist[loccom];
- mdist = dist1 + 0.5; /* Nearest integer distance */
+ dist1 = game.kdist[loccom];
+ mdist = dist1 + 0.5; /* Nearest integer distance */
- /* If SC, check with spy to see if should hi-tail it */
- if (ienm==IHS &&
- (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) {
- irun = 1;
- motion = -10;
- }
- else {
- /* decide whether to advance, retreat, or hold position */
+ /* If SC, check with spy to see if should hi-tail it */
+ if (ienm==IHS &&
+ (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) {
+ irun = 1;
+ motion = -QUADSIZE;
+ }
+ else {
+ /* decide whether to advance, retreat, or hold position */
/* Algorithm:
- * Enterprise has "force" based on condition of phaser and photon torpedoes.
- If both are operating full strength, force is 1000. If both are damaged,
- force is -1000. Having shields down subtracts an additional 1000.
+ * Enterprise has "force" based on condition of phaser and photon torpedoes.
+ If both are operating full strength, force is 1000. If both are damaged,
+ force is -1000. Having shields down subtracts an additional 1000.
- * Enemy has forces equal to the energy of the attacker plus
- 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
- 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+ * Enemy has forces equal to the energy of the attacker plus
+ 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+ 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
- Attacker Initial energy levels (nominal):
- Klingon Romulan Commander Super-Commander
- Novice 400 700 1200
- Fair 425 750 1250
- Good 450 800 1300 1750
- Expert 475 850 1350 1875
- Emeritus 500 900 1400 2000
- VARIANCE 75 200 200 200
+ Attacker Initial energy levels (nominal):
+ Klingon Romulan Commander Super-Commander
+ Novice 400 700 1200
+ Fair 425 750 1250
+ Good 450 800 1300 1750
+ Expert 475 850 1350 1875
+ Emeritus 500 900 1400 2000
+ VARIANCE 75 200 200 200
- Enemy vessels only move prior to their attack. In Novice - Good games
- only commanders move. In Expert games, all enemy vessels move if there
- is a commander present. In Emeritus games all enemy vessels move.
+ Enemy vessels only move prior to their attack. In Novice - Good games
+ only commanders move. In Expert games, all enemy vessels move if there
+ is a commander present. In Emeritus games all enemy vessels move.
- * If Enterprise is not docked, an agressive action is taken if enemy
- forces are 1000 greater than Enterprise.
+ * If Enterprise is not docked, an agressive action is taken if enemy
+ forces are 1000 greater than Enterprise.
- Agressive action on average cuts the distance between the ship and
- the enemy to 1/4 the original.
+ Agressive action on average cuts the distance between the ship and
+ the enemy to 1/4 the original.
- * At lower energy advantage, movement units are proportional to the
- advantage with a 650 advantage being to hold ground, 800 to move forward
- 1, 950 for two, 150 for back 4, etc. Variance of 100.
+ * At lower energy advantage, movement units are proportional to the
+ advantage with a 650 advantage being to hold ground, 800 to move forward
+ 1, 950 for two, 150 for back 4, etc. Variance of 100.
- If docked, is reduced by roughly 1.75*skill, generally forcing a
- retreat, especially at high skill levels.
+ If docked, is reduced by roughly 1.75*skill, generally forcing a
+ retreat, especially at high skill levels.
- * Motion is limited to skill level, except for SC hi-tailing it out.
- */
+ * Motion is limited to skill level, except for SC hi-tailing it out.
