X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fai.c;h=1ea8cfa288b329569b8a69a274067be432084ebc;hp=685fe69947d77f8547c34450966ed4dfe6929480;hb=2e04509ec9be1e3ad2a1f8a7e84552d6896f89ab;hpb=459d6afcbe13be588b29c8bd1fbffb39b13fdee1 diff --git a/src/ai.c b/src/ai.c index 685fe69..1ea8cfa 100644 --- a/src/ai.c +++ b/src/ai.c @@ -1,33 +1,37 @@ #include "sst.h" -static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) +static bool tryexit(coord look, int ienm, int loccom, bool irun) +/* a bad guy attempts to bug out */ { - int l; + int n; coord iq; - iq.x = game.quadrant.x+(lookx+(QUADSIZE-1))/QUADSIZE - 1; - iq.y = game.quadrant.y+(looky+(QUADSIZE-1))/QUADSIZE - 1; + 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 > 8) - return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */ - if (ienm == IHR) return 0; /* Romulans cannot escape! */ - if (irun == 0) { + 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_commanders(l) - if (same(game.state.kcmdr[l],iq)) return 0; + for_commanders(n) + if (same(game.state.kcmdr[n],iq)) + return false; /* refuse to leave if currently attacking starbase */ - if (same(game.battle, game.quadrant)) return 0; + if (same(game.battle, game.quadrant)) + return false; } /* don't leave if over 1000 units of energy */ - if (game.kpower[loccom] > 1000.) return 0; + 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 (game.damage[DSRSENS] == 0.0 || game.damage[DLRSENS] == 0.0 || - game.condit == IHDOCKED) { - crmena(1, ienm, 2, game.ks[loccom]); + 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)); } @@ -39,40 +43,40 @@ static int tryexit(int lookx, int looky, int ienm, int loccom, int irun) game.kdist[loccom] = game.kdist[game.nenhere]; game.klhere--; game.nenhere--; - if (game.condit != IHDOCKED) newcnd(); + 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=0; - game.iscate=0; - game.ientesc=0; - game.isatb=0; + game.ishere = false; + game.iscate = false; + game.ientesc = false; + game.isatb = 0; schedule(FSCMOVE, 0.2777); unschedule(FSCDBAS); - game.state.kscmdr.x=iq.x; - game.state.kscmdr.y=iq.y; + game.state.kscmdr=iq; } else { - for_commanders(l) { - if (same(game.state.kcmdr[l], game.quadrant)) { - game.state.kcmdr[l]=iq; + for_commanders(n) { + if (same(game.state.kcmdr[n], game.quadrant)) { + game.state.kcmdr[n]=iq; break; } } - game.comhere = 0; + game.comhere = false; } - return 1; /* success */ + return true; /* success */ } -static void movebaddy(coord com, int loccom, int ienm) +static void movebaddy(coord com, int loccom, feature ienm) +/* tactical movement for the bad guys */ { - int motion, mdist, nsteps, mx, my, lookx, looky, ll; - coord next; - int irun = 0; + int motion, mdist, nsteps, mx, my, ll; + coord next, look; int krawlx, krawly; - int success; + bool success, irun = false; int attempts; /* This should probably be just game.comhere + game.ishere */ int nbaddys = game.skill >= SKILL_EXPERT ? @@ -85,8 +89,8 @@ static void movebaddy(coord com, int loccom, int ienm) /* If SC, check with spy to see if should hi-tail it */ if (ienm==IHS && - (game.kpower[loccom] <= 500.0 || (game.condit==IHDOCKED && game.damage[DPHOTON]==0))) { - irun = 1; + (game.kpower[loccom] <= 500.0 || (game.condition==docked && !damaged(DPHOTON)))) { + irun = true; motion = -QUADSIZE; } else { @@ -130,13 +134,13 @@ static void movebaddy(coord com, int loccom, int ienm) */ forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1); - if (game.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 */ + 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 (game.damage[DPHOTON] != 0) /* photon torpedoes damaged */ + if (damaged(DPHOTON)) /* photon torpedoes damaged */ forces += 300.0; else forces -= 50.0*game.torps; @@ -146,20 +150,22 @@ static void movebaddy(coord com, int loccom, int ienm) forces += 1000.0; } motion = 0; - if (forces <= 1000.0 && game.condit != IHDOCKED) /* Typical situation */ + 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.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */ + if (game.condition==docked && (game.options & OPTION_BASE)) /* protected by base -- back off ! */ motion -= game.skill*(2.0-square(Rand())); } if (idebug) - proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces); + proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces); /* don't move if no motion */ - if (motion==0) return; + if (motion==0) + return; /* Limit motion according to skill */ - if (abs(motion) > game.skill) motion = (motion < 0) ? -game.skill : game.skill; + if (abs(motion) > game.skill) + motion = (motion < 0) ? -game.skill : game.skill; } /* calculate preferred number of steps */ nsteps = motion < 0 ? -motion : motion; @@ -172,93 +178,103 @@ static void movebaddy(coord com, int loccom, int ienm) /* 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; + 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 */ - lookx = next.x + mx; - looky = next.y + my; + look.x = next.x + mx; + look.y = next.y + my; krawlx = mx < 0 ? 1 : -1; krawly = my < 0 ? 