X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=ai.c;h=0fe92c8ff8b1c1282b1065db1ed4819162d102af;hb=15434538cbe79bdd712a89087d5b6193c3e68ce3;hp=5865c2931bfac2725d536f51590449ff416146d4;hpb=d7ddf0df59133fd0ff3f49d0ed83079e3a695aeb;p=super-star-trek.git diff --git a/ai.c b/ai.c index 5865c29..0fe92c8 100644 --- a/ai.c +++ b/ai.c @@ -39,8 +39,8 @@ static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) { nenhere--; if (condit != IHDOCKED) newcnd(); /* Handle global matters related to escape */ - game.state.galaxy[quadx][quady] -= 100; - game.state.galaxy[iqx][iqy] += 100; + game.state.galaxy[quadx][quady] -= ENEMY_PLACE; + game.state.galaxy[iqx][iqy] += ENEMY_PLACE; if (ienm==IHS) { ishere=0; iscate=0; @@ -84,7 +84,7 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { if (ienm==IHS && (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) { irun = 1; - motion = -10; + motion = -QUADSIZE; } else { /* decide whether to advance, retreat, or hold position */ @@ -165,7 +165,7 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { /* calcuate preferred number of steps */ nsteps = motion < 0 ? -motion : motion; if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */ - if (nsteps > 10) nsteps = 10; /* This shouldn't be necessary */ + if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */ if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */ #ifdef DEBUG if (idebug) { @@ -196,14 +196,14 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { success = 0; attempts = 0; /* Settle mysterious hang problem */ while (attempts++ < 20 && !success) { - if (lookx < 1 || lookx > 10) { + 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 > 10) { + else if (looky < 1 || looky > QUADSIZE) { if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) return; if (krawly == my || mx == 0) break; @@ -311,10 +311,10 @@ static int movescom(int iqx, int iqy, int flag, int *ipage) { } if (justin && !iscate) return 1; /* do the move */ - game.state.galaxy[game.state.isx][game.state.isy] -= 100; + game.state.galaxy[game.state.isx][game.state.isy] -= ENEMY_PLACE; game.state.isx = iqx; game.state.isy = iqy; - game.state.galaxy[game.state.isx][game.state.isy] += 100; + game.state.galaxy[game.state.isx][game.state.isy] += ENEMY_PLACE; if (ishere) { /* SC has scooted, Remove him from current quadrant */ iscate=0; @@ -364,8 +364,8 @@ static int movescom(int iqx, int iqy, int flag, int *ipage) { void scom(int *ipage) { int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb; int iqx, iqy; - int basetbl[6]; - double bdist[6]; + int basetbl[BASEMAX]; + double bdist[BASEMAX]; int flag; #ifdef DEBUG if (idebug) prout("SCOM"); @@ -546,15 +546,15 @@ void movetho(void) { if (ithere==0 || justin == 1) return; if (ithx == 1 && ithy == 1) { - idx = 1; idy = 10; + idx = 1; idy = QUADSIZE; } - else if (ithx == 1 && ithy == 10) { - idx = 10; idy = 10; + else if (ithx == 1 && ithy == QUADSIZE) { + idx = QUADSIZE; idy = QUADSIZE; } - else if (ithx == 10 && ithy == 10) { - idx = 10; idy = 1; + else if (ithx == QUADSIZE && ithy == QUADSIZE) { + idx = QUADSIZE; idy = 1; } - else if (ithx == 10 && ithy == 1) { + else if (ithx == QUADSIZE && ithy == 1) { idx = 1; idy = 1; } else { @@ -588,11 +588,11 @@ void movetho(void) { game.ky[nenhere]=ithy; /* check to see if all holes plugged */ - for (i = 1; i < 11; i++) { + for (i = 1; i < QUADSIZE+1; i++) { if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return; - if (game.quad[10][i]!=IHWEB && game.quad[10][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][10]!=IHWEB && game.quad[i][10]!=IHT) return; + if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return; } /* All plugged up -- Tholian splits */ game.quad[ithx][ithy]=IHWEB;