game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1)
return false; /* no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons */
- if (ienm == IHR) return false; /* Romulans cannot escape! */
+ if (ienm == IHR)
+ return false; /* Romulans cannot escape! */
if (!irun) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
- for_commanders(n)
+ for (n = 1; n <= game.state.remcom; n++)
if (same(game.state.kcmdr[n],iq))
return false;
/* refuse to leave if currently attacking starbase */
if (game.kpower[loccom] > 1000.0)
return false;
}
- /* print escape message and move out of quadrant.
- We know this if either short or long range sensors are working */
+ // print escape message and move out of quadrant.
+ // We know this if either short or long range sensors are working
if (!damaged(DSRSENS) || !damaged(DLRSENS) ||
game.condition == docked) {
crmena(true, ienm, sector, game.ks[loccom]);
game.state.kscmdr=iq;
}
else {
- for_commanders(n) {
+ for (n = 1; n <= game.state.remcom; n++) {
if (same(game.state.kcmdr[n], game.quadrant)) {
game.state.kcmdr[n]=iq;
break;
return true; /* success */
}
+/*************************************************************************
+The bad-guy movement algorithm:
+
+1. 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.
+
+2. 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
+
+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.
+
+3. 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.
+
+4. 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*game.skill, generally forcing a
+retreat, especially at high skill levels.
+
+5. Motion is limited to skill level, except for SC hi-tailing it out.
+**************************************************************************/
static void movebaddy(coord com, int loccom, feature ienm)
/* tactical movement for the bad guys */
}
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.
-
- * 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
-
- 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.
-
- 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.
-
- If docked, is reduced by roughly 1.75*game.skill, generally forcing a
- retreat, especially at high skill levels.
-
- * Motion is limited to skill level, except for SC hi-tailing it out.
- */
-
forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1);
- if (!game.shldup) forces += 1000; /* Good for enemy if shield is down! */
+ if (!game.shldup)
+ forces += 1000; /* Good for enemy if shield is down! */
if (!damaged(DPHASER) || !damaged(DPHOTON)) {
if (damaged(DPHASER)) /* phasers damaged */
forces += 300.0;
}
/* 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 */
+ 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 */
if (idebug) {
proutn("NSTEPS = %d:", nsteps);
}
if (!damaged(DSRSENS) || game.condition == docked) {
proutn("***");
cramen(ienm);
- proutn(_(" from %s"), cramlc(2, com));
+ proutn(_(" from %s"), cramlc(sector, com));
if (game.kdist[loccom] < dist1)
proutn(_(" advances to "));
else
}
}
-void movcom(void)
-/* move a commander */
+void moveklings(void)
+/* Klingon tactical movement */
{
coord w;
int i;
if (idebug)
prout("== MOVCOM");
- /* Figure out which Klingon is the commander (or Supercommander)
- and do move */
+ // Figure out which Klingon is the commander (or Supercommander)
+ // and do move
if (game.comhere)
- for_local_enemies(i) {
+ for (i = 1; i <= game.nenhere; i++) {
w = game.ks[i];
if (game.quad[w.x][w.y] == IHC) {
movebaddy(w, i, IHC);
}
}
if (game.ishere)
- for_local_enemies(i) {
+ for (i = 1; i <= game.nenhere; i++) {
w = game.ks[i];
if (game.quad[w.x][w.y] == IHS) {
movebaddy(w, 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 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 (game.skill >= SKILL_EXPERT && (game.options & OPTION_MVBADDY))
