#include "sst.h"
-static int tryexit(int lookx, int looky, int ienm, int loccom, int irun)
+static bool tryexit(coord look, int ienm, int loccom, bool irun)
+/* a bad guy attempts to bug out */
{
- int iqx, iqy, l;
+ int n;
+ coord iq;
- iqx = game.quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
- iqy = game.quady+(looky+(QUADSIZE-1))/QUADSIZE - 1;
- 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) {
+ iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1;
+ iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1;
+ if (!VALID_QUADRANT(iq.x,iq.y) ||
+ 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 (!irun) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
- for_commanders(l)
- if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0;
+ 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.batx==game.quadx && game.baty==game.quady) return 0;
+ if (same(game.battle, game.quadrant))
+ return false;
}
/* don't leave if over 1000 units of energy */
- if (game.kpower[loccom] > 1000.) return 0;
+ 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 */
- if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||
- game.condit == IHDOCKED) {
- crmena(1, ienm, 2, game.kx[loccom], game.ky[loccom]);
+ // 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]);
prout(_(" escapes to %s (and regains strength)."),
- cramlc(quadrant, iqx, iqy));
+ cramlc(quadrant, iq));
}
/* handle local matters related to escape */
- game.quad[game.kx[loccom]][game.ky[loccom]] = IHDOT;
- game.kx[loccom] = game.kx[game.nenhere];
- game.ky[loccom] = game.ky[game.nenhere];
+ game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT;
+ game.ks[loccom] = game.ks[game.nenhere];
game.kavgd[loccom] = game.kavgd[game.nenhere];
game.kpower[loccom] = game.kpower[game.nenhere];
game.kdist[loccom] = game.kdist[game.nenhere];
game.klhere--;
game.nenhere--;
- if (game.condit != IHDOCKED) newcnd();
+ if (game.condition != docked)
+ newcnd();
/* Handle global matters related to escape */
- game.state.galaxy[game.quadx][game.quady].klingons--;
- game.state.galaxy[iqx][iqy].klingons++;
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
+ game.state.galaxy[iq.x][iq.y].klingons++;
if (ienm==IHS) {
- game.ishere=0;
- game.iscate=0;
- game.ientesc=0;
- game.isatb=0;
+ game.ishere = false;
+ game.iscate = false;
+ game.ientesc = false;
+ game.isatb = 0;
schedule(FSCMOVE, 0.2777);
unschedule(FSCDBAS);
- game.state.isx=iqx;
- game.state.isy=iqy;
+ game.state.kscmdr=iq;
}
else {
- for_commanders(l) {
- if (game.state.cx[l]==game.quadx && game.state.cy[l]==game.quady) {
- game.state.cx[l]=iqx;
- game.state.cy[l]=iqy;
+ for (n = 1; n <= game.state.remcom; n++) {
+ if (same(game.state.kcmdr[n], game.quadrant)) {
+ game.state.kcmdr[n]=iq;
break;
}
}
- game.comhere = 0;
+ game.comhere = false;
}
- return 1; /* success */
+ 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.
-static void movebaddy(int comx, int comy, int loccom, int ienm)
+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 */
{
- int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll;
- int irun = 0;
+ int motion, mdist, nsteps, mx, my, ll;
+ coord next, look;
int krawlx, krawly;
- int success;
+ bool success, irun = false;
int attempts;
/* This should probably be just game.comhere + game.ishere */
int nbaddys = game.skill >= SKILL_EXPERT ?
/* If SC, check with spy to see if should hi-tail it */
if (ienm==IHS &&
- (game.kpower[loccom] <= 500.0 || (game.condit==IHDOCKED && game.damage[DPHOTON]==0))) {
- irun = 1;
+ (game.kpower[loccom] <= 500.0 || (game.condition==docked && !damaged(DPHOTON)))) {
+ irun = true;
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.
