-#include "sst.h"
-
-static int tryexit(int lookx, int looky, int ienm, int loccom, int irun)
-{
- int l;
- coord iq;
-
- iq.x = game.quadrant.x+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
- iq.y = game.quadrant.y+(looky+(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 > 8)
- return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */
- if (ienm == IHR) return 0; /* Romulans cannot escape! */
- if (irun == 0) {
- /* avoid intruding on another commander's territory */
- if (ienm == IHC) {
- for_commanders(l)
- if (same(game.state.kcmdr[l],iq)) return 0;
- /* refuse to leave if currently attacking starbase */
- if (same(game.battle, game.quadrant)) 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 ||
- game.condit == IHDOCKED) {
- crmena(1, ienm, 2, game.ks[loccom]);
- prout(_(" escapes to %s (and regains strength)."),
- cramlc(quadrant, iq));
- }
- /* handle local matters related to escape */
- 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();
- /* Handle global matters related to escape */
- 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;
- schedule(FSCMOVE, 0.2777);
- unschedule(FSCDBAS);
- game.state.kscmdr.x=iq.x;
- game.state.kscmdr.y=iq.y;
- }
- else {
- for_commanders(l) {
- if (same(game.state.kcmdr[l], game.quadrant)) {
- game.state.kcmdr[l]=iq;
- break;
- }
- }
- game.comhere = 0;
- }
- return 1; /* success */
-}
-
-
-static void movebaddy(coord com, int loccom, int ienm)
-{
- int motion, mdist, nsteps, mx, my, lookx, looky, ll;
- coord next;
- int irun = 0;
- int krawlx, krawly;
- int success;
- int attempts;
- /* This should probably be just game.comhere + game.ishere */
- int nbaddys = game.skill >= SKILL_EXPERT ?
- (int)((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0):
- (game.comhere + game.ishere);
- double dist1, forces;
-
- 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 || (game.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.
-
- * 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 */
- forces += 300.0;
- else
- forces -= 0.2*(game.energy - 2500.0);
- if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */
- forces += 300.0;
- else
- forces -= 50.0*game.torps;
- }
- else {
- /* phasers and photon tubes both out! */
- forces += 1000.0;
- }
- motion = 0;
- if (forces <= 1000.0 && game.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 (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
- motion -= game.skill*(2.0-square(Rand()));
- }
- if (idebug)
- proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces);
- /* don't move if no motion */
- if (motion==0) return;
- /* Limit motion according to 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 */
- if (idebug) {
- proutn("NSTEPS = %d:", nsteps);
- }
- /* Compute preferred values of delta X and Y */
- 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++) {
- if (idebug)
- proutn(" %d", ll+1);
- /* Check if preferred position available */
- lookx = next.x + mx;
- looky = next.y + 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 = next.x + 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 = next.y + krawly;
- krawly = -krawly;
- }
- else if ((game.options & OPTION_RAMMING) && game.quad[lookx][looky] != IHDOT) {
- /* See if we should ram ship */
- if (game.quad[lookx][looky] == game.ship &&
- (ienm == IHC || ienm == IHS)) {
- ram(1, ienm, com);
- return;
- }
- if (krawlx != mx && my != 0) {
- lookx = next.x + krawlx;
- krawlx = -krawlx;
- }
- else if (krawly != my && mx != 0) {
- looky = next.y + krawly;
- krawly = -krawly;
- }
- else break; /* we have failed */
- }
- else success = 1;
- }
- if (success) {
- next.x = lookx;
- next.y = looky;
- if (idebug)
- proutn(cramlc(neither, next));
- }
- else break; /* done early */
-
- }
- if (idebug)
- prout("");
- /* Put commander in place within same quadrant */
- game.quad[com.x][com.y] = IHDOT;
- game.quad[next.x][next.y] = ienm;
- if (next.x != com.x || next.y != com.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) {
- proutn("***");
- cramen(ienm);
- proutn(_(" from %s"), cramlc(2, com));
- if (game.kdist[loccom] < dist1) proutn(_(" advances to "));
- else proutn(_(" retreats to "));
- prout(cramlc(sector, next));
- }
- }
-}
-
-void movcom(void)
-{
- coord w;
- int i;
-
- if (idebug) prout("== MOVCOM");
-
- /* Figure out which Klingon is the commander (or Supercommander)
- and do move */
- if (game.comhere)
- for_local_enemies(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) {
- 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 (game.skill >= SKILL_EXPERT && (game.options & OPTION_MVBADDY))
- for_local_enemies(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();
-}
-
-static bool movescom(coord iq, int flag, int *ipage)
-{
- int i;
-
- 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 > 8)
- return 1;
- if (flag) {
