Get rid of FORTRANisms.
[super-star-trek.git] / ai.c
diff --git a/ai.c b/ai.c
index db9de871bc6b154eb3face6016ef430eba3c1a1e..762e745dcf4dbe9ff62a0943ebf291506034e3e6 100644 (file)
--- a/ai.c
+++ b/ai.c
 #include "sst.h"
 
-static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) {
-       int iqx, iqy, l;
+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 (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
-               game.state.galaxy[iqx][iqy] > 899)
-               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 (l = 1; l <= game.state.remcom; 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] -= 100;
-       game.state.galaxy[iqx][iqy] += 100;
-       if (ienm==IHS) {
-               ishere=0;
-               iscate=0;
-               ientesc=0;
-               isatb=0;
-               game.future[FSCMOVE]=0.2777+game.state.date;
-               game.future[FSCDBAS]=1e30;
-               game.state.isx=iqx;
-               game.state.isy=iqy;
+    iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
+    iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1;
+    if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
+       NOEXIT(game.state.galaxy[iqx][iqy]))
+       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 (l = 1; l <= game.state.remcom; 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;
        }
-       else {
-               for (l=1; l<=game.state.remcom; 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;
+       /* 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] -= KLINGON_PLACE;
+    game.state.galaxy[iqx][iqy] += KLINGON_PLACE;
+    if (ienm==IHS) {
+       ishere=0;
+       iscate=0;
+       ientesc=0;
+       isatb=0;
+       game.future[FSCMOVE]=0.2777+game.state.date;
+       game.future[FSCDBAS]=1e30;
+       game.state.isx=iqx;
+       game.state.isy=iqy;
+    }
+    else {
+       for (l=1; l<=game.state.remcom; l++) {
+           if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {
+               game.state.cx[l]=iqx;
+               game.state.cy[l]=iqy;
+               break;
+           }
        }
-       return 1; /* success */
+       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 > 3 ?
-                                 (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0):
-                                 (comhere + ishere);
-       double dist1, forces;
+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 */
+    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 */
+    /* 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.
+ * 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.
+ * 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
+ 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.
+ 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.
+ *  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.
+ 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.
+ *  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.
+ 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.
 */
+ *  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) /* 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;
+       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) /* protected by base -- back off ! */
+               motion -= skill*(2.0-square(Rand()));
        }
-       /* calcuate 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);
+           proutn("MOTION = %1.2f", motion);
+           proutn("  FORCES = %1,2f", forces);
        }
 #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 = 1; ll <= nsteps; ll++) {
+       /* don't move if no motion */
+       if (motion==0) return;
+       /* Limit motion according to skill */
+       if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill;
+    }
+    /* calcuate 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("%d", ll);
-               }
+    if (idebug) {
+       prout("NSTEPS = %d", nsteps);
+    }
 #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.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;
+    /* 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 = 1; ll <= nsteps; ll++) {
 #ifdef DEBUG
-                       if (idebug) {
-                               prout(cramlc(neither, nextx, nexty));
-                       }
+       if (idebug) {
+           prout("%d", ll);
+       }
 #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.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;
                }
-               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));
+               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;
+void movcom(void) 
+{
+    int ix, iy, i;
 
 #ifdef DEBUG
-       if (idebug) prout("MOVCOM");
+    if (idebug) prout("MOVCOM");
 #endif
 
-       /* Figure out which Klingon is the commander (or Supercommander)
-          and do move */
-       if (comhere) for (i = 1; i <= nenhere; i++) {
-               ix = game.kx[i];
-               iy = game.ky[i];
-               if (game.quad[ix][iy] == IHC) {
-                       movebaddy(ix, iy, i, IHC);
-                       break;
-               }
+    /* Figure out which Klingon is the commander (or Supercommander)
+       and do move */
+    if (comhere) for (i = 1; i <= nenhere; i++) {
+       ix = game.kx[i];
+       iy = game.ky[i];
+       if (game.quad[ix][iy] == IHC) {
+           movebaddy(ix, iy, i, IHC);
+           break;
        }
-       if (ishere) for (i = 1; i <= nenhere; i++) {
-               ix = game.kx[i];
-               iy = game.ky[i];
-               if (game.quad[ix][iy] == IHS) {
-                       movebaddy(ix, iy, i, IHS);
-                       break;
-               }
+    }
+    if (ishere) for (i = 1; i <= nenhere; 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
+    }
+    /* 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 > 3) for (i = 1; i <= nenhere; 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]);
-       }
+    if (skill >= SKILL_EXPERT) for (i = 1; i <= nenhere; 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();
+    sortkl();
 }
 
-static int movescom(int iqx, int iqy, int flag, int *ipage) {
-       int i;
+static int movescom(int iqx, int iqy, int flag, int *ipage) 
+{
+    int i;
 