-
- * 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==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 */
+ 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;
else
forces -= 0.2*(game.energy - 2500.0);
- if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */
+ if (damaged(DPHOTON)) /* photon torpedoes damaged */
forces += 300.0;
else
forces -= 50.0*game.torps;
forces += 1000.0;
}
motion = 0;
- if (forces <= 1000.0 && game.condit != IHDOCKED) /* Typical situation */
+ if (forces <= 1000.0 && game.condition != docked) /* 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 (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
+ if (game.condition==docked && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
motion -= game.skill*(2.0-square(Rand()));
}
-#ifdef DEBUG
- if (game.idebug) {
- proutn("MOTION = %1.2f", motion);
- proutn(" FORCES = %1.2f", forces);
- }
-#endif
+ if (idebug)
+ proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces);
/* don't move if no motion */
- if (motion==0) return;
+ if (motion==0)
+ return;
/* Limit motion according to skill */
- if (abs(motion) > game.skill) motion = (motion < 0) ? -game.skill : game.skill;
+ if (abs(motion) > game.skill)
+ motion = (motion < 0) ? -game.skill : game.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 (game.idebug) {
- prout("NSTEPS = %d", nsteps);
+ 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);
}
-#endif
/* Compute preferred values of delta X and Y */
- mx = game.sectx - comx;
- my = game.secty - comy;
- if (2.0 * abs(mx) < abs(my)) mx = 0;
- if (2.0 * abs(my) < abs(game.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;
+ mx = game.sector.x - com.x;
+ my = game.sector.y - com.y;
+ if (2.0 * abs(mx) < abs(my))
+ mx = 0;
+ if (2.0 * abs(my) < abs(game.sector.x-com.x))
+ my = 0;
+ if (mx != 0)
+ mx = mx*motion < 0 ? -1 : 1;
+ if (my != 0)
+ my = my*motion < 0 ? -1 : 1;
+ next = com;
/* main move loop */
for (ll = 0; ll < nsteps; ll++) {
-#ifdef DEBUG
- if (game.idebug) {
- prout("%d", ll+1);
- }
-#endif
+ if (idebug)
+ proutn(" %d", ll+1);
/* Check if preferred position available */
- lookx = nextx + mx;
- looky = nexty + my;
+ look.x = next.x + mx;
+ look.y = next.y + my;
krawlx = mx < 0 ? 1 : -1;
krawly = my < 0 ? 1 : -1;
- success = 0;
+ success = false;
attempts = 0; /* Settle mysterious hang problem */
while (attempts++ < 20 && !success) {
- if (lookx < 1 || lookx > QUADSIZE) {
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ if (look.x < 1 || look.x > QUADSIZE) {
+ if (motion < 0 && tryexit(look, ienm, loccom, irun))
return;
- if (krawlx == mx || my == 0) break;
- lookx = nextx + krawlx;
+ if (krawlx == mx || my == 0)
+ break;
+ look.x = next.x + krawlx;
krawlx = -krawlx;
}
- else if (looky < 1 || looky > QUADSIZE) {
- if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
+ else if (look.y < 1 || look.y > QUADSIZE) {
+ if (motion < 0 && tryexit(look, ienm, loccom, irun))
return;
- if (krawly == my || mx == 0) break;
- looky = nexty + krawly;
+ if (krawly == my || mx == 0)
+ break;
+ look.y = next.y + krawly;
krawly = -krawly;
}
- else if ((game.options & OPTION_RAMMING) && game.quad[lookx][looky] != IHDOT) {
+ else if ((game.options & OPTION_RAMMING) && game.quad[look.x][look.y] != IHDOT) {
/* See if we should ram ship */
- if (game.quad[lookx][looky] == game.ship &&
+ if (game.quad[look.x][look.y] == game.ship &&
(ienm == IHC || ienm == IHS)) {
- ram(1, ienm, comx, comy);
+ ram(true, ienm, com);
return;
}
if (krawlx != mx && my != 0) {
- lookx = nextx + krawlx;
+ look.x = next.x + krawlx;
krawlx = -krawlx;
}
else if (krawly != my && mx != 0) {
- looky = nexty + krawly;
+ look.y = next.y + krawly;
krawly = -krawly;
}
- else break; /* we have failed */
+ else
+ break; /* we have failed */
}
- else success = 1;
+ else
+ success = true;
}
if (success) {
- nextx = lookx;
- nexty = looky;
-#ifdef DEBUG
- if (game.idebug) {
- prout(cramlc(neither, nextx, nexty));
- }
-#endif
