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Still more application of coord type.
[super-star-trek.git]
/
src
/
ai.c
diff --git
a/src/ai.c
b/src/ai.c
index b753b86f3ad8569bc472ab4b7ac4c06949cdd62f..889aafe210d8e7556b1def774ccbfc567ece1a1e 100644
(file)
--- a/
src/ai.c
+++ b/
src/ai.c
@@
-1,8
+1,9
@@
#include "sst.h"
#include "sst.h"
-static int tryexit(int lookx, int looky, int ienm, int loccom, int irun)
+static bool tryexit(int lookx, int looky, int ienm, int loccom, int irun)
+/* a bad guy attempts to bug out */
{
{
- int
l
;
+ int
n
;
coord iq;
iq.x = game.quadrant.x+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
coord iq;
iq.x = game.quadrant.x+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
@@
-10,24
+11,24
@@
static int tryexit(int lookx, int looky, int ienm, int loccom, int irun)
if (!VALID_QUADRANT(iq.x,iq.y) ||
game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > 8)
if (!VALID_QUADRANT(iq.x,iq.y) ||
game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > 8)
- return
0
; /* no can do -- neg energy, supernovae, or >8 Klingons */
- if (ienm == IHR) return
0
; /* Romulans cannot escape! */
+ return
false
; /* no can do -- neg energy, supernovae, or >8 Klingons */
+ if (ienm == IHR) return
false
; /* Romulans cannot escape! */
if (irun == 0) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
if (irun == 0) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
- for_commanders(
l
)
- if (same(game.state.kcmdr[
l],iq)) return 0
;
+ for_commanders(
n
)
+ if (same(game.state.kcmdr[
n],iq)) return false
;
/* refuse to leave if currently attacking starbase */
/* refuse to leave if currently attacking starbase */
- if (same(game.battle, game.quadrant)) return
0
;
+ if (same(game.battle, game.quadrant)) return
false
;
}
/* don't leave if over 1000 units of energy */
}
/* don't leave if over 1000 units of energy */
- if (game.kpower[loccom] > 1000.) return
0
;
+ if (game.kpower[loccom] > 1000.) 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 (
game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0
||
+ if (
!damaged(DSRSENS) || !damaged(DLRSENS)
||
game.condit == IHDOCKED) {
game.condit == IHDOCKED) {
- crmena(1, ienm,
2
, game.ks[loccom]);
+ crmena(1, ienm,
sector
, game.ks[loccom]);
prout(_(" escapes to %s (and regains strength)."),
cramlc(quadrant, iq));
}
prout(_(" escapes to %s (and regains strength)."),
cramlc(quadrant, iq));
}
@@
-44,35
+45,35
@@
static int tryexit(int lookx, int looky, int ienm, int loccom, int irun)
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
game.state.galaxy[iq.x][iq.y].klingons++;
if (ienm==IHS) {
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
=
0;
+ game.ientesc
= false
;
+ game.isatb
=
0;
schedule(FSCMOVE, 0.2777);
unschedule(FSCDBAS);
schedule(FSCMOVE, 0.2777);
unschedule(FSCDBAS);
- game.state.kscmdr.x=iq.x;
- game.state.kscmdr.y=iq.y;
+ game.state.kscmdr=iq;
}
else {
}
else {
- for_commanders(
l
) {
- if (same(game.state.kcmdr[
l
], game.quadrant)) {
- game.state.kcmdr[
l
]=iq;
+ for_commanders(
n
) {
+ if (same(game.state.kcmdr[
n
], game.quadrant)) {
+ game.state.kcmdr[
n
]=iq;
break;
}
}
game.comhere = 0;
}
break;
}
}
game.comhere = 0;
}
- return
1
; /* success */
+ return
true
; /* success */
}
}
-static void movebaddy(coord com, int loccom, int ienm)
+static void movebaddy(coord com, int loccom, int ienm)
+/* tactical movement for the bad guys */
{
int motion, mdist, nsteps, mx, my, lookx, looky, ll;
coord next;
int irun = 0;
int krawlx, krawly;
{
int motion, mdist, nsteps, mx, my, lookx, looky, ll;
coord next;
int irun = 0;
int krawlx, krawly;
-
int
success;
+
bool
success;
int attempts;
/* This should probably be just game.comhere + game.ishere */
int nbaddys = game.skill >= SKILL_EXPERT ?
int attempts;
/* This should probably be just game.comhere + game.ishere */
int nbaddys = game.skill >= SKILL_EXPERT ?
