--- /dev/null
+#include "sst.h"
+
+static bool tryexit(coord look, int ienm, int loccom, bool irun)
+/* a bad guy attempts to bug out */
+{
+ int n;
+ coord iq;
+
+ iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1;
+ iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1;
+ if (!VALID_QUADRANT(iq.x,iq.y) ||
+ game.state.galaxy[iq.x][iq.y].supernova ||
+ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1)
+ return false; /* no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons */
+ if (ienm == IHR)
+ return false; /* Romulans cannot escape! */
+ if (!irun) {
+ /* avoid intruding on another commander's territory */
+ if (ienm == IHC) {
+ for (n = 1; n <= game.state.remcom; n++)
+ if (same(game.state.kcmdr[n],iq))
+ return false;
+ /* refuse to leave if currently attacking starbase */
+ if (same(game.battle, game.quadrant))
+ return false;
+ }
+ /* don't leave if over 1000 units of energy */
+ 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
+ if (!damaged(DSRSENS) || !damaged(DLRSENS) ||
+ game.condition == docked) {
+ crmena(true, ienm, sector, game.ks[loccom]);
+ prout(_(" escapes to %s (and regains strength)."),
+ cramlc(quadrant, iq));
+ }
+ /* handle local matters related to escape */
+ game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT;
+ game.ks[loccom] = game.ks[game.nenhere];
+ game.kavgd[loccom] = game.kavgd[game.nenhere];
+ game.kpower[loccom] = game.kpower[game.nenhere];
+ game.kdist[loccom] = game.kdist[game.nenhere];
+ game.klhere--;
+ game.nenhere--;
+ if (game.condition != docked)
+ newcnd();
+ /* Handle global matters related to escape */
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
+ game.state.galaxy[iq.x][iq.y].klingons++;
+ if (ienm==IHS) {
+ game.ishere = false;
+ game.iscate = false;
+ game.ientesc = false;
+ game.isatb = 0;
+ schedule(FSCMOVE, 0.2777);
+ unschedule(FSCDBAS);
+ game.state.kscmdr=iq;
+ }
+ else {
+ for (n = 1; n <= game.state.remcom; n++) {
+ if (same(game.state.kcmdr[n], game.quadrant)) {
+ game.state.kcmdr[n]=iq;
+ break;
+ }
+ }
+ game.comhere = false;
+ }
+ 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 */
+{
+ int motion, mdist, nsteps, mx, my, ll;
+ coord next, look;
+ int krawlx, krawly;
+ bool success, irun = false;
+ int attempts;
+ /* This should probably be just game.comhere + game.ishere */
+ int nbaddys = game.skill >= SKILL_EXPERT ?
+ (int)((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0):
+ (game.comhere + game.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 || (game.condition==docked && !damaged(DPHOTON)))) {
+ irun = true;
+ motion = -QUADSIZE;
+ }
+ else {
+ /* decide whether to advance, retreat, or hold position */
+ forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1);
+ if (!game.shldup)
+ forces += 1000; /* Good for enemy if shield is down! */
+ if (!damaged(DPHASER) || !damaged(DPHOTON)) {
+ if (damaged(DPHASER)) /* phasers damaged */
+ forces += 300.0;
+ else
+ forces -= 0.2*(game.energy - 2500.0);
+ if (damaged(DPHOTON)) /* photon torpedoes damaged */
+ forces += 300.0;
+ else
+ forces -= 50.0*game.torps;
+ }
+ else {
+ /* phasers and photon tubes both out! */
+ forces += 1000.0;
+ }
+ motion = 0;
+ if (forces <= 1000.0 && game.condition != docked) /* 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 (game.condition==docked && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
+ motion -= game.skill*(2.0-square(Rand()));
+ }
+ if (idebug)
+ proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces);
+ /* don't move if no motion */
+ if (motion==0)
+ return;
+ /* Limit motion according to skill */