+ next = look;
+ if (idebug)
+ proutn(cramlc(neither, next));
}
- else break; /* done early */
+ else
+ break; /* done early */
+
}
+ if (idebug)
+ skip(1);
/* Put commander in place within same quadrant */
- game.quad[comx][comy] = IHDOT;
- game.quad[nextx][nexty] = ienm;
- if (nextx != comx || nexty != comy) {
+ game.quad[com.x][com.y] = IHDOT;
+ game.quad[next.x][next.y] = ienm;
+ if (!same(next, com)) {
/* it moved */
- game.kx[loccom] = nextx;
- game.ky[loccom] = nexty;
- game.kdist[loccom] = game.kavgd[loccom] =
- sqrt(square(game.sectx-nextx)+square(game.secty-nexty));
- if (game.damage[DSRSENS] == 0 || game.condit == IHDOCKED) {
+ game.ks[loccom] = next;
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next);
+ if (!damaged(DSRSENS) || game.condition == docked) {
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));
+ proutn(_(" from %s"), cramlc(sector, com));
+ if (game.kdist[loccom] < dist1)
+ proutn(_(" advances to "));
+ else
+ proutn(_(" retreats to "));
+ prout(cramlc(sector, next));
}
}
}
-void movcom(void)
+void moveklings(void)
+/* Klingon tactical movement */
{
- int ix, iy, i;
+ coord w;
+ int i;
-#ifdef DEBUG
- if (game.idebug) prout("MOVCOM");
-#endif
+ 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) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHC) {
- movebaddy(ix, iy, i, IHC);
+ for (i = 1; i <= game.nenhere; i++) {
+ w = game.ks[i];
+ if (game.quad[w.x][w.y] == IHC) {
+ movebaddy(w, i, IHC);
break;
}
}
if (game.ishere)
- for_local_enemies(i) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHS) {
- movebaddy(ix, iy, i, IHS);
+ 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) {
- 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]);
+ 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 int movescom(int iqx, int iqy, int flag, int *ipage)
+static bool movescom(coord iq, bool avoid)
+/* commander movement helper */
{
int i;
- if ((iqx==game.quadx && iqy==game.quady) ||
- !VALID_QUADRANT(iqx, iqy) ||
- game.state.galaxy[iqx][iqy].supernova ||
- game.state.galaxy[iqx][iqy].klingons > 8)
+ if (same(iq, game.quadrant) || !VALID_QUADRANT(iq.x, iq.y) ||
+ 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)
- if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1;
+ for (i = 1; i <= game.state.rembase; i++)
+ if (same(game.state.baseq[i], iq))
+ return true;
}
- if (game.justin && !game.iscate) return 1;
+ if (game.justin && !game.iscate)
+ return true;
/* do the move */
- 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].klingons++;
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons--;
+ game.state.kscmdr = iq;
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons++;
if (game.ishere) {
/* SC has scooted, Remove him from current quadrant */
- game.iscate=0;
+ game.iscate=false;
game.isatb=0;
- game.ishere=0;
- game.ientesc=0;
+ game.ishere = false;
+ game.ientesc = false;
unschedule(FSCDBAS);
- 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[game.nenhere];
- game.ky[i] = game.ky[game.nenhere];
+ 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.ks[i] = game.ks[game.nenhere];
game.kdist[i] = game.kdist[game.nenhere];
game.kavgd[i] = game.kavgd[game.nenhere];
game.kpower[i] = game.kpower[game.nenhere];
game.klhere--;
game.nenhere--;
- if (game.condit!=IHDOCKED) newcnd();
- sortkl();
+ if (game.condition!=docked)
+ newcnd();
+ sortklings();
}
/* check for a helpful planet */
for (i = 0; i < game.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) {
+ 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.galaxy[game.state.isx][game.state.isy].planet = NULL;
- if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
- if (*ipage==0) pause_game(1);
- *ipage = 1;
+ 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) {
+ announce();
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" a planet in "));
- proutn(cramlc(quadrant, game.state.isx, game.state.isy));
+ proutn(cramlc(quadrant, game.state.kscmdr));
