X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=ai.c;h=c141bbed6ef5d72024bd59a29d29806133afc82f;hp=762e745dcf4dbe9ff62a0943ebf291506034e3e6;hb=0e1982742e811243ff7887fbc8e1963f31138608;hpb=8b0a1880ee115e281afe83e1cd0c90e3306dfed8 diff --git a/ai.c b/ai.c index 762e745..c141bbe 100644 --- a/ai.c +++ b/ai.c @@ -6,14 +6,15 @@ static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) 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])) + if (!VALID_QUADRANT(iqx,iqy) || + game.state.galaxy[iqx][iqy].supernova || + game.state.galaxy[iqx][iqy].klingons > 8) 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++) + for_commanders(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; @@ -40,8 +41,8 @@ static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) 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; + game.state.galaxy[quadx][quady].klingons--; + game.state.galaxy[iqx][iqy].klingons++; if (ienm==IHS) { ishere=0; iscate=0; @@ -53,7 +54,7 @@ static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) game.state.isy=iqy; } else { - for (l=1; l<=game.state.remcom; l++) { + for_commanders(l) { if (game.state.cx[l]==quadx && game.state.cy[l]==quady) { game.state.cx[l]=iqx; game.state.cy[l]=iqy; @@ -164,7 +165,7 @@ static void movebaddy(int comx, int comy, int loccom, int ienm) /* Limit motion according to skill */ if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill; } - /* calcuate preferred number of steps */ + /* 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 */ @@ -306,8 +307,10 @@ 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 || - NOEXIT(game.state.galaxy[iqx][iqy])) return 1; + !VALID_QUADRANT(iqx, iqy) || + game.state.galaxy[iqx][iqy].supernova || + game.state.galaxy[iqx][iqy].klingons > 8) + return 1; if (flag) { /* Avoid quadrants with bases if we want to avoid Enterprise */ for (i = 1; i <= game.state.rembase; i++) @@ -315,10 +318,10 @@ static int movescom(int iqx, int iqy, int flag, int *ipage) } if (justin && !iscate) return 1; /* do the move */ - game.state.galaxy[game.state.isx][game.state.isy] -= KLINGON_PLACE; + game.state.galaxy[game.state.isx][game.state.isy].klingons--; game.state.isx = iqx; game.state.isy = iqy; - game.state.galaxy[game.state.isx][game.state.isy] += KLINGON_PLACE; + game.state.galaxy[game.state.isx][game.state.isy].klingons++; if (ishere) { /* SC has scooted, Remove him from current quadrant */ iscate=0; @@ -345,7 +348,7 @@ static int movescom(int iqx, int iqy, int flag, int *ipage) game.state.plnets[i].crystals == 1) { /* destroy the planet */ DESTROY(&game.state.plnets[i]); - game.state.newstuf[game.state.isx][game.state.isy] -= 1; + game.state.galaxy[game.state.isx][game.state.isy].planets -= 1; if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) { if (*ipage==0) pause_game(1); *ipage = 1; @@ -428,10 +431,12 @@ void scom(int *ipage) ibqy = game.state.baseqy[i]; if ((ibqx == quadx && ibqy == quady) || (ibqx == batx && ibqy == baty) || - NOEXIT(game.state.galaxy[ibqx][ibqy])) continue; + game.state.galaxy[ibqx][ibqy].supernova || + game.state.galaxy[ibqx][ibqy].klingons > 8) + 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++) { + for_commanders (j) { if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) { ifindit = 2; iwhichb = i; @@ -530,7 +535,7 @@ void scom(int *ipage) #endif (Rand() > 0.2 || (game.damage[DRADIO] > 0.0 && condit != IHDOCKED) || - game.starch[game.state.isx][game.state.isy] > 0)) + !game.state.galaxy[game.state.isx][game.state.isy].charted)) return; if (*ipage==0) pause_game(1); *ipage = 1; @@ -590,7 +595,7 @@ void movetho(void) game.ky[nenhere]=ithy; /* check to see if all holes plugged */ - for (i = 1; i < QUADSIZE+1; i++) { + for_sectors(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;