+ */
- forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1);
- if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */
- if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) {
- if (game.damage[DPHASER] != 0) /* phasers damaged */
- forces += 300.0;
- else
- forces -= 0.2*(energy - 2500.0);
- if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */
- forces += 300.0;
- else
- forces -= 50.0*torps;
- }
- else {
- /* phasers and photon tubes both out! */
- forces += 1000.0;
- }
- motion = 0;
- if (forces <= 1000.0 && condit != IHDOCKED) /* Typical situation */
- motion = ((forces+200.0*Rand())/150.0) - 5.0;
- else {
- if (forces > 1000.0) /* Very strong -- move in for kill */
- motion = (1.0-square(Rand()))*dist1 + 1.0;
- if (condit==IHDOCKED) /* protected by base -- back off ! */
- motion -= skill*(2.0-square(Rand()));
- }
-#ifdef DEBUG
- if (idebug) {
- proutn("MOTION = %1.2f", motion);
- proutn(" FORCES = %1,2f", forces);
- }
-#endif
- /* don't move if no motion */
- if (motion==0) return;
- /* Limit motion according to skill */
- if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill;
+ forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1);
+ if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */
+ if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) {
+ if (game.damage[DPHASER] != 0) /* phasers damaged */
+ forces += 300.0;
+ else
+ forces -= 0.2*(energy - 2500.0);
+ if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */
+ forces += 300.0;
+ else
+ forces -= 50.0*torps;
+ }
+ else {
+ /* phasers and photon tubes both out! */
+ forces += 1000.0;
+ }
+ motion = 0;
+ if (forces <= 1000.0 && condit != IHDOCKED) /* Typical situation */
+ motion = ((forces+200.0*Rand())/150.0) - 5.0;
+ else {
+ if (forces > 1000.0) /* Very strong -- move in for kill */
+ motion = (1.0-square(Rand()))*dist1 + 1.0;
+ if (condit==IHDOCKED) /* protected by base -- back off ! */
+ motion -= skill*(2.0-square(Rand()));
}
- /* calcuate preferred number of steps */
- nsteps = motion < 0 ? -motion : motion;
- if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */
- if (nsteps > 10) nsteps = 10; /* This shouldn't be necessary */
- if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */
#ifdef DEBUG
if (idebug) {
- prout("NSTEPS = %d", nsteps);
+ proutn("MOTION = %1.2f", motion);
+ proutn(" FORCES = %1,2f", forces);
}
#endif
- /* Compute preferred values of delta X and Y */
- mx = sectx - comx;
- my = secty - comy;
- if (2.0 * abs(mx) < abs(my)) mx = 0;
- if (2.0 * abs(my) < abs(sectx-comx)) my = 0;
- if (mx != 0) mx = mx*motion < 0 ? -1 : 1;
- if (my != 0) my = my*motion < 0 ? -1 : 1;
- nextx = comx;
- nexty = comy;
- /* main move loop */
- for (ll = 1; ll <= nsteps; ll++) {
+ /* don't move if no motion */
+ if (motion==0) return;
+ /* Limit motion according to skill */
+ if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill;
+ }
+ /* calculate preferred number of steps */
+ nsteps = motion < 0 ? -motion : motion;
+ if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */
+ if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */
+ if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */
#ifdef DEBUG
- if (idebug) {
- prout("%d", ll);
- }
+ if (idebug) {
+ prout("NSTEPS = %d", nsteps);
+ }
#endif
- /* Check if preferred position available */
- lookx = nextx + mx;
- looky = nexty + my;
- krawlx = mx < 0 ? 1 : -1;
- krawly = my < 0 ? 1 : -1;
- success = 0;
- attempts = 0; /* Settle mysterious hang problem */
- while (attempts++ < 20 && !success) {
- if (lookx < 1 || lookx > 10) {
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
- return;
- if (krawlx == mx || my == 0) break;
- lookx = nextx + krawlx;
- krawlx = -krawlx;
- }
- else if (looky < 1 || looky > 10) {
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
- return;
- if (krawly == my || mx == 0) break;
- looky = nexty + krawly;
- krawly = -krawly;