prout(_(" has been destroyed"));
prout(_(" by the Super-commander.\""));
}
break;
}
}
- return 0; /* looks good! */
+ return false; /* looks good! */
}
-void scom(int *ipage)
+void supercommander(void)
+/* move the Super Commander */
{
- int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
- int iqx, iqy;
+ int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
+ coord iq, sc, ibq;
int basetbl[BASEMAX+1];
double bdist[BASEMAX+1];
- int flag;
-#ifdef DEBUG
- if (game.idebug) prout("SCOM");
-#endif
+ bool avoid;
+
+ if (idebug)
+ 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==0 && flag) {
+ if (!game.iscate && avoid) {
/* compute move away from Enterprise */
- ideltax = game.state.isx-game.quadx;
- ideltay = game.state.isy-game.quady;
+ ideltax = game.state.kscmdr.x-game.quadrant.x;
+ ideltay = game.state.kscmdr.y-game.quadrant.y;
if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {
/* circulate in space */
- ideltax = game.state.isy-game.quady;
- ideltay = game.quadx-game.state.isx;
+ ideltax = game.state.kscmdr.y-game.quadrant.y;
+ ideltay = game.quadrant.x-game.state.kscmdr.x;
}
}
else {
unschedule(FSCMOVE);
return;
}
- sx = game.state.isx;
- sy = game.state.isy;
- for_starbases(i) {
+ sc = game.state.kscmdr;
+ 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));
+ bdist[i] = distance(game.state.baseq[i], sc);
}
if (game.state.rembase > 1) {
/* sort into nearest first order */
- int iswitch;
+ bool iswitch;
do {
- iswitch = 0;
+ iswitch = false;
for (i=1; i < game.state.rembase-1; i++) {
if (bdist[i] > bdist[i+1]) {
int ti = basetbl[i];
bdist[i+1] = t;
basetbl[i] = basetbl[i+1];
basetbl[i+1] =ti;
- iswitch = 1;
+ iswitch = true;
}
}
} while (iswitch);
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*/
- ibqx = game.state.baseqx[i];
- ibqy = game.state.baseqy[i];
- if ((ibqx == game.quadx && ibqy == game.quady) ||
- (ibqx == game.batx && ibqy == game.baty) ||
- game.state.galaxy[ibqx][ibqy].supernova ||
- game.state.galaxy[ibqx][ibqy].klingons > 8)
+ 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 (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
+ // 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;
break;
}
}
- if (ifindit==0) return; /* Nothing suitable -- wait until next time*/
- ibqx = game.state.baseqx[iwhichb];
- ibqy = game.state.baseqy[iwhichb];
+ if (ifindit==0)
+ return; /* Nothing suitable -- wait until next time*/
+ ibq = game.state.baseq[iwhichb];
/* decide how to move toward base */
- ideltax = ibqx - game.state.isx;
- ideltay = ibqy - game.state.isy;
+ ideltax = ibq.x - game.state.kscmdr.x;
+ ideltay = ibq.y - game.state.kscmdr.y;
}
/* 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 (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)) {
+ iq.x = game.state.kscmdr.x + ideltax;
+ iq.y = game.state.kscmdr.y + ideltax;
+ if (movescom(iq, avoid)) {
/* 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);
+ iq.y = game.state.kscmdr.y + 1;
+ if (movescom(iq, avoid)) {
+ iq.y = game.state.kscmdr.y - 1;
+ movescom(iq, avoid);
}
}
else {
- iqx = game.state.isx + 1;
- if (movescom(iqx, iqy, flag, ipage)) {
- iqx = game.state.isx - 1;
- movescom(iqx, iqy, flag, ipage);
+ iq.x = game.state.kscmdr.x + 1;
+ if (movescom(iq, avoid)) {
+ iq.x = game.state.kscmdr.x - 1;
+ movescom(iq, avoid);
}
}
}
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);
+ iq.y = game.state.kscmdr.y;
+ if (movescom(iq, avoid)) {
+ iq.y = game.state.kscmdr.y + ideltay;
+ iq.x = game.state.kscmdr.x;
+ movescom(iq, avoid);
}
}
}
if (game.state.rembase == 0) {
unschedule(FSCMOVE);
}
- 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 != game.batx && game.state.isy != game.baty) {
- /* attack the base */
- if (flag) return; /* no, don't attack base! */
- game.iseenit = 0;
- game.isatb=1;
- schedule(FSCDBAS, 1.0 +2.0*Rand());
- if (is_scheduled(FCDBAS))
- postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
- if (game.damage[DRADIO] > 0 && game.condit != IHDOCKED)