@@
-85,7
+86,7
@@
static void movebaddy(coord com, int loccom, int ienm)
/* If SC, check with spy to see if should hi-tail it */
if (ienm==IHS &&
/* 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
))) {
+ (game.kpower[loccom] <= 500.0 || (game.condit==IHDOCKED &&
!damaged(DPHOTON)
))) {
irun = 1;
motion = -QUADSIZE;
}
irun = 1;
motion = -QUADSIZE;
}
@@
-130,13
+131,13
@@
static void movebaddy(coord com, int loccom, int ienm)
*/
forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1);
*/
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);
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 += 300.0;
else
forces -= 50.0*game.torps;
@@
-186,7
+187,7
@@
static void movebaddy(coord com, int loccom, int ienm)
looky = next.y + my;
krawlx = mx < 0 ? 1 : -1;
krawly = my < 0 ? 1 : -1;
looky = 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) {
attempts = 0; /* Settle mysterious hang problem */
while (attempts++ < 20 && !success) {
if (lookx < 1 || lookx > QUADSIZE) {
@@
-207,7
+208,7
@@
static void movebaddy(coord com, int loccom, int ienm)
/* See if we should ram ship */
if (game.quad[lookx][looky] == game.ship &&
(ienm == IHC || ienm == IHS)) {
/* See if we should ram ship */
if (game.quad[lookx][looky] == game.ship &&
(ienm == IHC || ienm == IHS)) {
- ram(
1
, ienm, com);
+ ram(
true
, ienm, com);
return;
}
if (krawlx != mx && my != 0) {
return;
}
if (krawlx != mx && my != 0) {
@@
-220,7
+221,7
@@
static void movebaddy(coord com, int loccom, int ienm)
}
else break; /* we have failed */
}
}
else break; /* we have failed */
}
- else success =
1
;
+ else success =
true
;
}
if (success) {
next.x = lookx;
}
if (success) {
next.x = lookx;
@@
-240,9
+241,8
@@
static void movebaddy(coord com, int loccom, int ienm)
/* it moved */
game.ks[loccom].x = next.x;
game.ks[loccom].y = next.y;
/* it moved */
game.ks[loccom].x = next.x;
game.ks[loccom].y = next.y;
- game.kdist[loccom] = game.kavgd[loccom] =
- sqrt(square(game.sector.x-next.x)+square(game.sector.y-next.y));
- if (game.damage[DSRSENS] == 0 || game.condit == IHDOCKED) {
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next);
+ if (!damaged(DSRSENS) || game.condit == IHDOCKED) {
proutn("***");
cramen(ienm);
proutn(_(" from %s"), cramlc(2, com));
proutn("***");
cramen(ienm);
proutn(_(" from %s"), cramlc(2, com));
@@
-254,6
+254,7
@@
static void movebaddy(coord com, int loccom, int ienm)
}
void movcom(void)
}
void movcom(void)
+/* move a commander */
{
coord w;
int i;
{
coord w;
int i;
@@
-291,7
+292,8
@@
void movcom(void)
sortkl();
}
sortkl();
}
-static bool movescom(coord iq, int flag, int *ipage)
+static bool movescom(coord iq, bool flag, bool *ipage)
+/* commander movement helper */
{
int i;
{
int i;
@@
-313,8
+315,8
@@
static bool movescom(coord iq, int flag, int *ipage)
/* SC has scooted, Remove him from current quadrant */
game.iscate=0;
game.isatb=0;
/* SC has scooted, Remove him from current quadrant */
game.iscate=0;
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.ks[i].x][game.ks[i].y] == IHS) break;
unschedule(FSCDBAS);
for_local_enemies(i)
if (game.quad[game.ks[i].x][game.ks[i].y] == IHS) break;
@@
-335,7
+337,7
@@
static bool movescom(coord iq, int flag, int *ipage)
/* destroy the planet */
DESTROY(&game.state.plnets[i]);
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
/* destroy the planet */
DESTROY(&game.state.plnets[i]);
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
- if (
game.damage[DRADIO] == 0.0
|| game.condit == IHDOCKED) {
+ if (
!damaged(DRADIO)
|| game.condit == IHDOCKED) {
if (*ipage==0) pause_game(1);
*ipage = 1;
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
if (*ipage==0) pause_game(1);
