3 static bool tryexit(int lookx, int looky, int ienm, int loccom, int irun)
4 /* a bad guy attempts to bug out */
9 iq.x = game.quadrant.x+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
10 iq.y = game.quadrant.y+(looky+(QUADSIZE-1))/QUADSIZE - 1;
11 if (!VALID_QUADRANT(iq.x,iq.y) ||
12 game.state.galaxy[iq.x][iq.y].supernova ||
13 game.state.galaxy[iq.x][iq.y].klingons > 8)
14 return false; /* no can do -- neg energy, supernovae, or >8 Klingons */
15 if (ienm == IHR) return false; /* Romulans cannot escape! */
17 /* avoid intruding on another commander's territory */
20 if (same(game.state.kcmdr[n],iq)) return false;
21 /* refuse to leave if currently attacking starbase */
22 if (same(game.battle, game.quadrant)) return false;
24 /* don't leave if over 1000 units of energy */
25 if (game.kpower[loccom] > 1000.) return false;
27 /* print escape message and move out of quadrant.
28 We know this if either short or long range sensors are working */
29 if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 ||
30 game.condit == IHDOCKED) {
31 crmena(1, ienm, 2, game.ks[loccom]);
32 prout(_(" escapes to %s (and regains strength)."),
33 cramlc(quadrant, iq));
35 /* handle local matters related to escape */
36 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT;
37 game.ks[loccom] = game.ks[game.nenhere];
38 game.kavgd[loccom] = game.kavgd[game.nenhere];
39 game.kpower[loccom] = game.kpower[game.nenhere];
40 game.kdist[loccom] = game.kdist[game.nenhere];
43 if (game.condit != IHDOCKED) newcnd();
44 /* Handle global matters related to escape */
45 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
46 game.state.galaxy[iq.x][iq.y].klingons++;
52 schedule(FSCMOVE, 0.2777);
54 game.state.kscmdr.x=iq.x;
55 game.state.kscmdr.y=iq.y;
59 if (same(game.state.kcmdr[n], game.quadrant)) {
60 game.state.kcmdr[n]=iq;
66 return true; /* success */
70 static void movebaddy(coord com, int loccom, int ienm)
71 /* tactical movement for the bad guys */
73 int motion, mdist, nsteps, mx, my, lookx, looky, ll;
79 /* This should probably be just game.comhere + game.ishere */
80 int nbaddys = game.skill >= SKILL_EXPERT ?
81 (int)((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0):
82 (game.comhere + game.ishere);
85 dist1 = game.kdist[loccom];
86 mdist = dist1 + 0.5; /* Nearest integer distance */
88 /* If SC, check with spy to see if should hi-tail it */
90 (game.kpower[loccom] <= 500.0 || (game.condit==IHDOCKED && game.damage[DPHOTON]==0))) {
95 /* decide whether to advance, retreat, or hold position */
97 * Enterprise has "force" based on condition of phaser and photon torpedoes.
98 If both are operating full strength, force is 1000. If both are damaged,
99 force is -1000. Having shields down subtracts an additional 1000.
101 * Enemy has forces equal to the energy of the attacker plus
102 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
103 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
105 Attacker Initial energy levels (nominal):
106 Klingon Romulan Commander Super-Commander
109 Good 450 800 1300 1750
110 Expert 475 850 1350 1875
111 Emeritus 500 900 1400 2000
112 VARIANCE 75 200 200 200
114 Enemy vessels only move prior to their attack. In Novice - Good games
115 only commanders move. In Expert games, all enemy vessels move if there
116 is a commander present. In Emeritus games all enemy vessels move.
118 * If Enterprise is not docked, an agressive action is taken if enemy
119 forces are 1000 greater than Enterprise.
121 Agressive action on average cuts the distance between the ship and
122 the enemy to 1/4 the original.
124 * At lower energy advantage, movement units are proportional to the
125 advantage with a 650 advantage being to hold ground, 800 to move forward
126 1, 950 for two, 150 for back 4, etc. Variance of 100.
128 If docked, is reduced by roughly 1.75*game.skill, generally forcing a
129 retreat, especially at high skill levels.
131 * Motion is limited to skill level, except for SC hi-tailing it out.