- }
- else if (game.quad[lookx][looky] != IHDOT) {
- /* See if we should ram ship */
- if (game.quad[lookx][looky] == ship &&
- (ienm == IHC || ienm == IHS)) {
- ram(1, ienm, comx, comy);
- return;
- }
- if (krawlx != mx && my != 0) {
- lookx = nextx + krawlx;
- krawlx = -krawlx;
- }
- else if (krawly != my && mx != 0) {
- looky = nexty + krawly;
- krawly = -krawly;
- }
- else break; /* we have failed */
- }
- else success = 1;
- }
- if (success) {
- nextx = lookx;
- nexty = looky;
+ /* Compute preferred values of delta X and Y */
+ mx = sectx - comx;
+ my = secty - comy;
+ if (2.0 * abs(mx) < abs(my)) mx = 0;
+ if (2.0 * abs(my) < abs(sectx-comx)) my = 0;
+ if (mx != 0) mx = mx*motion < 0 ? -1 : 1;
+ if (my != 0) my = my*motion < 0 ? -1 : 1;
+ nextx = comx;
+ nexty = comy;
+ /* main move loop */
+ for (ll = 1; ll <= nsteps; ll++) {
#ifdef DEBUG
- if (idebug) {
- prout(cramlc(neither, nextx, nexty));
- }
+ if (idebug) {
+ prout("%d", ll);
+ }
#endif
+ /* Check if preferred position available */
+ lookx = nextx + mx;
+ looky = nexty + my;
+ krawlx = mx < 0 ? 1 : -1;
+ krawly = my < 0 ? 1 : -1;
+ success = 0;
+ attempts = 0; /* Settle mysterious hang problem */
+ while (attempts++ < 20 && !success) {
+ if (lookx < 1 || lookx > QUADSIZE) {
+ if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ return;
+ if (krawlx == mx || my == 0) break;
+ lookx = nextx + krawlx;
+ krawlx = -krawlx;
+ }
+ else if (looky < 1 || looky > QUADSIZE) {
+ if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ return;
+ if (krawly == my || mx == 0) break;
+ looky = nexty + krawly;
+ krawly = -krawly;
+ }
+ else if (game.quad[lookx][looky] != IHDOT) {
+ /* See if we should ram ship */
+ if (game.quad[lookx][looky] == ship &&
+ (ienm == IHC || ienm == IHS)) {
+ ram(1, ienm, comx, comy);
+ return;
}
- else break; /* done early */
- }
- /* Put commander in place within same quadrant */
- game.quad[comx][comy] = IHDOT;
- game.quad[nextx][nexty] = ienm;
- if (nextx != comx || nexty != comy) {
- /* it moved */
- game.kx[loccom] = nextx;
- game.ky[loccom] = nexty;
- game.kdist[loccom] = game.kavgd[loccom] =
- sqrt(square(sectx-nextx)+square(secty-nexty));
- if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) {
- proutn("***");
- cramen(ienm);
- proutn(" from %s", cramlc(2, comx, comy));
- if (game.kdist[loccom] < dist1) proutn(" advances to ");
- else proutn(" retreats to ");
- prout(cramlc(sector, nextx, nexty));
+ if (krawlx != mx && my != 0) {
+ lookx = nextx + krawlx;
+ krawlx = -krawlx;
}
+ else if (krawly != my && mx != 0) {
+ looky = nexty + krawly;
+ krawly = -krawly;
+ }
+ else break; /* we have failed */
+ }
+ else success = 1;
+ }
+ if (success) {
+ nextx = lookx;
+ nexty = looky;
+#ifdef DEBUG
+ if (idebug) {
+ prout(cramlc(neither, nextx, nexty));
+ }
+#endif
}
+ else break; /* done early */
+ }
+ /* Put commander in place within same quadrant */
+ game.quad[comx][comy] = IHDOT;
+ game.quad[nextx][nexty] = ienm;
+ if (nextx != comx || nexty != comy) {
+ /* it moved */
+ game.kx[loccom] = nextx;
+ game.ky[loccom] = nexty;
+ game.kdist[loccom] = game.kavgd[loccom] =
+ sqrt(square(sectx-nextx)+square(secty-nexty));
+ if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) {
+ proutn("***");
+ cramen(ienm);
+ proutn(" from %s", cramlc(2, comx, comy));
+ if (game.kdist[loccom] < dist1) proutn(" advances to ");
+ else proutn(" retreats to ");
+ prout(cramlc(sector, nextx, nexty));
+ }
+ }
}
-void movcom(void) {
- int ix, iy, i;
+void movcom(void)
+{
+ int ix, iy, i;
#ifdef DEBUG
- if (idebug) prout("MOVCOM");
+ if (idebug) prout("MOVCOM");
#endif
- /* 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;
- }
+ /* 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 (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 (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 skill level is high, move other Klingons and Romulans too!
