X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=ai.c;fp=ai.c;h=0000000000000000000000000000000000000000;hb=e535e2ef833a03ec84d0f002d684c07ddde893f1;hp=a1b4bbf6f92ef101dc9ac53ed5a8b3af39f8fcde;hpb=6faaa79dff2fa3ceec44ef46b79e651f1bd9e0aa;p=super-star-trek.git diff --git a/ai.c b/ai.c deleted file mode 100644 index a1b4bbf..0000000 --- a/ai.c +++ /dev/null @@ -1,615 +0,0 @@ -#include "sst.h" - -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 (!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) { - /* 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; - /* 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].klingons--; - game.state.galaxy[iqx][iqy].klingons++; - if (ienm==IHS) { - ishere=0; - iscate=0; - ientesc=0; - isatb=0; - game.future[FSCMOVE]=0.2777+game.state.date; - game.future[FSCDBAS]=FOREVER; - game.state.isx=iqx; - game.state.isy=iqy; - } - else { - for_commanders(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; - } - 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 >= 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 */ - - /* 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. - - * 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*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*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 && (game.options & OPTION_BASE)) /* 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; - } - /* 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("NSTEPS = %d", nsteps); - } -#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 = 0; ll < nsteps; ll++) { -#ifdef DEBUG - if (idebug) { - prout("%d", ll+1); - } -#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.options & OPTION_RAMMING) && 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; -#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; - -#ifdef DEBUG - if (idebug) prout("MOVCOM"); -#endif - - /* Figure out which Klingon is the commander (or Supercommander) - and do move */ - if (comhere) - for_local_enemies(i) { - ix = game.kx[i]; - iy = game.ky[i]; - if (game.quad[ix][iy] == IHC) { - movebaddy(ix, iy, i, IHC); - break; - } - } - if (ishere) - for_local_enemies(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 - commander(s) do. */ - if (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]); - } - - sortkl(); -} - -static int movescom(int iqx, int iqy, int flag, int *ipage) -{ - int i; - - if ((iqx==quadx && iqy==quady) || - !VALID_QUADRANT(iqx, iqy) || - game.state.galaxy[iqx][iqy].supernova || - game.state.galaxy[iqx][iqy].klingons > 8) - return 1; - if (flag) { - /* 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; - } - if (justin && !iscate) return 1; - /* 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++; - if (ishere) { - /* SC has scooted, Remove him from current quadrant */ - iscate=0; - isatb=0; - ishere=0; - ientesc=0; - game.future[FSCDBAS]=FOREVER; - 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[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.galaxy[game.state.isx][game.state.isy].planets -= 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! */ -} - -void scom(int *ipage) -{ - int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb; - int iqx, iqy; - int basetbl[BASEMAX+1]; - double bdist[BASEMAX+1]; - int flag; -#ifdef DEBUG - if (idebug) prout("SCOM"); -#endif - - /* Decide on being active or passive */ - flag = ((NKILLC+NKILLK)/(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] = FOREVER; - return; - } - sx = game.state.isx; - sy = game.state.isy; - for_starbases(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); - } - /* 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*/ - ibqx = game.state.baseqx[i]; - ibqy = game.state.baseqy[i]; - if ((ibqx == quadx && ibqy == quady) || - (ibqx == batx && ibqy == baty) || - game.state.galaxy[ibqx][ibqy].supernova || - game.state.galaxy[ibqx][ibqy].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 (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; - } - } - 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); - } - } - } - 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); - } - } - } - /* check for a base */ - if (game.state.rembase == 0) { - game.future[FSCMOVE] = FOREVER; - } - 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 != 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] < FOREVER) 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 ( -#ifdef DEBUG - idebug==0 && -#endif - (Rand() > 0.2 || - (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) || - !game.state.galaxy[game.state.isx][game.state.isy].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.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; - - 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; - - 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; - } - } - game.quad[ithx][ithy] = IHT; - game.kx[nenhere]=ithx; - game.ky[nenhere]=ithy; - - /* 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[ithx][ithy]=IHWEB; - dropin(IHBLANK, &dum, &my); - crmena(1,IHT, 2, ithx, ithy); - prout(" completes web."); - ithere = ithx = ithy = 0; - nenhere--; - return; -}