*ipage = 1;
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
@@
-350,13
+352,14
@@
static bool movescom(coord iq, int flag, int *ipage)
return false; /* looks good! */
}
return false; /* looks good! */
}
-void scom(int *ipage)
+void scom(bool *ipage)
+/* move the Super Commander */
{
int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
coord iq, sc, ibq;
int basetbl[BASEMAX+1];
double bdist[BASEMAX+1];
{
int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
coord iq, sc, ibq;
int basetbl[BASEMAX+1];
double bdist[BASEMAX+1];
-
int
flag;
+
bool
flag;
if (idebug) prout("== SCOM");
if (idebug) prout("== SCOM");
@@
-383,9
+386,7
@@
void scom(int *ipage)
sc = game.state.kscmdr;
for_starbases(i) {
basetbl[i] = i;
sc = game.state.kscmdr;
for_starbases(i) {
basetbl[i] = i;
- ibq.x = game.state.baseq[i].x;
- ibq.y = game.state.baseq[i].y;
- bdist[i] = sqrt(square(ibq.x-sc.x) + square(ibq.y-sc.y));
+ bdist[i] = distance(game.state.baseq[i], sc);
}
if (game.state.rembase > 1) {
/* sort into nearest first order */
}
if (game.state.rembase > 1) {
/* sort into nearest first order */
@@
-489,7
+490,7
@@
void scom(int *ipage)
schedule(FSCDBAS, 1.0 +2.0*Rand());
if (is_scheduled(FCDBAS))
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
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)
+ if (
damaged(DRADIO)
&& game.condit != IHDOCKED)
return; /* no warning */
game.iseenit = 1;
if (*ipage == 0) pause_game(1);
return; /* no warning */
game.iseenit = 1;
if (*ipage == 0) pause_game(1);
@@
-500,10
+501,10
@@
void scom(int *ipage)
prout(_(" reports that it is under attack from the Klingon Super-commander."));
proutn(_(" It can survive until stardate %d.\""),
(int)scheduled(FSCDBAS));
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;
+ if (
!game.resting
) return;
prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja()
==0
) return;
- game.resting =
0
;
+ if (ja()
== false
) return;
+ game.resting =
false
;
game.optime = 0.0; /* actually finished */
return;
}
game.optime = 0.0; /* actually finished */
return;
}
@@
-512,7
+513,7
@@
void scom(int *ipage)
if (
!idebug &&
(Rand() > 0.2 ||
if (
!idebug &&
(Rand() > 0.2 ||
- (
game.damage[DRADIO] > 0.0
&& game.condit != IHDOCKED) ||
+ (
damaged(DRADIO)
&& game.condit != IHDOCKED) ||
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
return;
if (*ipage==0) pause_game(1);
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
return;
if (*ipage==0) pause_game(1);
@@
-525,11
+526,11
@@
void scom(int *ipage)
}
void movetho(void)
}
void movetho(void)
+/* move the Tholian */
{
int idx, idy, im, i;
{
int idx, idy, im, i;
- coord dummy;
/* Move the Tholian */
/* Move the Tholian */
- if (
game.ithere==0 || game.justin == 1
) return;
+ if (
!game.ithere || game.justin
) return;
if (game.tholian.x == 1 && game.tholian.y == 1) {
idx = 1; idy = QUADSIZE;
if (game.tholian.x == 1 && game.tholian.y == 1) {
idx = 1; idy = QUADSIZE;
@@
-545,7
+546,7
@@
void movetho(void)
}
else {
/* something is wrong! */
}
else {
/* something is wrong! */
- game.ithere =
0
;
+ game.ithere =
false
;
return;
}
return;
}
@@
-581,10
+582,11
@@
void movetho(void)
}
/* All plugged up -- Tholian splits */
game.quad[game.tholian.x][game.tholian.y]=IHWEB;
}
/* All plugged up -- Tholian splits */
game.quad[game.tholian.x][game.tholian.y]=IHWEB;
- dropin(IHBLANK
, &dummy
);
- crmena(
1,IHT, 2
, game.tholian);
+ dropin(IHBLANK);
+ crmena(
true, IHT, sector
, game.tholian);
prout(_(" completes web."));
prout(_(" completes web."));
- game.ithere = game.tholian.x = game.tholian.y = 0;
+ game.ithere = false;
+ game.tholian.x = game.tholian.y = 0;
game.nenhere--;
return;
}
game.nenhere--;
return;
}