+ if (abs(motion) > game.skill)
+ motion = (motion < 0) ? -game.skill : game.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 */
+ if (idebug) {
+ proutn("NSTEPS = %d:", nsteps);
+ }
+ /* Compute preferred values of delta X and Y */
+ mx = game.sector.x - com.x;
+ my = game.sector.y - com.y;
+ if (2.0 * abs(mx) < abs(my))
+ mx = 0;
+ if (2.0 * abs(my) < abs(game.sector.x-com.x))
+ my = 0;
+ if (mx != 0)
+ mx = mx*motion < 0 ? -1 : 1;
+ if (my != 0)
+ my = my*motion < 0 ? -1 : 1;
+ next = com;
+ /* main move loop */
+ for (ll = 0; ll < nsteps; ll++) {
+ if (idebug)
+ proutn(" %d", ll+1);
+ /* Check if preferred position available */
+ look.x = next.x + mx;
+ look.y = next.y + my;
+ krawlx = mx < 0 ? 1 : -1;
+ krawly = my < 0 ? 1 : -1;
+ success = false;
+ attempts = 0; /* Settle mysterious hang problem */
+ while (attempts++ < 20 && !success) {
+ if (look.x < 1 || look.x > QUADSIZE) {
+ if (motion < 0 && tryexit(look, ienm, loccom, irun))
+ return;
+ if (krawlx == mx || my == 0)
+ break;
+ look.x = next.x + krawlx;
+ krawlx = -krawlx;
+ }
+ else if (look.y < 1 || look.y > QUADSIZE) {
+ if (motion < 0 && tryexit(look, ienm, loccom, irun))
+ return;
+ if (krawly == my || mx == 0)
+ break;
+ look.y = next.y + krawly;
+ krawly = -krawly;
+ }
+ else if ((game.options & OPTION_RAMMING) && game.quad[look.x][look.y] != IHDOT) {
+ /* See if we should ram ship */
+ if (game.quad[look.x][look.y] == game.ship &&
+ (ienm == IHC || ienm == IHS)) {
+ ram(true, ienm, com);
+ return;
+ }
+ if (krawlx != mx && my != 0) {
+ look.x = next.x + krawlx;
+ krawlx = -krawlx;
+ }
+ else if (krawly != my && mx != 0) {
+ look.y = next.y + krawly;
+ krawly = -krawly;
+ }
+ else
+ break; /* we have failed */
+ }
+ else
+ success = true;
+ }
+ if (success) {
+ next = look;
+ if (idebug)
+ proutn(cramlc(neither, next));
+ }
+ else
+ break; /* done early */
+
+ }
+ if (idebug)
+ skip(1);
+ /* Put commander in place within same quadrant */
+ game.quad[com.x][com.y] = IHDOT;
+ game.quad[next.x][next.y] = ienm;
+ if (!same(next, com)) {
+ /* it moved */
+ game.ks[loccom] = next;
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next);
+ if (!damaged(DSRSENS) || game.condition == docked) {
+ proutn("***");
+ cramen(ienm);
+ proutn(_(" from %s"), cramlc(sector, com));
+ if (game.kdist[loccom] < dist1)
+ proutn(_(" advances to "));
+ else
+ proutn(_(" retreats to "));
+ prout(cramlc(sector, next));
+ }
+ }
+}
+
+void moveklings(void)
+/* Klingon tactical movement */
+{
+ coord w;
+ int i;
+
+ if (idebug)
+ prout("== MOVCOM");
+
+ // Figure out which Klingon is the commander (or Supercommander)
+ // and do move
+ if (game.comhere)
+ for (i = 1; i <= game.nenhere; i++) {
+ w = game.ks[i];
+ if (game.quad[w.x][w.y] == IHC) {
+ movebaddy(w, i, IHC);
+ break;
+ }
+ }
+ if (game.ishere)
+ for (i = 1; i <= game.nenhere; i++) {
+ w = game.ks[i];
+ if (game.quad[w.x][w.y] == IHS) {
+ movebaddy(w, 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 (game.skill >= SKILL_EXPERT && (game.options & OPTION_MVBADDY))
+ for (i = 1; i <= game.nenhere; i++) {
+ w = game.ks[i];
+ if (game.quad[w.x][w.y] == IHK || game.quad[w.x][w.y] == IHR)
+ movebaddy(w, i, game.quad[w.x][w.y]);
+ }
+
+ sortklings();
+}
+
+static bool movescom(coord iq, bool avoid)
+/* commander movement helper */
+{
+ int i;
+
+ if (same(iq, game.quadrant) || !VALID_QUADRANT(iq.x, iq.y) ||
+ game.state.galaxy[iq.x][iq.y].supernova ||
+ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1)
+ return 1;
+ if (avoid) {
+ /* Avoid quadrants with bases if we want to avoid Enterprise */