- return; /* no warning */
- game.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)scheduled(FSCDBAS));
- if (game.resting==0) return;
- prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja()==0) return;
- game.resting = 0;
- game.optime = 0.0; /* actually finished */
- return;
+ 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;
+ }
}
}
/* Check for intelligence report */
if (
-#ifdef DEBUG
- game.idebug==0 &&
-#endif
+ !idebug &&
(Rand() > 0.2 ||
- (game.damage[DRADIO] > 0.0 && game.condit != IHDOCKED) ||
- !game.state.galaxy[game.state.isx][game.state.isy].charted))
+ (damaged(DRADIO) && game.condition != docked) ||
+ !game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
return;
- if (*ipage==0) pause_game(1);
- *ipage = 1;
+ announce();
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" the Super-commander is in "));
- proutn(cramlc(quadrant, game.state.isx, game.state. isy));
+ proutn(cramlc(quadrant, game.state.kscmdr));
prout(".\"");
return;
}
-void movetho(void)
+void movetholian(void)
+/* move the Tholian */
{
- int idx, idy, im, i, dum, my;
- /* Move the Tholian */
- if (game.ithere==0 || game.justin == 1) return;
+ int idx, idy, im, i;
+ if (!game.ithere || game.justin)
+ return;
- if (game.ithx == 1 && game.ithy == 1) {
+ if (game.tholian.x == 1 && game.tholian.y == 1) {
idx = 1; idy = QUADSIZE;
}
- else if (game.ithx == 1 && game.ithy == QUADSIZE) {
+ else if (game.tholian.x == 1 && game.tholian.y == QUADSIZE) {
idx = QUADSIZE; idy = QUADSIZE;
}
- else if (game.ithx == QUADSIZE && game.ithy == QUADSIZE) {
+ else if (game.tholian.x == QUADSIZE && game.tholian.y == QUADSIZE) {
idx = QUADSIZE; idy = 1;
}
- else if (game.ithx == QUADSIZE && game.ithy == 1) {
+ else if (game.tholian.x == QUADSIZE && game.tholian.y == 1) {
idx = 1; idy = 1;
}
else {
/* something is wrong! */
- game.ithere = 0;
+ game.ithere = false;
return;
}
- /* Do nothing if we are blocked */
- if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;
- game.quad[game.ithx][game.ithy] = IHWEB;
+ /* 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;
- if (game.ithx != idx) {
+ if (game.tholian.x != idx) {
/* move in x axis */
- im = fabs((double)idx - game.ithx)/((double)idx - game.ithx);
- while (game.ithx != idx) {
- game.ithx += im;
- if (game.quad[game.ithx][game.ithy]==IHDOT) game.quad[game.ithx][game.ithy] = IHWEB;
+ im = fabs((double)idx - game.tholian.x)/((double)idx - game.tholian.x);
+ while (game.tholian.x != idx) {
+ game.tholian.x += im;
+ if (game.quad[game.tholian.x][game.tholian.y]==IHDOT)
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB;
}
}
- else if (game.ithy != idy) {
+ else if (game.tholian.y != idy) {
/* move in y axis */
- im = fabs((double)idy - game.ithy)/((double)idy - game.ithy);
- while (game.ithy != idy) {
- game.ithy += im;
- if (game.quad[game.ithx][game.ithy]==IHDOT) game.quad[game.ithx][game.ithy] = IHWEB;
+ im = fabs((double)idy - game.tholian.y)/((double)idy - game.tholian.y);
+ while (game.tholian.y != idy) {
+ game.tholian.y += im;
+ if (game.quad[game.tholian.x][game.tholian.y]==IHDOT)
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB;
}
}
- game.quad[game.ithx][game.ithy] = IHT;
- game.kx[game.nenhere]=game.ithx;
- game.ky[game.nenhere]=game.ithy;
+ game.quad[game.tholian.x][game.tholian.y] = IHT;
+ game.ks[game.nenhere] = game.tholian;
/* check to see if all holes plugged */
- 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;
- if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return;
+ 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)
+ 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[game.ithx][game.ithy]=IHWEB;
- dropin(IHBLANK, &dum, &my);
- crmena(1,IHT, 2, game.ithx, game.ithy);
+ game.quad[game.tholian.x][game.tholian.y]=IHWEB;
+ dropin(IHBLANK);
+ crmena(true, IHT, sector, game.tholian);
prout(_(" completes web."));
- game.ithere = game.ithx = game.ithy = 0;
+ game.ithere = false;
game.nenhere--;
return;
}