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 */
+ // 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]);
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.
+
+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 */
}
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)
forces += 1000; /* Good for enemy if shield is down! */
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) {
w = game.ks[i];
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) {
w = game.ks[i];
sortklings();
}
-static bool movescom(coord iq, bool flag)
+static bool movescom(coord iq, bool avoid)
/* commander movement helper */
{
int i;
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 (same(game.state.baseq[i], iq))
coord iq, sc, ibq;
int basetbl[BASEMAX+1];
double bdist[BASEMAX+1];
- bool flag;
+ 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 = ((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 && flag) {
+ if (!game.iscate && avoid) {
/* compute move away from Enterprise */
ideltax = game.state.kscmdr.x-game.quadrant.x;
ideltay = game.state.kscmdr.y-game.quadrant.y;
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,
+ /* if there is a commander, and no other base is appropriate,
we will take the one with the commander */
for_commanders (j) {
if (same(ibq, game.state.kcmdr[j]) && ifindit!= 2) {
/* 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)) {
+ if (movescom(iq, avoid)) {
/* 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)) {
+ if (movescom(iq, avoid)) {
iq.y = game.state.kscmdr.y - 1;
- movescom(iq, flag);
+ movescom(iq, avoid);
}
}
else {
iq.x = game.state.kscmdr.x + 1;
- if (movescom(iq, flag)) {
+ if (movescom(iq, avoid)) {
iq.x = game.state.kscmdr.x - 1;
- movescom(iq, flag);
+ movescom(iq, avoid);
}
}
}
else {
/* try moving just in x or y */
iq.y = game.state.kscmdr.y;
- if (movescom(iq, flag)) {
+ if (movescom(iq, avoid)) {
iq.y = game.state.kscmdr.y + ideltay;
iq.x = game.state.kscmdr.x;
- movescom(iq, flag);
+ movescom(iq, avoid);
}
}
}
ibq = game.state.baseq[i];
if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
/* attack the base */
- if (flag)
+ if (avoid)
return; /* no, don't attack base! */
game.iseenit = false;
game.isatb = 1;
return;
}
- /* Do nothing if we are blocked */
+ /* 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;
/*
* This program originally required input in terms of a (clock)
* direction and distance. Somewhere in history, it was changed to
- * cartesian coordinates. So we need to convert. I think
+ * cartesian coordinates. So we need to convert. Probably
* "manual" input should still be done this way -- it's a real
* pain if the computer isn't working! Manual mode is still confusing
* because it involves giving x and y motions, yet the coordinates
coord incr;
bool iprompt = false;
- /* Get course direction and distance. If user types bad values, return
- with DIREC = -1.0. */
-
+ // Get course direction and distance. If user types bad values, return
+ // with DIREC = -1.0.
game.direc = -1.0;
if (game.landed && !isprobe) {
}
}
}
- /* Likewise, if in the original time the Galileo was abandoned, but
- was on ship earlier, it would have vanished -- lets restore it */
+ // Likewise, if in the original time the Galileo was abandoned, but
+ // was on ship earlier, it would have vanished -- let's restore it.
if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
game.iscraft = onship;
}
/*
-** Abandon Ship
-**
-** The ship is abandoned. If your current ship is the Faire
-** Queene, or if your shuttlecraft is dead, you're out of
-** luck. You need the shuttlecraft in order for the captain
-** (that's you!!) to escape.
-**
-** Your crew can beam to an inhabited starsystem in the
-** quadrant, if there is one and if the transporter is working.
-** If there is no inhabited starsystem, or if the transporter
-** is out, they are left to die in outer space.
-**
-** If there are no starbases left, you are captured by the
-** Klingons, who torture you mercilessly. However, if there
-** is at least one starbase, you are returned to the
-** Federation in a prisoner of war exchange. Of course, this
-** can't happen unless you have taken some prisoners.
-**
-*/
+ * Abandon Ship
+ *
+ * The ship is abandoned. If your current ship is the Faire
+ * Queene, or if your shuttlecraft is dead, you're out of
+ * luck. You need the shuttlecraft in order for the captain
+ * (that's you!!) to escape.
+ *
+ * Your crew can beam to an inhabited starsystem in the
+ * quadrant, if there is one and if the transporter is working.
+ * If there is no inhabited starsystem, or if the transporter
+ * is out, they are left to die in outer space.
+ *
+ * If there are no starbases left, you are captured by the
+ * Klingons, who torture you mercilessly. However, if there
+ * is at least one starbase, you are returned to the
+ * Federation in a prisoner of war exchange. Of course, this
+ * can't happen unless you have taken some prisoners.
+ *
+ */
void abandon(void)
/* abandon ship */