- Move these last so they can base their actions on what the
+ }
+ /* 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 > 3) for (i = 1; i <= nenhere; i++) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)
- movebaddy(ix, iy, i, game.quad[ix][iy]);
- }
+ if (skill >= SKILL_EXPERT) for (i = 1; i <= nenhere; i++) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)
+ movebaddy(ix, iy, i, game.quad[ix][iy]);
+ }
- sortkl();
+ sortkl();
}
-static int movescom(int iqx, int iqy, int flag, int *ipage) {
- int i;
+static int movescom(int iqx, int iqy, int flag, int *ipage)
+{
+ int i;
- if ((iqx==quadx && iqy==quady) ||
- iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
- game.state.galaxy[iqx][iqy] > 899) return 1;
- if (flag) {
- /* Avoid quadrants with bases if we want to avoid Enterprise */
- for (i = 1; i <= game.state.rembase; 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] -= 100;
- game.state.isx = iqx;
- game.state.isy = iqy;
- game.state.galaxy[game.state.isx][game.state.isy] += 100;
- 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++)
- 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.ky[i] = game.ky[nenhere];
- game.kdist[i] = game.kdist[nenhere];
- game.kavgd[i] = game.kavgd[nenhere];
- game.kpower[i] = game.kpower[nenhere];
- klhere--;
- nenhere--;
- if (condit!=IHDOCKED) newcnd();
- sortkl();
- }
- /* check for a helpful planet */
- for (i = 0; i < inplan; i++) {
- if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy &&
- game.state.plnets[i].crystals == 1) {
- /* destroy the planet */
- DESTROY(&game.state.plnets[i]);
- game.state.newstuf[game.state.isx][game.state.isy] -= 1;
- if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
- if (*ipage==0) pause_game(1);
- *ipage = 1;
- prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");
- proutn(" a planet in ");
- proutn(cramlc(quadrant, game.state.isx, game.state.isy));
- prout(" has been destroyed");
- prout(" by the Super-commander.\"");
- }
- break;
- }
+ if ((iqx==quadx && iqy==quady) ||
+ iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
+ NOEXIT(game.state.galaxy[iqx][iqy])) return 1;
+ if (flag) {
+ /* Avoid quadrants with bases if we want to avoid Enterprise */
+ for (i = 1; i <= game.state.rembase; 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.isx = iqx;
+ game.state.isy = iqy;
+ game.state.galaxy[game.state.isx][game.state.isy] += KLINGON_PLACE;
+ 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++)
+ 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.ky[i] = game.ky[nenhere];
+ game.kdist[i] = game.kdist[nenhere];
+ game.kavgd[i] = game.kavgd[nenhere];
+ game.kpower[i] = game.kpower[nenhere];
+ klhere--;
+ nenhere--;
+ if (condit!=IHDOCKED) newcnd();
+ sortkl();
+ }
+ /* check for a helpful planet */
+ for (i = 0; i < inplan; i++) {
+ if (game.state.plnets[i].x==game.state.isx && game.state.plnets[i].y==game.state.isy &&
+ game.state.plnets[i].crystals == 1) {
+ /* destroy the planet */
+ DESTROY(&game.state.plnets[i]);
+ game.state.newstuf[game.state.isx][game.state.isy] -= 1;
+ if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
+ if (*ipage==0) pause_game(1);
+ *ipage = 1;
+ prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");
+ proutn(" a planet in ");
+ proutn(cramlc(quadrant, game.state.isx, game.state.isy));
+ prout(" has been destroyed");
+ prout(" by the Super-commander.\"");
+ }
+ break;
}
- return 0; /* looks good! */
+ }
+ return 0; /* looks good! */
}
-
-
-
-
-void scom(int *ipage) {
- int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
- int iqx, iqy;
- int basetbl[6];
- double bdist[6];
- int flag;
+void scom(int *ipage)
+{
+ int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
+ int iqx, iqy;
+ int basetbl[BASEMAX];
+ double bdist[BASEMAX];
+ int flag;
#ifdef DEBUG
- if (idebug) prout("SCOM");
+ 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) ||
- (game.state.date-indate) < 3.0);
- if (iscate==0 && flag) {