- /* Avoid quadrants with bases if we want to avoid Enterprise */
- for_starbases(i)
- if (game.state.baseq[i].x==iq.x && game.state.baseq[i].y==iq.y) return 1;
- }
- if (game.justin && !game.iscate) return true;
- /* do the move */
- 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.isatb=0;
- game.ishere=0;
- game.ientesc=0;
- unschedule(FSCDBAS);
- for_local_enemies(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();
- }
- /* check for a helpful planet */
- for (i = 0; i < game.inplan; i++) {
- if (game.state.plnets[i].w.x==game.state.kscmdr.x && game.state.plnets[i].w.y==game.state.kscmdr.y &&
- game.state.plnets[i].crystals == 1) {
- /* 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 (*ipage==0) pause_game(1);
- *ipage = 1;
- prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
- proutn(_(" a planet in "));
- proutn(cramlc(quadrant, game.state.kscmdr));
- prout(_(" has been destroyed"));
- prout(_(" by the Super-commander.\""));
- }
- break;
- }
- }
- return false; /* looks good! */
-}
-
-void scom(int *ipage)
-{
- int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
- coord iq, sc, ibq;
- int basetbl[BASEMAX+1];
- double bdist[BASEMAX+1];
- int flag;
-
- if (idebug) prout("== SCOM");
-
- /* Decide on being active or passive */
- flag = ((NKILLC+NKILLK)/(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) {
- /* compute move away from Enterprise */
- 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.kscmdr.y-game.quadrant.y;
- ideltay = game.quadrant.x-game.state.kscmdr.x;
- }
- }
- else {
- /* compute distances to starbases */
- if (game.state.rembase <= 0) {
- /* nothing left to do */
- unschedule(FSCMOVE);
- return;
- }
- 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));
- }
- 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);
- }
- /* look for nearest base without a commander, no Enterprise, and
- without too many Klingons, and not already under attack. */
- ifindit = iwhichb = 0;
-
- for_starbases(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 > 8)
- continue;
- /* if there is a commander, an no other base is appropriate,
- we will take the one with the commander */
- for_commanders (j) {
- if (ibq.x==game.state.kcmdr[j].x && ibq.y==game.state.kcmdr[j].y && ifindit!= 2) {
- ifindit = 2;
- iwhichb = i;
- break;
- }
- }
- if (j > game.state.remcom) { /* no commander -- use this one */
- ifindit = 1;
- iwhichb = i;
- break;
- }
- }
- 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;
- 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;
-
- /* 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)) {
- /* 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)) {
- iq.y = game.state.kscmdr.y - 1;
- movescom(iq, flag, ipage);
- }
- }
- else {
- iq.x = game.state.kscmdr.x + 1;
- if (movescom(iq, flag, ipage)) {
- iq.x = game.state.kscmdr.x - 1;
- movescom(iq, flag, ipage);
- }
- }
- }
- else {
- /* try moving just in x or y */
- iq.y = game.state.kscmdr.y;
- if (movescom(iq, flag, ipage)) {
- iq.y = game.state.kscmdr.y + ideltay;
- iq.x = game.state.kscmdr.x;
- movescom(iq, flag, ipage);
- }
- }
- }
- /* check for a base */
- 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 = 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.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==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;
- }
- }
- /* Check for intelligence report */
- if (
- !idebug &&
- (Rand() > 0.2 ||
- (game.damage[DRADIO] > 0.0 && game.condit != IHDOCKED) ||
- !game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
- 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.kscmdr));
- prout(".\"");
- return;
-}
-
-void movetho(void)
-{
- int idx, idy, im, i;
- coord dummy;
- /* Move the Tholian */
- if (game.ithere==0 || game.justin == 1) return;
-
- if (game.tholian.x == 1 && game.tholian.y == 1) {
- idx = 1; idy = QUADSIZE;
- }
- else if (game.tholian.x == 1 && game.tholian.y == QUADSIZE) {
- idx = QUADSIZE; idy = QUADSIZE;
- }
- else if (game.tholian.x == QUADSIZE && game.tholian.y == QUADSIZE) {
- idx = QUADSIZE; idy = 1;
- }
- else if (game.tholian.x == QUADSIZE && game.tholian.y == 1) {
- idx = 1; idy = 1;
- }
- else {
- /* something is wrong! */
- game.ithere = 0;
- return;
- }
-
- /* 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.tholian.x != idx) {
- /* move in x axis */
- 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.tholian.y != idy) {
- /* move in y axis */
- 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.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;
- }
- /* All plugged up -- Tholian splits */
- game.quad[game.tholian.x][game.tholian.y]=IHWEB;
- dropin(IHBLANK, &dummy);
- crmena(1,IHT, 2, game.tholian);
- prout(_(" completes web."));
- game.ithere = game.tholian.x = game.tholian.y = 0;
- game.nenhere--;
- return;
-}