-       if ((iqx==quadx && iqy==quady) ||
-               iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
-               game.state.galaxy[iqx][iqy] > 899) return 1;
-       if (flag) {
-               /* Avoid quadrants with bases if we want to avoid Enterprise */
-               for (i = 1; i <= game.state.rembase; 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] -= 100;
-       game.state.isx = iqx;
-       game.state.isy = iqy;
-       game.state.galaxy[game.state.isx][game.state.isy] += 100;
-       if (ishere) {
-               /* SC has scooted, Remove him from current quadrant */
-               iscate=0;
-               isatb=0;
-               ishere=0;
-               ientesc=0;
-               game.future[FSCDBAS]=1e30;
-               for (i = 1; i <= nenhere; 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.newstuf[game.state.isx][game.state.isy] -= 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;
-               }
+    if ((iqx==quadx && iqy==quady) ||
+       iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
+       NOEXIT(game.state.galaxy[iqx][iqy])) return 1;
+    if (flag) {
+       /* Avoid quadrants with bases if we want to avoid Enterprise */
+       for (i = 1; i <= game.state.rembase; 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] -= KLINGON_PLACE;
+    game.state.isx = iqx;
+    game.state.isy = iqy;
+    game.state.galaxy[game.state.isx][game.state.isy] += KLINGON_PLACE;
+    if (ishere) {
+       /* SC has scooted, Remove him from current quadrant */
+       iscate=0;
+       isatb=0;
+       ishere=0;
+       ientesc=0;
+       game.future[FSCDBAS]=1e30;
+       for (i = 1; i <= nenhere; 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.newstuf[game.state.isx][game.state.isy] -= 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! */
+    }
+    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[6];
-       double bdist[6];
-       int flag;
+void scom(int *ipage)
+{
+    int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
+    int iqx, iqy;
+    int basetbl[BASEMAX];
+    double bdist[BASEMAX];
+    int flag;
 #ifdef DEBUG
-       if (idebug) prout("SCOM");
+    if (idebug) prout("SCOM");
 #endif
 
-       /* Decide on being active or passive */
-       flag = ((game.state.killc+game.state.killk)/(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;
-               }
+    /* Decide on being active or passive */
+    flag = ((game.state.killc+game.state.killk)/(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] = 1e30;
-                       return;
-               }
-               sx = game.state.isx;
-               sy = game.state.isy;
-               for (i = 1; i <= game.state.rembase; 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);
+    }
+    else {
+       /* compute distances to starbases */
+       if (game.state.rembase <= 0) {
+           /* nothing left to do */
+           game.future[FSCMOVE] = 1e30;
+           return;
+       }
+       sx = game.state.isx;
+       sy = game.state.isy;
+       for (i = 1; i <= game.state.rembase; 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;
+                   }
                }
-               /* look for nearest base without a commander, no Enterprise, and
-                  without too many Klingons, and not already under attack. */
-               ifindit = iwhichb = 0;
+           } 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 (i2 = 1; i2 <= game.state.rembase; 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] > 899) continue;
-                       /* if there is a commander, an no other base is appropriate,
-                          we will take the one with the commander */
-                       for (j = 1; j <= game.state.remcom; 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;
-                       }
+       for (i2 = 1; i2 <= game.state.rembase; 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) ||
+               NOEXIT(game.state.galaxy[ibqx][ibqy])) continue;
+           /* if there is a commander, an no other base is appropriate,
+              we will take the one with the commander */
+           for (j = 1; j <= game.state.remcom; j++) {
+               if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
+                   ifindit = 2;
+                   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;
+           }
+           if (j > game.state.remcom) { /* no commander -- use this one */
+               ifindit = 1;
+               iwhichb = i;
+               break;
+           }
        }
-       /* 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;
+       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);
-                               }
-                       }
+    /* 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 {
-                       /* 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);
-                       }
+           }
+           else {
+               iqx = game.state.isx + 1;
+               if (movescom(iqx, iqy, flag, ipage)) {
+                   iqx = game.state.isx - 1;
+                   movescom(iqx, iqy, flag, ipage);
                }
+           }
        }
-       /* check for a base */
-       if (game.state.rembase == 0) {
-               game.future[FSCMOVE] = 1e30;
+       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);
+           }
        }
-       else for (i=1; i<=game.state.rembase; 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] < 1e30) 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 a base */
+    if (game.state.rembase == 0) {
+       game.future[FSCMOVE] = 1e30;
+    }
+    else for (i=1; i<=game.state.rembase; 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] < 1e30) 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 (
+    }
+    /* Check for intelligence report */
+    if (
 #ifdef DEBUG
-               idebug==0 &&
+       idebug==0 &&
 #endif
-               (Rand() > 0.2 ||
-                (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
-                game.starch[game.state.isx][game.state.isy] > 0))
-               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(".\"");
+       (Rand() > 0.2 ||
+        (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
+        game.starch[game.state.isx][game.state.isy] > 0))
        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;
+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;
-       }
+    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;
+    /* 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;
-               }
+    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;
-               }
+    }
+    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;
+    }
+    game.quad[ithx][ithy] = IHT;
+    game.kx[nenhere]=ithx;
+    game.ky[nenhere]=ithy;
 
-       /* check to see if all holes plugged */
-       for (i = 1; i < 11; 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;
+    /* check to see if all holes plugged */
+    for (i = 1; i < QUADSIZE+1; 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;
 }