134 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1);
135 if (!game.shldup) forces += 1000; /* Good for enemy if shield is down! */
136 if (game.damage[DPHASER] == 0.0 || game.damage[DPHOTON] == 0.0) {
137 if (game.damage[DPHASER] != 0) /* phasers damaged */
140 forces -= 0.2*(game.energy - 2500.0);
141 if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */
144 forces -= 50.0*game.torps;
147 /* phasers and photon tubes both out! */
151 if (forces <= 1000.0 && game.condit != IHDOCKED) /* Typical situation */
152 motion = ((forces+200.0*Rand())/150.0) - 5.0;
154 if (forces > 1000.0) /* Very strong -- move in for kill */
155 motion = (1.0-square(Rand()))*dist1 + 1.0;
156 if (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
157 motion -= game.skill*(2.0-square(Rand()));
160 proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces);
161 /* don't move if no motion */
162 if (motion==0) return;
163 /* Limit motion according to skill */
164 if (abs(motion) > game.skill) motion = (motion < 0) ? -game.skill : game.skill;
166 /* calculate preferred number of steps */
167 nsteps = motion < 0 ? -motion : motion;
168 if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */
169 if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */
170 if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */
172 proutn("NSTEPS = %d:", nsteps);
174 /* Compute preferred values of delta X and Y */
175 mx = game.sector.x - com.x;
176 my = game.sector.y - com.y;
177 if (2.0 * abs(mx) < abs(my)) mx = 0;
178 if (2.0 * abs(my) < abs(game.sector.x-com.x)) my = 0;
179 if (mx != 0) mx = mx*motion < 0 ? -1 : 1;
180 if (my != 0) my = my*motion < 0 ? -1 : 1;
183 for (ll = 0; ll < nsteps; ll++) {
186 /* Check if preferred position available */
189 krawlx = mx < 0 ? 1 : -1;
190 krawly = my < 0 ? 1 : -1;
192 attempts = 0; /* Settle mysterious hang problem */
193 while (attempts++ < 20 && !success) {
194 if (lookx < 1 || lookx > QUADSIZE) {
195 if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
197 if (krawlx == mx || my == 0) break;
198 lookx = next.x + krawlx;
201 else if (looky < 1 || looky > QUADSIZE) {
202 if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun))
204 if (krawly == my || mx == 0) break;
205 looky = next.y + krawly;
208 else if ((game.options & OPTION_RAMMING) && game.quad[lookx][looky] != IHDOT) {
209 /* See if we should ram ship */
210 if (game.quad[lookx][looky] == game.ship &&
211 (ienm == IHC || ienm == IHS)) {
215 if (krawlx != mx && my != 0) {
216 lookx = next.x + krawlx;
219 else if (krawly != my && mx != 0) {
220 looky = next.y + krawly;
223 else break; /* we have failed */
231 proutn(cramlc(neither, next));
233 else break; /* done early */
238 /* Put commander in place within same quadrant */
239 game.quad[com.x][com.y] = IHDOT;
240 game.quad[next.x][next.y] = ienm;
241 if (next.x != com.x || next.y != com.y) {
243 game.ks[loccom].x = next.x;
244 game.ks[loccom].y = next.y;
245 game.kdist[loccom] = game.kavgd[loccom] =
246 sqrt(square(game.sector.x-next.x)+square(game.sector.y-next.y));
247 if (game.damage[DSRSENS] == 0 || game.condit == IHDOCKED) {
250 proutn(_(" from %s"), cramlc(2, com));
251 if (game.kdist[loccom] < dist1) proutn(_(" advances to "));
252 else proutn(_(" retreats to "));
253 prout(cramlc(sector, next));
259 /* move a commander */
264 if (idebug) prout("== MOVCOM");
266 /* Figure out which Klingon is the commander (or Supercommander)
269 for_local_enemies(i) {
271 if (game.quad[w.x][w.y] == IHC) {
272 movebaddy(w, i, IHC);
277 for_local_enemies(i) {
279 if (game.quad[w.x][w.y] == IHS) {
280 movebaddy(w, i, IHS);
284 /* if skill level is high, move other Klingons and Romulans too!