- /* compute move away from Enterprise */
- ideltax = game.state.isx-quadx;
- ideltay = game.state.isy-quady;
- if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {
- /* circulate in space */
- ideltax = game.state.isy-quady;
- ideltay = quadx-game.state.isx;
- }
+ /* 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) ||
+ (game.state.date-indate) < 3.0);
+ if (iscate==0 && flag) {
+ /* compute move away from Enterprise */
+ ideltax = game.state.isx-quadx;
+ ideltay = game.state.isy-quady;
+ if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {
+ /* circulate in space */
+ ideltax = game.state.isy-quady;
+ ideltay = quadx-game.state.isx;
}
- else {
- /* compute distances to starbases */
- if (game.state.rembase <= 0) {
- /* nothing left to do */
- game.future[FSCMOVE] = 1e30;
- return;
- }
- sx = game.state.isx;
- sy = game.state.isy;
- for (i = 1; i <= game.state.rembase; i++) {
- basetbl[i] = i;
- ibqx = game.state.baseqx[i];
- ibqy = game.state.baseqy[i];
- bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy));
- }
- if (game.state.rembase > 1) {
- /* sort into nearest first order */
- int iswitch;
- do {
- iswitch = 0;
- for (i=1; i < game.state.rembase-1; i++) {
- if (bdist[i] > bdist[i+1]) {
- int ti = basetbl[i];
- double t = bdist[i];
- bdist[i] = bdist[i+1];
- bdist[i+1] = t;
- basetbl[i] = basetbl[i+1];
- basetbl[i+1] =ti;
- iswitch = 1;
- }
- }
- } while (iswitch);
+ }
+ else {
+ /* compute distances to starbases */
+ if (game.state.rembase <= 0) {
+ /* nothing left to do */
+ game.future[FSCMOVE] = 1e30;
+ return;
+ }
+ sx = game.state.isx;
+ sy = game.state.isy;
+ for (i = 1; i <= game.state.rembase; i++) {
+ basetbl[i] = i;
+ ibqx = game.state.baseqx[i];
+ ibqy = game.state.baseqy[i];
+ bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy));
+ }
+ if (game.state.rembase > 1) {
+ /* sort into nearest first order */
+ int iswitch;
+ do {
+ iswitch = 0;
+ for (i=1; i < game.state.rembase-1; i++) {
+ if (bdist[i] > bdist[i+1]) {
+ int ti = basetbl[i];
+ double t = bdist[i];
+ bdist[i] = bdist[i+1];
+ bdist[i+1] = t;
+ basetbl[i] = basetbl[i+1];
+ basetbl[i+1] =ti;
+ iswitch = 1;
+ }
}
- /* look for nearest base without a commander, no Enterprise, and
- without too many Klingons, and not already under attack. */
- ifindit = iwhichb = 0;
+ } while (iswitch);
+ }
+ /* look for nearest base without a commander, no Enterprise, and
+ without too many Klingons, and not already under attack. */
+ ifindit = iwhichb = 0;
- for (i2 = 1; i2 <= game.state.rembase; 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) ||
- game.state.galaxy[ibqx][ibqy] > 899) 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++) {
- if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
- ifindit = 2;
- iwhichb = i;
- break;
- }
- }
- if (j > game.state.remcom) { /* no commander -- use this one */
- ifindit = 1;
- iwhichb = i;
- break;
- }
+ for (i2 = 1; i2 <= game.state.rembase; 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;
+ /* 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++) {
+ if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
+ ifindit = 2;
+ iwhichb = i;
+ break;
}
- if (ifindit==0) return; /* Nothing suitable -- wait until next time*/
- ibqx = game.state.baseqx[iwhichb];
- ibqy = game.state.baseqy[iwhichb];
- /* decide how to move toward base */
- ideltax = ibqx - game.state.isx;
- ideltay = ibqy - game.state.isy;
+ }
+ if (j > game.state.remcom) { /* no commander -- use this one */
+ ifindit = 1;
+ iwhichb = i;
+ break;
+ }
}
- /* Maximum movement is 1 quadrant in either or both axis */
- if (ideltax > 1) ideltax = 1;
- if (ideltax < -1) ideltax = -1;
- if (ideltay > 1) ideltay = 1;
- if (ideltay < -1) ideltay = -1;
+ if (ifindit==0) return; /* Nothing suitable -- wait until next time*/
+ ibqx = game.state.baseqx[iwhichb];
+ ibqy = game.state.baseqy[iwhichb];
+ /* decide how to move toward base */
+ ideltax = ibqx - game.state.isx;