+ for (i = 1; i <= game.state.rembase; i++)
+ if (same(game.state.baseq[i], iq))
+ return true;
+ }
+ if (game.justin && !game.iscate)
+ return true;
+ /* do the move */
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons--;
+ game.state.kscmdr = iq;
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons++;
+ if (game.ishere) {
+ /* SC has scooted, Remove him from current quadrant */
+ game.iscate=false;
+ game.isatb=0;
+ game.ishere = false;
+ game.ientesc = false;
+ unschedule(FSCDBAS);
+ for (i = 1; i <= game.nenhere; i++)
+ if (game.quad[game.ks[i].x][game.ks[i].y] == IHS)
+ break;
+ game.quad[game.ks[i].x][game.ks[i].y] = IHDOT;
+ game.ks[i] = game.ks[game.nenhere];
+ game.kdist[i] = game.kdist[game.nenhere];
+ game.kavgd[i] = game.kavgd[game.nenhere];
+ game.kpower[i] = game.kpower[game.nenhere];
+ game.klhere--;
+ game.nenhere--;
+ if (game.condition!=docked)
+ newcnd();
+ sortklings();
+ }
+ /* check for a helpful planet */
+ for (i = 0; i < game.inplan; i++) {
+ if (same(game.state.planets[i].w, game.state.kscmdr) &&
+ game.state.planets[i].crystals == present) {
+ /* destroy the planet */
+ game.state.planets[i].pclass = destroyed;
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
+ if (!damaged(DRADIO) || game.condition == docked) {
+ announce();
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
+ proutn(_(" a planet in "));
+ proutn(cramlc(quadrant, game.state.kscmdr));
+ prout(_(" has been destroyed"));
+ prout(_(" by the Super-commander.\""));
+ }
+ break;
+ }
+ }
+ return false; /* looks good! */
+}
+
+void supercommander(void)
+/* move the Super Commander */
+{
+ int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
+ coord iq, sc, ibq;
+ int basetbl[BASEMAX+1];
+ double bdist[BASEMAX+1];
+ bool avoid;
+
+ if (idebug)
+ prout("== SUPERCOMMANDER");
+
+ /* Decide on being active or passive */
+ avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(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 && avoid) {
+ /* compute move away from Enterprise */
+ ideltax = game.state.kscmdr.x-game.quadrant.x;
+ ideltay = game.state.kscmdr.y-game.quadrant.y;
+ if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) {
+ /* circulate in space */
+ ideltax = game.state.kscmdr.y-game.quadrant.y;
+ ideltay = game.quadrant.x-game.state.kscmdr.x;
+ }
+ }
+ else {
+ /* compute distances to starbases */
+ if (game.state.rembase <= 0) {
+ /* nothing left to do */
+ unschedule(FSCMOVE);
+ return;
+ }
+ sc = game.state.kscmdr;
+ for (i = 1; i <= game.state.rembase; i++) {
+ basetbl[i] = i;
+ bdist[i] = distance(game.state.baseq[i], sc);
+ }
+ if (game.state.rembase > 1) {
+ /* sort into nearest first order */
+ bool iswitch;
+ do {
+ iswitch = false;
+ 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 = true;
+ }
+ }
+ } 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*/
+ ibq = game.state.baseq[i];
+ if (same(ibq, game.quadrant) || same(ibq, game.battle) ||
+ game.state.galaxy[ibq.x][ibq.y].supernova ||
+ game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1)
+ continue;
+ // if there is a commander, and no other base is appropriate,
+ // we will take the one with the commander
+ for (j = 1; j <= game.state.remcom; j++) {
+ if (same(ibq, game.state.kcmdr[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*/
+ ibq = game.state.baseq[iwhichb];
+ /* decide how to move toward base */
+ ideltax = ibq.x - game.state.kscmdr.x;
+ ideltay = ibq.y - game.state.kscmdr.y;
+ }
+ /* 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 */
+ iq.x = game.state.kscmdr.x + ideltax;
+ iq.y = game.state.kscmdr.y + ideltax;