285 Move these last so they can base their actions on what the
287 if (game.skill >= SKILL_EXPERT && (game.options & OPTION_MVBADDY))
288 for_local_enemies(i) {
290 if (game.quad[w.x][w.y] == IHK || game.quad[w.x][w.y] == IHR)
291 movebaddy(w, i, game.quad[w.x][w.y]);
297 static bool movescom(coord iq, bool flag, bool *ipage)
298 /* commander movement helper */
302 if (same(iq, game.quadrant) || !VALID_QUADRANT(iq.x, iq.y) ||
303 game.state.galaxy[iq.x][iq.y].supernova ||
304 game.state.galaxy[iq.x][iq.y].klingons > 8)
307 /* Avoid quadrants with bases if we want to avoid Enterprise */
309 if (game.state.baseq[i].x==iq.x && game.state.baseq[i].y==iq.y) return 1;
311 if (game.justin && !game.iscate) return true;
313 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons--;
314 game.state.kscmdr = iq;
315 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons++;
317 /* SC has scooted, Remove him from current quadrant */
324 if (game.quad[game.ks[i].x][game.ks[i].y] == IHS) break;
325 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT;
326 game.ks[i] = game.ks[game.nenhere];
327 game.kdist[i] = game.kdist[game.nenhere];
328 game.kavgd[i] = game.kavgd[game.nenhere];
329 game.kpower[i] = game.kpower[game.nenhere];
332 if (game.condit!=IHDOCKED) newcnd();
335 /* check for a helpful planet */
336 for (i = 0; i < game.inplan; i++) {
337 if (game.state.plnets[i].w.x==game.state.kscmdr.x && game.state.plnets[i].w.y==game.state.kscmdr.y &&
338 game.state.plnets[i].crystals == 1) {
339 /* destroy the planet */
340 DESTROY(&game.state.plnets[i]);
341 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
342 if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
343 if (*ipage==0) pause_game(1);
345 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
346 proutn(_(" a planet in "));
347 proutn(cramlc(quadrant, game.state.kscmdr));
348 prout(_(" has been destroyed"));
349 prout(_(" by the Super-commander.\""));
354 return false; /* looks good! */
357 void scom(bool *ipage)
358 /* move the Super Commander */
360 int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
362 int basetbl[BASEMAX+1];
363 double bdist[BASEMAX+1];
366 if (idebug) prout("== SCOM");
368 /* Decide on being active or passive */
369 flag = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) ||
370 (game.state.date-game.indate) < 3.0);
371 if (game.iscate==0 && flag) {
372 /* compute move away from Enterprise */
373 ideltax = game.state.kscmdr.x-game.quadrant.x;
374 ideltay = game.state.kscmdr.y-game.quadrant.y;
375 if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {
376 /* circulate in space */
377 ideltax = game.state.kscmdr.y-game.quadrant.y;
378 ideltay = game.quadrant.x-game.state.kscmdr.x;
382 /* compute distances to starbases */
383 if (game.state.rembase <= 0) {
384 /* nothing left to do */
388 sc = game.state.kscmdr;
391 ibq.x = game.state.baseq[i].x;
392 ibq.y = game.state.baseq[i].y;
393 bdist[i] = sqrt(square(ibq.x-sc.x) + square(ibq.y-sc.y));
395 if (game.state.rembase > 1) {
396 /* sort into nearest first order */
400 for (i=1; i < game.state.rembase-1; i++) {
401 if (bdist[i] > bdist[i+1]) {
404 bdist[i] = bdist[i+1];
406 basetbl[i] = basetbl[i+1];
413 /* look for nearest base without a commander, no Enterprise, and
414 without too many Klingons, and not already under attack. */
415 ifindit = iwhichb = 0;
418 i = basetbl[i2]; /* bug in original had it not finding nearest*/
419 ibq = game.state.baseq[i];
420 if (same(ibq, game.quadrant) || same(ibq, game.battle) ||
421 game.state.galaxy[ibq.x][ibq.y].supernova ||
422 game.state.galaxy[ibq.x][ibq.y].klingons > 8)
424 /* if there is a commander, an no other base is appropriate,
425 we will take the one with the commander */
427 if (ibq.x==game.state.kcmdr[j].x && ibq.y==game.state.kcmdr[j].y && ifindit!= 2) {
433 if (j > game.state.remcom) { /* no commander -- use this one */
439 if (ifindit==0) return; /* Nothing suitable -- wait until next time*/
440 ibq = game.state.baseq[iwhichb];
441 /* decide how to move toward base */
442 ideltax = ibq.x - game.state.kscmdr.x;
443 ideltay = ibq.y - game.state.kscmdr.y;