+ ideltay = ibqy - game.state.isy;
+ }
+ /* Maximum movement is 1 quadrant in either or both axis */
+ if (ideltax > 1) ideltax = 1;
+ if (ideltax < -1) ideltax = -1;
+ if (ideltay > 1) ideltay = 1;
+ if (ideltay < -1) ideltay = -1;
- /* try moving in both x and y directions */
- iqx = game.state.isx + ideltax;
- iqy = game.state.isy + ideltax;
- if (movescom(iqx, iqy, flag, ipage)) {
- /* failed -- try some other maneuvers */
- if (ideltax==0 || ideltay==0) {
- /* attempt angle move */
- if (ideltax != 0) {
- iqy = game.state.isy + 1;
- if (movescom(iqx, iqy, flag, ipage)) {
- iqy = game.state.isy - 1;
- movescom(iqx, iqy, flag, ipage);
- }
- }
- else {
- iqx = game.state.isx + 1;
- if (movescom(iqx, iqy, flag, ipage)) {
- iqx = game.state.isx - 1;
- movescom(iqx, iqy, flag, ipage);
- }
- }
+ /* try moving in both x and y directions */
+ iqx = game.state.isx + ideltax;
+ iqy = game.state.isy + ideltax;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ /* failed -- try some other maneuvers */
+ if (ideltax==0 || ideltay==0) {
+ /* attempt angle move */
+ if (ideltax != 0) {
+ iqy = game.state.isy + 1;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ iqy = game.state.isy - 1;
+ movescom(iqx, iqy, flag, ipage);
}
- else {
- /* try moving just in x or y */
- iqy = game.state.isy;
- if (movescom(iqx, iqy, flag, ipage)) {
- iqy = game.state.isy + ideltay;
- iqx = game.state.isx;
- movescom(iqx, iqy, flag, ipage);
- }
+ }
+ else {
+ iqx = game.state.isx + 1;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ iqx = game.state.isx - 1;
+ movescom(iqx, iqy, flag, ipage);
}
+ }
}
- /* check for a base */
- if (game.state.rembase == 0) {
- game.future[FSCMOVE] = 1e30;
+ else {
+ /* try moving just in x or y */
+ iqy = game.state.isy;
+ if (movescom(iqx, iqy, flag, ipage)) {
+ iqy = game.state.isy + ideltay;
+ iqx = game.state.isx;
+ movescom(iqx, iqy, flag, ipage);
+ }
}
- else for (i=1; i<=game.state.rembase; 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) {
- /* attack the base */
- if (flag) return; /* no, don't attack base! */
- iseenit = 0;
- isatb=1;
- game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand();
- if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] +=
- game.future[FCDBAS]-game.state.date;
- if (game.damage[DRADIO] > 0 && condit != IHDOCKED)
- return; /* no warning */
- iseenit = 1;
- if (*ipage == 0) pause_game(1);
- *ipage=1;
- proutn("Lt. Uhura- \"Captain, the starbase in ");
- proutn(cramlc(quadrant, game.state.isx, game.state.isy));
- skip(1);
- prout(" reports that it is under attack from the Klingon Super-commander.");
- proutn(" It can survive until stardate %d.\"",
- (int)game.future[FSCDBAS]);
- if (resting==0) return;
- prout("Mr. Spock- \"Captain, shall we cancel the rest period?\"");
- if (ja()==0) return;
- resting = 0;
- Time = 0.0; /* actually finished */
- return;
- }
+ }
+ /* check for a base */
+ if (game.state.rembase == 0) {
+ game.future[FSCMOVE] = 1e30;
+ }
+ else for (i=1; i<=game.state.rembase; 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) {
+ /* attack the base */
+ if (flag) return; /* no, don't attack base! */
+ iseenit = 0;
+ isatb=1;
+ game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand();
+ if (game.future[FCDBAS] < 1e30) game.future[FSCDBAS] +=
+ game.future[FCDBAS]-game.state.date;
+ if (game.damage[DRADIO] > 0 && condit != IHDOCKED)
+ return; /* no warning */
+ iseenit = 1;
+ if (*ipage == 0) pause_game(1);
+ *ipage=1;
+ proutn("Lt. Uhura- \"Captain, the starbase in ");
+ proutn(cramlc(quadrant, game.state.isx, game.state.isy));
+ skip(1);
+ prout(" reports that it is under attack from the Klingon Super-commander.");
+ proutn(" It can survive until stardate %d.\"",
+ (int)game.future[FSCDBAS]);
+ if (resting==0) return;
+ prout("Mr. Spock- \"Captain, shall we cancel the rest period?\"");
+ if (ja()==0) return;
+ resting = 0;
+ Time = 0.0; /* actually finished */
+ return;
}
- /* Check for intelligence report */