+ 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, avoid)) {
+ iq.y = game.state.kscmdr.y - 1;
+ movescom(iq, avoid);
+ }
+ }
+ else {
+ iq.x = game.state.kscmdr.x + 1;
+ if (movescom(iq, avoid)) {
+ iq.x = game.state.kscmdr.x - 1;
+ movescom(iq, avoid);
+ }
+ }
+ }
+ else {
+ /* try moving just in x or y */
+ iq.y = game.state.kscmdr.y;
+ if (movescom(iq, avoid)) {
+ iq.y = game.state.kscmdr.y + ideltay;
+ iq.x = game.state.kscmdr.x;
+ movescom(iq, avoid);
+ }
+ }
+ }
+ /* check for a base */
+ if (game.state.rembase == 0) {
+ unschedule(FSCMOVE);
+ }
+ else {
+ for (i = 1; i <= game.state.rembase; i++) {
+ ibq = game.state.baseq[i];
+ if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
+ /* attack the base */
+ if (avoid)
+ return; /* no, don't attack base! */
+ game.iseenit = false;
+ game.isatb = 1;
+ schedule(FSCDBAS, 1.0 +2.0*Rand());
+ if (is_scheduled(FCDBAS))
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
+ if (damaged(DRADIO) && game.condition != docked)
+ return; /* no warning */
+ game.iseenit = true;
+ announce();
+ proutn(_("Lt. Uhura- \"Captain, the starbase in "));
+ proutn(cramlc(quadrant, game.state.kscmdr));
+ skip(1);
+ prout(_(" reports that it is under attack from the Klingon Super-commander."));
+ proutn(_(" It can survive until stardate %d.\""),
+ (int)scheduled(FSCDBAS));
+ if (!game.resting)
+ return;
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
+ if (ja() == false)
+ return;
+ game.resting = false;
+ game.optime = 0.0; /* actually finished */
+ return;
+ }
+ }
+ }
+ /* Check for intelligence report */
+ if (
+ !idebug &&
+ (Rand() > 0.2 ||
+ (damaged(DRADIO) && game.condition != docked) ||
+ !game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
+ return;
+ announce();
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
+ proutn(_(" the Super-commander is in "));
+ proutn(cramlc(quadrant, game.state.kscmdr));
+ prout(".\"");
+ return;
+}
+
+void movetholian(void)
+/* move the Tholian */
+{
+ int idx, idy, im, i;
+ if (!game.ithere || game.justin)
+ return;
+
+ if (game.tholian.x == 1 && game.tholian.y == 1) {
+ idx = 1; idy = QUADSIZE;
+ }
+ else if (game.tholian.x == 1 && game.tholian.y == QUADSIZE) {
+ idx = QUADSIZE; idy = QUADSIZE;
+ }
+ else if (game.tholian.x == QUADSIZE && game.tholian.y == QUADSIZE) {
+ idx = QUADSIZE; idy = 1;
+ }
+ else if (game.tholian.x == QUADSIZE && game.tholian.y == 1) {
+ idx = 1; idy = 1;
+ }
+ else {
+ /* something is wrong! */
+ game.ithere = false;
+ return;
+ }
+
+ /* 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;
+
+ if (game.tholian.x != idx) {
+ /* move in x axis */
+ im = fabs((double)idx - game.tholian.x)/((double)idx - game.tholian.x);
+ while (game.tholian.x != idx) {
+ game.tholian.x += im;
+ if (game.quad[game.tholian.x][game.tholian.y]==IHDOT)
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB;
+ }
+ }
+ else if (game.tholian.y != idy) {
+ /* move in y axis */
+ im = fabs((double)idy - game.tholian.y)/((double)idy - game.tholian.y);
+ while (game.tholian.y != idy) {
+ game.tholian.y += im;
+ if (game.quad[game.tholian.x][game.tholian.y]==IHDOT)
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB;
+ }
+ }
+ game.quad[game.tholian.x][game.tholian.y] = IHT;
+ game.ks[game.nenhere] = game.tholian;
+
+ /* check to see if all holes plugged */
+ for (i = 1; i <= QUADSIZE; 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[game.tholian.x][game.tholian.y]=IHWEB;
+ dropin(IHBLANK);
+ crmena(true, IHT, sector, game.tholian);
+ prout(_(" completes web."));
+ game.ithere = false;
+ game.nenhere--;
+ return;
+}