- for_local_enemies(i) {
+ for (i = 1; i <= game.nenhere; i++) {
w = game.ks[i];
if (game.quad[w.x][w.y] == IHK || game.quad[w.x][w.y] == IHR)
movebaddy(w, i, game.quad[w.x][w.y]);
}
- sortkl();
+ sortklings();
}
-static bool movescom(coord iq, bool flag, bool *ipage)
+static bool movescom(coord iq, bool avoid)
/* commander movement helper */
{
int i;
game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1)
return 1;
- if (flag) {
+ if (avoid) {
/* Avoid quadrants with bases if we want to avoid Enterprise */
- for_starbases(i)
+ for (i = 1; i <= game.state.rembase; i++)
if (same(game.state.baseq[i], iq))
return true;
}
game.ishere = false;
game.ientesc = false;
unschedule(FSCDBAS);
- for_local_enemies(i)
+ for (i = 1; i <= game.nenhere; i++)
if (game.quad[game.ks[i].x][game.ks[i].y] == IHS)
break;
game.quad[game.ks[i].x][game.ks[i].y] = IHDOT;
game.nenhere--;
if (game.condition!=docked)
newcnd();
- sortkl();
+ sortklings();
}
/* check for a helpful planet */
for (i = 0; i < game.inplan; i++) {
- if (same(game.state.plnets[i].w, game.state.kscmdr) &&
- game.state.plnets[i].crystals == present) {
+ if (same(game.state.planets[i].w, game.state.kscmdr) &&
+ game.state.planets[i].crystals == present) {
/* destroy the planet */
- DESTROY(&game.state.plnets[i]);
+ game.state.planets[i].pclass = destroyed;
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
if (!damaged(DRADIO) || game.condition == docked) {
- if (!*ipage)
- pause_game(true);
- *ipage = true;
+ announce();
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" a planet in "));
proutn(cramlc(quadrant, game.state.kscmdr));
return false; /* looks good! */
}
-void scom(bool *ipage)
+void supercommander(void)
/* move the Super Commander */
{
int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
coord iq, sc, ibq;
int basetbl[BASEMAX+1];
double bdist[BASEMAX+1];
- bool flag;
+ bool avoid;
if (idebug)
- prout("== SCOM");
+ prout("== SUPERCOMMANDER");
/* Decide on being active or passive */
- flag = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) ||
+ avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) ||
(game.state.date-game.indate) < 3.0);
- if (!game.iscate && flag) {
+ if (!game.iscate && avoid) {
/* compute move away from Enterprise */
ideltax = game.state.kscmdr.x-game.quadrant.x;
ideltay = game.state.kscmdr.y-game.quadrant.y;
return;
}
sc = game.state.kscmdr;
- for_starbases(i) {
+ for (i = 1; i <= game.state.rembase; i++) {
basetbl[i] = i;
bdist[i] = distance(game.state.baseq[i], sc);
}
without too many Klingons, and not already under attack. */
ifindit = iwhichb = 0;
- for_starbases(i2) {
+ for (i2 = 1; i2 <= game.state.rembase; i2++) {
i = basetbl[i2]; /* bug in original had it not finding nearest*/
ibq = game.state.baseq[i];
if (same(ibq, game.quadrant) || same(ibq, game.battle) ||
game.state.galaxy[ibq.x][ibq.y].supernova ||
game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1)
continue;
- /* if there is a commander, an no other base is appropriate,
- we will take the one with the commander */
- for_commanders (j) {
+ // if there is a commander, and no other base is appropriate,
+ // we will take the one with the commander
+ for (j = 1; j <= game.state.remcom; j++) {
if (same(ibq, game.state.kcmdr[j]) && ifindit!= 2) {
ifindit = 2;
iwhichb = i;
break;
}
}
- if (ifindit==0) return; /* Nothing suitable -- wait until next time*/
+ if (ifindit==0)
+ return; /* Nothing suitable -- wait until next time*/
ibq = game.state.baseq[iwhichb];
/* decide how to move toward base */
ideltax = ibq.x - game.state.kscmdr.x;
/* try moving in both x and y directions */
iq.x = game.state.kscmdr.x + ideltax;
iq.y = game.state.kscmdr.y + ideltax;
- if (movescom(iq, flag, ipage)) {