- if (
+ }
+ /* Check for intelligence report */
+ if (
#ifdef DEBUG
- idebug==0 &&
+ idebug==0 &&
#endif
- (Rand() > 0.2 ||
- (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
- game.starch[game.state.isx][game.state.isy] > 0))
- return;
- if (*ipage==0) pause_game(1);
- *ipage = 1;
- prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");
- proutn(" the Super-commander is in ");
- proutn(cramlc(quadrant, game.state.isx, game.state. isy));
- prout(".\"");
+ (Rand() > 0.2 ||
+ (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
+ game.starch[game.state.isx][game.state.isy] > 0))
return;
+ if (*ipage==0) pause_game(1);
+ *ipage = 1;
+ prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports");
+ proutn(" the Super-commander is in ");
+ proutn(cramlc(quadrant, game.state.isx, game.state. isy));
+ prout(".\"");
+ return;
}
-void movetho(void) {
- int idx, idy, im, i, dum, my;
- /* Move the Tholian */
- if (ithere==0 || justin == 1) return;
+void movetho(void)
+{
+ int idx, idy, im, i, dum, my;
+ /* Move the Tholian */
+ if (ithere==0 || justin == 1) return;
- if (ithx == 1 && ithy == 1) {
- idx = 1; idy = 10;
- }
- else if (ithx == 1 && ithy == 10) {
- idx = 10; idy = 10;
- }
- else if (ithx == 10 && ithy == 10) {
- idx = 10; idy = 1;
- }
- else if (ithx == 10 && ithy == 1) {
- idx = 1; idy = 1;
- }
- else {
- /* something is wrong! */
- ithere = 0;
- return;
- }
+ if (ithx == 1 && ithy == 1) {
+ idx = 1; idy = QUADSIZE;
+ }
+ else if (ithx == 1 && ithy == QUADSIZE) {
+ idx = QUADSIZE; idy = QUADSIZE;
+ }
+ else if (ithx == QUADSIZE && ithy == QUADSIZE) {
+ idx = QUADSIZE; idy = 1;
+ }
+ else if (ithx == QUADSIZE && ithy == 1) {
+ idx = 1; idy = 1;
+ }
+ else {
+ /* something is wrong! */
+ ithere = 0;
+ return;
+ }
- /* Do nothing if we are blocked */
- if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;
- game.quad[ithx][ithy] = IHWEB;
+ /* Do nothing if we are blocked */
+ if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;
+ game.quad[ithx][ithy] = IHWEB;
- if (ithx != idx) {
- /* move in x axis */
- im = fabs((double)idx - ithx)/((double)idx - ithx);
- while (ithx != idx) {
- ithx += im;
- if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;
- }
+ if (ithx != idx) {
+ /* move in x axis */
+ im = fabs((double)idx - ithx)/((double)idx - ithx);
+ while (ithx != idx) {
+ ithx += im;
+ if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;
}
- else if (ithy != idy) {
- /* move in y axis */
- im = fabs((double)idy - ithy)/((double)idy - ithy);
- while (ithy != idy) {
- ithy += im;
- if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;
- }
+ }
+ else if (ithy != idy) {
+ /* move in y axis */
+ im = fabs((double)idy - ithy)/((double)idy - ithy);
+ while (ithy != idy) {
+ ithy += im;
+ if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB;
}
- game.quad[ithx][ithy] = IHT;
- game.kx[nenhere]=ithx;
- game.ky[nenhere]=ithy;
+ }
+ game.quad[ithx][ithy] = IHT;
+ game.kx[nenhere]=ithx;
+ game.ky[nenhere]=ithy;
- /* check to see if all holes plugged */
- for (i = 1; i < 11; i++) {
- if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;
- if (game.quad[10][i]!=IHWEB && game.quad[10][i]!=IHT) return;
- if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;
- if (game.quad[i][10]!=IHWEB && game.quad[i][10]!=IHT) return;
- }
- /* All plugged up -- Tholian splits */
- game.quad[ithx][ithy]=IHWEB;
- dropin(IHBLANK, &dum, &my);
- crmena(1,IHT, 2, ithx, ithy);
- prout(" completes web.");
- ithere = ithx = ithy = 0;
- nenhere--;
- return;
+ /* check to see if all holes plugged */
+ for (i = 1; i < QUADSIZE+1; 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;
+ if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return;
+ }
+ /* All plugged up -- Tholian splits */
+ game.quad[ithx][ithy]=IHWEB;
+ dropin(IHBLANK, &dum, &my);
+ crmena(1,IHT, 2, ithx, ithy);
+ prout(" completes web.");
+ ithere = ithx = ithy = 0;
+ nenhere--;
+ return;
}