445 /* Maximum movement is 1 quadrant in either or both axis */
446 if (ideltax > 1) ideltax = 1;
447 if (ideltax < -1) ideltax = -1;
448 if (ideltay > 1) ideltay = 1;
449 if (ideltay < -1) ideltay = -1;
451 /* try moving in both x and y directions */
452 iq.x = game.state.kscmdr.x + ideltax;
453 iq.y = game.state.kscmdr.y + ideltax;
454 if (movescom(iq, flag, ipage)) {
455 /* failed -- try some other maneuvers */
456 if (ideltax==0 || ideltay==0) {
457 /* attempt angle move */
459 iq.y = game.state.kscmdr.y + 1;
460 if (movescom(iq, flag, ipage)) {
461 iq.y = game.state.kscmdr.y - 1;
462 movescom(iq, flag, ipage);
466 iq.x = game.state.kscmdr.x + 1;
467 if (movescom(iq, flag, ipage)) {
468 iq.x = game.state.kscmdr.x - 1;
469 movescom(iq, flag, ipage);
474 /* try moving just in x or y */
475 iq.y = game.state.kscmdr.y;
476 if (movescom(iq, flag, ipage)) {
477 iq.y = game.state.kscmdr.y + ideltay;
478 iq.x = game.state.kscmdr.x;
479 movescom(iq, flag, ipage);
483 /* check for a base */
484 if (game.state.rembase == 0) {
487 else for_starbases(i) {
488 ibq = game.state.baseq[i];
489 if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
490 /* attack the base */
491 if (flag) return; /* no, don't attack base! */
494 schedule(FSCDBAS, 1.0 +2.0*Rand());
495 if (is_scheduled(FCDBAS))
496 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
497 if (game.damage[DRADIO] > 0 && game.condit != IHDOCKED)
498 return; /* no warning */
500 if (*ipage == 0) pause_game(1);
502 proutn(_("Lt. Uhura- \"Captain, the starbase in "));
503 proutn(cramlc(quadrant, game.state.kscmdr));
505 prout(_(" reports that it is under attack from the Klingon Super-commander."));
506 proutn(_(" It can survive until stardate %d.\""),
507 (int)scheduled(FSCDBAS));
508 if (!game.resting) return;
509 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
511 game.resting = false;
512 game.optime = 0.0; /* actually finished */
516 /* Check for intelligence report */
520 (game.damage[DRADIO] > 0.0 && game.condit != IHDOCKED) ||
521 !game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
523 if (*ipage==0) pause_game(1);
525 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
526 proutn(_(" the Super-commander is in "));
527 proutn(cramlc(quadrant, game.state.kscmdr));
533 /* move the Tholian */
537 /* Move the Tholian */
538 if (game.ithere==0 || game.justin == 1) return;
540 if (game.tholian.x == 1 && game.tholian.y == 1) {
541 idx = 1; idy = QUADSIZE;
543 else if (game.tholian.x == 1 && game.tholian.y == QUADSIZE) {
544 idx = QUADSIZE; idy = QUADSIZE;
546 else if (game.tholian.x == QUADSIZE && game.tholian.y == QUADSIZE) {
547 idx = QUADSIZE; idy = 1;
549 else if (game.tholian.x == QUADSIZE && game.tholian.y == 1) {
553 /* something is wrong! */
558 /* Do nothing if we are blocked */
559 if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return;
560 game.quad[game.tholian.x][game.tholian.y] = IHWEB;
562 if (game.tholian.x != idx) {
564 im = fabs((double)idx - game.tholian.x)/((double)idx - game.tholian.x);
565 while (game.tholian.x != idx) {
566 game.tholian.x += im;
567 if (game.quad[game.tholian.x][game.tholian.y]==IHDOT) game.quad[game.tholian.x][game.tholian.y] = IHWEB;
570 else if (game.tholian.y != idy) {
572 im = fabs((double)idy - game.tholian.y)/((double)idy - game.tholian.y);
573 while (game.tholian.y != idy) {
574 game.tholian.y += im;
575 if (game.quad[game.tholian.x][game.tholian.y]==IHDOT) game.quad[game.tholian.x][game.tholian.y] = IHWEB;
578 game.quad[game.tholian.x][game.tholian.y] = IHT;
579 game.ks[game.nenhere] = game.tholian;
581 /* check to see if all holes plugged */
583 if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;
584 if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) return;
585 if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;
586 if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return;
588 /* All plugged up -- Tholian splits */
589 game.quad[game.tholian.x][game.tholian.y]=IHWEB;
590 dropin(IHBLANK, &dummy);
591 crmena(1,IHT, 2, game.tholian);
592 prout(_(" completes web."));
593 game.ithere = game.tholian.x = game.tholian.y = 0;