+ if (movescom(iq, avoid)) {
/* failed -- try some other maneuvers */
if (ideltax==0 || ideltay==0) {
/* attempt angle move */
if (ideltax != 0) {
iq.y = game.state.kscmdr.y + 1;
- if (movescom(iq, flag, ipage)) {
+ if (movescom(iq, avoid)) {
iq.y = game.state.kscmdr.y - 1;
- movescom(iq, flag, ipage);
+ movescom(iq, avoid);
}
}
else {
iq.x = game.state.kscmdr.x + 1;
- if (movescom(iq, flag, ipage)) {
+ if (movescom(iq, avoid)) {
iq.x = game.state.kscmdr.x - 1;
- movescom(iq, flag, ipage);
+ movescom(iq, avoid);
}
}
}
else {
/* try moving just in x or y */
iq.y = game.state.kscmdr.y;
- if (movescom(iq, flag, ipage)) {
+ if (movescom(iq, avoid)) {
iq.y = game.state.kscmdr.y + ideltay;
iq.x = game.state.kscmdr.x;
- movescom(iq, flag, ipage);
+ movescom(iq, avoid);
}
}
}
if (game.state.rembase == 0) {
unschedule(FSCMOVE);
}
- else for_starbases(i) {
- ibq = game.state.baseq[i];
- if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
- /* attack the base */
- if (flag) return; /* no, don't attack base! */
- game.iseenit = false;
- game.isatb = 1;
- schedule(FSCDBAS, 1.0 +2.0*Rand());
- if (is_scheduled(FCDBAS))
- postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
- if (damaged(DRADIO) && game.condition != docked)
- return; /* no warning */
- game.iseenit = true;
- if (!*ipage)
- pause_game(true);
- *ipage = true;
- proutn(_("Lt. Uhura- \"Captain, the starbase in "));
- proutn(cramlc(quadrant, game.state.kscmdr));
- skip(1);
- prout(_(" reports that it is under attack from the Klingon Super-commander."));
- proutn(_(" It can survive until stardate %d.\""),
- (int)scheduled(FSCDBAS));
- if (!game.resting)
- return;
- prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja() == false)
+ else {
+ for (i = 1; i <= game.state.rembase; i++) {
+ ibq = game.state.baseq[i];
+ if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
+ /* attack the base */
+ if (avoid)
+ return; /* no, don't attack base! */
+ game.iseenit = false;
+ game.isatb = 1;
+ schedule(FSCDBAS, 1.0 +2.0*Rand());
+ if (is_scheduled(FCDBAS))
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
+ if (damaged(DRADIO) && game.condition != docked)
+ return; /* no warning */
+ game.iseenit = true;
+ announce();
+ proutn(_("Lt. Uhura- \"Captain, the starbase in "));
+ proutn(cramlc(quadrant, game.state.kscmdr));
+ skip(1);
+ prout(_(" reports that it is under attack from the Klingon Super-commander."));
+ proutn(_(" It can survive until stardate %d.\""),
+ (int)scheduled(FSCDBAS));
+ if (!game.resting)
+ return;
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
+ if (ja() == false)
+ return;
+ game.resting = false;
+ game.optime = 0.0; /* actually finished */
return;
- game.resting = false;
- game.optime = 0.0; /* actually finished */
- return;
+ }
}
}
/* Check for intelligence report */
(damaged(DRADIO) && game.condition != docked) ||
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
return;
- if (!*ipage)
- pause_game(true);
- *ipage = true;
+ announce();
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" the Super-commander is in "));
proutn(cramlc(quadrant, game.state.kscmdr));
return;
}
-void movetho(void)
+void movetholian(void)
/* move the Tholian */
{
int idx, idy, im, i;
- /* Move the Tholian */
if (!game.ithere || game.justin)
return;
return;
}
- /* Do nothing if we are blocked */
+ /* do nothing if we are blocked */
if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB)
return;
game.quad[game.tholian.x][game.tholian.y] = IHWEB;
game.ks[game.nenhere] = game.tholian;
/* check to see if all holes plugged */
- for_sectors(i) {
+ for (i = 1; i <= QUADSIZE; i++) {
if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT)
return;
if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT)