X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=ai.c;h=3deab689799c2bc2a91c56db62eea833a24c5358;hp=8f4bb988e56eeece0d3c964b7902b66d8deb1094;hb=7d27c8befdb5de9a50ff4af88e764c8336bc1797;hpb=62ecc7f7980b836681dc37f6ac0e03f976916050 diff --git a/ai.c b/ai.c index 8f4bb98..3deab68 100644 --- a/ai.c +++ b/ai.c @@ -6,57 +6,56 @@ static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) { iqx = quadx+(lookx+9)/10 - 1; iqy = quady+(looky+9)/10 - 1; if (iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 || - d.galaxy[iqx][iqy] > 899) + 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 <= d.remcom; l++) - if (d.cx[l]==iqx && d.cy[l]==iqy) return 0; + 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 (kpower[loccom] > 1000.) return 0; + 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 (damage[DSRSENS] == 0.0 || damage[DLRSENS] == 0.0 || + if (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 || condit == IHDOCKED) { proutn("***"); cramen(ienm); - proutn(" escapes to"); - cramlc(1, iqx, iqy); - prout(" (and regains strength)."); + proutn(" escapes to %s (and regains strength).", + cramlc(quadrant, iqx, iqy)); } /* handle local matters related to escape */ - kx[loccom] = kx[nenhere]; - ky[loccom] = ky[nenhere]; - kavgd[loccom] = kavgd[nenhere]; - kpower[loccom] = kpower[nenhere]; - kdist[loccom] = kdist[nenhere]; + 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 */ - d.galaxy[quadx][quady] -= 100; - d.galaxy[iqx][iqy] += 100; + game.state.galaxy[quadx][quady] -= 100; + game.state.galaxy[iqx][iqy] += 100; if (ienm==IHS) { ishere=0; iscate=0; ientesc=0; isatb=0; - future[FSCMOVE]=0.2777+d.date; - future[FSCDBAS]=1e30; - d.isx=iqx; - d.isy=iqy; + 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<=d.remcom; l++) { - if (d.cx[l]==quadx && d.cy[l]==quady) { - d.cx[l]=iqx; - d.cy[l]=iqy; + 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; } } @@ -78,12 +77,12 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { (comhere + ishere); double dist1, forces; - dist1 = kdist[loccom]; + 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 && - (kpower[loccom] <= 500.0 || (condit==IHDOCKED && damage[DPHOTON]==0))) { + (game.kpower[loccom] <= 500.0 || (condit==IHDOCKED && game.damage[DPHOTON]==0))) { irun = 1; motion = -10; } @@ -127,14 +126,14 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { * Motion is limited to skill level, except for SC hi-tailing it out. */ - forces = kpower[loccom]+100.0*nenhere+400*(nbaddys-1); + forces = game.kpower[loccom]+100.0*nenhere+400*(nbaddys-1); if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */ - if (damage[DPHASER] == 0.0 || damage[DPHOTON] == 0.0) { - if (damage[DPHASER] != 0) /* phasers damaged */ + 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 (damage[DPHOTON] != 0) /* photon torpedoes damaged */ + if (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */ forces += 300.0; else forces -= 50.0*torps; @@ -154,11 +153,8 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { } #ifdef DEBUG if (idebug) { - proutn("MOTION = "); - cramf(motion, 1, 2); - proutn(" FORCES = "); - cramf(forces, 1, 2); - skip(1); + proutn("MOTION = %1.2f", motion); + proutn(" FORCES = %1,2f", forces); } #endif /* don't move if no motion */ @@ -173,9 +169,7 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */ #ifdef DEBUG if (idebug) { - proutn("NSTEPS = "); - crami(nsteps, 1); - skip(1); + prout("NSTEPS = %d", nsteps); } #endif /* Compute preferred values of delta X and Y */ @@ -187,13 +181,12 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { if (my != 0) my = my*motion < 0 ? -1 : 1; nextx = comx; nexty = comy; - quad[comx][comy] = IHDOT; + game.quad[comx][comy] = IHDOT; /* main move loop */ for (ll = 1; ll <= nsteps; ll++) { #ifdef DEBUG if (idebug) { - crami(ll,2); - skip(1); + prout("%d", ll); } #endif /* Check if preferred position available */ @@ -218,9 +211,9 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { looky = nexty + krawly; krawly = -krawly; } - else if (quad[lookx][looky] != IHDOT) { + else if (game.quad[lookx][looky] != IHDOT) { /* See if we should ram ship */ - if (quad[lookx][looky] == ship && + if (game.quad[lookx][looky] == ship && (ienm == IHC || ienm == IHS)) { ram(1, ienm, comx, comy); return; @@ -242,28 +235,26 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) { nexty = looky; #ifdef DEBUG if (idebug) { - cramlc(0, nextx, nexty); - skip(1); + prout(cramlc(neither, nextx, nexty)); } #endif } else break; /* done early */ } /* Put commander in place within same quadrant */ - quad[nextx][nexty] = ienm; + game.quad[nextx][nexty] = ienm; if (nextx != comx || nexty != comy) { /* it moved */ - kx[loccom] = nextx; - ky[loccom] = nexty; - kdist[loccom] = kavgd[loccom] = + game.kx[loccom] = nextx; + game.ky[loccom] = nexty; + game.kdist[loccom] = game.kavgd[loccom] = sqrt(square(sectx-nextx)+square(secty-nexty)); - if (damage[DSRSENS] == 0 || condit == IHDOCKED) { + if (game.damage[DSRSENS] == 0 || condit == IHDOCKED) { proutn("***"); cramen(ienm); - if (kdist[loccom] < dist1) proutn(" advances to"); - else proutn(" retreats to"); - cramlc(2, nextx, nexty); - skip(1); + if (game.kdist[loccom] < dist1) proutn(" advances to"); + else proutn(" retreats to "); + prout(cramlc(sector, nextx, nexty)); } } } @@ -278,17 +269,17 @@ void movcom(void) { /* Figure out which Klingon is the commander (or Supercommander) and do move */ if (comhere) for (i = 1; i <= nenhere; i++) { - ix = kx[i]; - iy = ky[i]; - if (quad[ix][iy] == IHC) { + 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 = kx[i]; - iy = ky[i]; - if (quad[ix][iy] == IHS) { + ix = game.kx[i]; + iy = game.ky[i]; + if (game.quad[ix][iy] == IHS) { movebaddy(ix, iy, i, IHS); break; } @@ -297,10 +288,10 @@ void movcom(void) { 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 = kx[i]; - iy = ky[i]; - if (quad[ix][iy] == IHK || quad[ix][iy] == IHR) - movebaddy(ix, iy, i, quad[ix][iy]); + 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(); @@ -311,51 +302,51 @@ static int checkdest(int iqx, int iqy, int flag, int *ipage) { if ((iqx==quadx && iqy==quady) || iqx < 1 || iqx > 8 || iqy < 1 || iqy > 8 || - d.galaxy[iqx][iqy] > 899) return 1; + game.state.galaxy[iqx][iqy] > 899) return 1; if (flag) { /* Avoid quadrants with bases if we want to avoid Enterprise */ - for (i = 1; i <= d.rembase; i++) - if (d.baseqx[i]==iqx && d.baseqy[i]==iqy) return 1; + for (i = 1; i <= game.state.rembase; i++) + if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1; } /* do the move */ - d.galaxy[d.isx][d.isy] -= 100; - d.isx = iqx; - d.isy = iqy; - d.galaxy[d.isx][d.isy] += 100; + 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 (iscate) { /* SC has scooted, Remove him from current quadrant */ iscate=0; isatb=0; ishere=0; ientesc=0; - future[FSCDBAS]=1e30; + game.future[FSCDBAS]=1e30; for (i = 1; i <= nenhere; i++) - if (quad[kx[i]][ky[i]] == IHS) break; - quad[kx[i]][ky[i]] = IHDOT; - kx[i] = kx[nenhere]; - ky[i] = ky[nenhere]; - kdist[i] = kdist[nenhere]; - kavgd[i] = kavgd[nenhere]; - kpower[i] = kpower[nenhere]; + 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 = 1; i <= inplan; i++) { - if (d.plnets[i].x==d.isx && d.plnets[i].y==d.isy && - d.plnets[i].crystals == 1) { + 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 */ - d.plnets[i] = nulplanet; - d.newstuf[d.isx][d.isy] -= 1; - if (damage[DRADIO] == 0.0 || condit == IHDOCKED) { + 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(1); *ipage = 1; prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports"); - proutn(" a planet in"); - cramlc(1, d.isx, d.isy); + proutn(" a planet in "); + proutn(cramlc(quadrant, game.state.isx, game.state.isy)); prout(" has been destroyed"); prout(" by the Super-commander.\""); } @@ -380,39 +371,39 @@ void scom(int *ipage) { #endif /* Decide on being active or passive */ - flag = ((d.killc+d.killk)/(d.date+0.01-indate) < 0.1*skill*(skill+1.0) || - (d.date-indate) < 3.0); + 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 = d.isx-quadx; - ideltay = d.isy-quady; + ideltax = game.state.isx-quadx; + ideltay = game.state.isy-quady; if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) { /* circulate in space */ - ideltax = d.isy-quady; - ideltay = quadx-d.isx; + ideltax = game.state.isy-quady; + ideltay = quadx-game.state.isx; } } else { /* compute distances to starbases */ - if (d.rembase <= 0) { + if (game.state.rembase <= 0) { /* nothing left to do */ - future[FSCMOVE] = 1e30; + game.future[FSCMOVE] = 1e30; return; } - sx = d.isx; - sy = d.isy; - for (i = 1; i <= d.rembase; i++) { + sx = game.state.isx; + sy = game.state.isy; + for (i = 1; i <= game.state.rembase; i++) { basetbl[i] = i; - ibqx = d.baseqx[i]; - ibqy = d.baseqy[i]; + ibqx = game.state.baseqx[i]; + ibqy = game.state.baseqy[i]; bdist[i] = sqrt(square(ibqx-sx) + square(ibqy-sy)); } - if (d.rembase > 1) { + if (game.state.rembase > 1) { /* sort into nearest first order */ int iswitch; do { iswitch = 0; - for (i=1; i < d.rembase-1; i++) { + for (i=1; i < game.state.rembase-1; i++) { if (bdist[i] > bdist[i+1]) { int ti = basetbl[i]; double t = bdist[i]; @@ -429,34 +420,34 @@ void scom(int *ipage) { without too many Klingons, and not already under attack. */ ifindit = iwhichb = 0; - for (i2 = 1; i2 <= d.rembase; i2++) { + for (i2 = 1; i2 <= game.state.rembase; i2++) { i = basetbl[i2]; /* bug in original had it not finding nearest*/ - ibqx = d.baseqx[i]; - ibqy = d.baseqy[i]; + ibqx = game.state.baseqx[i]; + ibqy = game.state.baseqy[i]; if ((ibqx == quadx && ibqy == quady) || (ibqx == batx && ibqy == baty) || - d.galaxy[ibqx][ibqy] > 899) continue; + 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 <= d.remcom; j++) { - if (ibqx==d.cx[j] && ibqy==d.cy[j] && ifindit!= 2) { + 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 > d.remcom) { /* no commander -- use this one */ + 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*/ - ibqx = d.baseqx[iwhichb]; - ibqy = d.baseqy[iwhichb]; + ibqx = game.state.baseqx[iwhichb]; + ibqy = game.state.baseqy[iwhichb]; /* decide how to move toward base */ - ideltax = ibqx - d.isx; - ideltay = ibqy - d.isy; + 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; @@ -465,63 +456,62 @@ void scom(int *ipage) { if (ideltay < -1) ideltay = -1; /* try moving in both x and y directions */ - iqx = d.isx + ideltax; - iqy = d.isy + ideltax; + iqx = game.state.isx + ideltax; + iqy = game.state.isy + ideltax; if (checkdest(iqx, iqy, flag, ipage)) { /* failed -- try some other maneuvers */ if (ideltax==0 || ideltay==0) { /* attempt angle move */ if (ideltax != 0) { - iqy = d.isy + 1; + iqy = game.state.isy + 1; if (checkdest(iqx, iqy, flag, ipage)) { - iqy = d.isy - 1; + iqy = game.state.isy - 1; checkdest(iqx, iqy, flag, ipage); } } else { - iqx = d.isx + 1; + iqx = game.state.isx + 1; if (checkdest(iqx, iqy, flag, ipage)) { - iqx = d.isx - 1; + iqx = game.state.isx - 1; checkdest(iqx, iqy, flag, ipage); } } } else { /* try moving just in x or y */ - iqy = d.isy; + iqy = game.state.isy; if (checkdest(iqx, iqy, flag, ipage)) { - iqy = d.isy + ideltay; - iqx = d.isx; + iqy = game.state.isy + ideltay; + iqx = game.state.isx; checkdest(iqx, iqy, flag, ipage); } } } /* check for a base */ - if (d.rembase == 0) { - future[FSCMOVE] = 1e30; + if (game.state.rembase == 0) { + game.future[FSCMOVE] = 1e30; } - else for (i=1; i<=d.rembase; i++) { - ibqx = d.baseqx[i]; - ibqy = d.baseqy[i]; - if (ibqx==d.isx && ibqy == d.isy && d.isx != batx && d.isy != baty) { + 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; - future[FSCDBAS] = d.date + 1.0 +2.0*Rand(); - if (batx != 0) future[FSCDBAS] += future[FCDBAS]-d.date; - if (damage[DRADIO] > 0 && condit != IHDOCKED) + game.future[FSCDBAS] = game.state.date + 1.0 +2.0*Rand(); + if (batx != 0) 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(1); *ipage=1; - proutn("Lt. Uhura- \"Captain, the starbase in"); - cramlc(1, d.isx, d.isy); + 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 "); - cramf(future[FSCDBAS], 0, 1); - prout(" .\""); + 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; @@ -536,14 +526,14 @@ void scom(int *ipage) { idebug==0 && #endif (Rand() > 0.2 || - (damage[DRADIO] > 0.0 && condit != IHDOCKED) || - starch[d.isx][d.isy] > 0)) + (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) || + game.starch[game.state.isx][game.state.isy] > 0)) return; if (*ipage==0) pause(1); *ipage = 1; prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports"); - proutn(" the Super-commander is in"); - cramlc(1, d.isx, d.isy); + proutn(" the Super-commander is in "); + proutn(cramlc(quadrant, game.state.isx, game.state. isy)); prout(".\""); return; } @@ -572,15 +562,15 @@ void movetho(void) { } /* Do nothing if we are blocked */ - if (quad[idx][idy]!= IHDOT && quad[idx][idy]!= IHWEB) return; - quad[ithx][ithy] = IHWEB; + 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 (quad[ithx][ithy]==IHDOT) quad[ithx][ithy] = IHWEB; + if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB; } } else if (ithy != idy) { @@ -588,20 +578,20 @@ void movetho(void) { im = fabs((double)idy - ithy)/((double)idy - ithy); while (ithy != idy) { ithy += im; - if (quad[ithx][ithy]==IHDOT) quad[ithx][ithy] = IHWEB; + if (game.quad[ithx][ithy]==IHDOT) game.quad[ithx][ithy] = IHWEB; } } - quad[ithx][ithy] = IHT; + game.quad[ithx][ithy] = IHT; /* check to see if all holes plugged */ for (i = 1; i < 11; i++) { - if (quad[1][i]!=IHWEB && quad[1][i]!=IHT) return; - if (quad[10][i]!=IHWEB && quad[10][i]!=IHT) return; - if (quad[i][1]!=IHWEB && quad[i][1]!=IHT) return; - if (quad[i][10]!=IHWEB && quad[i][10]!=IHT) return; + if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return; + if (game.quad[10][i]!=IHWEB && game.quad[10][i]!=IHT) return; + if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return; + if (game.quad[i][10]!=IHWEB && game.quad[i][10]!=IHT) return; } /* All plugged up -- Tholian splits */ - quad[ithx][ithy]=IHWEB; + game.quad[ithx][ithy]=IHWEB; dropin(IHBLANK, &dum, &my); crmena(1,IHT, 2, ithx, ithy); prout(" completes web.");