1 : -1; - success = 0; + success = false; attempts = 0; /* Settle mysterious hang problem */ while (attempts++ < 20 && !success) { - if (lookx < 1 || lookx > QUADSIZE) { - if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) + if (look.x < 1 || look.x > QUADSIZE) { + if (motion < 0 && tryexit(look, ienm, loccom, irun)) return; - if (krawlx == mx || my == 0) break; - lookx = next.x + krawlx; + if (krawlx == mx || my == 0) + break; + look.x = next.x + krawlx; krawlx = -krawlx; } - else if (looky < 1 || looky > QUADSIZE) { - if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) + else if (look.y < 1 || look.y > QUADSIZE) { + if (motion < 0 && tryexit(look, ienm, loccom, irun)) return; - if (krawly == my || mx == 0) break; - looky = next.y + krawly; + if (krawly == my || mx == 0) + break; + look.y = next.y + krawly; krawly = -krawly; } - else if ((game.options & OPTION_RAMMING) && game.quad[lookx][looky] != IHDOT) { + else if ((game.options & OPTION_RAMMING) && game.quad[look.x][look.y] != IHDOT) { /* See if we should ram ship */ - if (game.quad[lookx][looky] == game.ship && + if (game.quad[look.x][look.y] == game.ship && (ienm == IHC || ienm == IHS)) { - ram(1, ienm, com); + ram(true, ienm, com); return; } if (krawlx != mx && my != 0) { - lookx = next.x + krawlx; + look.x = next.x + krawlx; krawlx = -krawlx; } else if (krawly != my && mx != 0) { - looky = next.y + krawly; + look.y = next.y + krawly; krawly = -krawly; } - else break; /* we have failed */ + else + break; /* we have failed */ } - else success = 1; + else + success = true; } if (success) { - next.x = lookx; - next.y = looky; + next = look; if (idebug) proutn(cramlc(neither, next)); } - else break; /* done early */ + else + break; /* done early */ } if (idebug) - prout(""); + skip(1); /* Put commander in place within same quadrant */ game.quad[com.x][com.y] = IHDOT; game.quad[next.x][next.y] = ienm; - if (next.x != com.x || next.y != com.y) { + if (!same(next, com)) { /* it moved */ - game.ks[loccom].x = next.x; - game.ks[loccom].y = next.y; - game.kdist[loccom] = game.kavgd[loccom] = - sqrt(square(game.sector.x-next.x)+square(game.sector.y-next.y)); - if (game.damage[DSRSENS] == 0 || game.condit == IHDOCKED) { + 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(2, com)); - if (game.kdist[loccom] < dist1) proutn(_(" advances to ")); - else proutn(_(" retreats to ")); + if (game.kdist[loccom] < dist1) + proutn(_(" advances to ")); + else + proutn(_(" retreats to ")); prout(cramlc(sector, next)); } } } -void movcom(void) +void moveklings(void) +/* move a commander */ { coord w; int i; - if (idebug) prout("== MOVCOM"); + if (idebug) + prout("== MOVCOM"); /* Figure out which Klingon is the commander (or Supercommander) and do move */ @@ -291,33 +307,37 @@ void movcom(void) sortkl(); } -static bool movescom(coord iq, int flag, int *ipage) +static bool movescom(coord iq, bool flag, bool *ipage) +/* 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 > 8) + game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1) return 1; if (flag) { /* Avoid quadrants with bases if we want to avoid Enterprise */ for_starbases(i) - if (game.state.baseq[i].x==iq.x && game.state.baseq[i].y==iq.y) return 1; + if (same(game.state.baseq[i], iq)) + return true; } - if (game.justin && !game.iscate) 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=0; + game.iscate=false; game.isatb=0; - game.ishere=0; - game.ientesc=0; + game.ishere = false; + game.ientesc = false; unschedule(FSCDBAS); for_local_enemies(i) - if (game.quad[game.ks[i].x][game.ks[i].y] == IHS) break; + 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]; @@ -325,19 +345,21 @@ static bool movescom(coord iq, int flag, int *ipage) game.kpower[i] = game.kpower[game.nenhere]; game.klhere--; game.nenhere--; - if (game.condit!=IHDOCKED) newcnd(); + if (game.condition!=docked) + newcnd(); sortkl(); } /* check for a helpful planet */ for (i = 0; i < game.inplan; i++) { - if (game.state.plnets[i].w.x==game.state.kscmdr.x && game.state.plnets[i].w.y==game.state.kscmdr.y && - game.state.plnets[i].crystals == 1) { + if (same(game.state.planets[i].w, game.state.kscmdr) && + game.state.planets[i].crystals == present) { /* destroy the planet */ - DESTROY(&game.state.plnets[i]); - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NULL; - if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) { - if (*ipage==0) pause_game(1); - *ipage = 1; + DESTROY(&game.state.planets[i]); + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET; + if (!damaged(DRADIO) || game.condition == docked) { + if (!*ipage) + pause_game(true); + *ipage = true; prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); proutn(_(" a planet in ")); proutn(cramlc(quadrant, game.state.kscmdr)); @@ -350,20 +372,22 @@ static bool movescom(coord iq, int flag, int *ipage) return false; /* looks good! */ } -void scom(int *ipage) +void scom(bool *ipage) +/* move the Super Commander */ { int i, i2, j, ideltax, ideltay, ifindit, iwhichb; coord iq, sc, ibq; int basetbl[BASEMAX+1]; double bdist[BASEMAX+1]; - int flag; + bool flag; - if (idebug) prout("== SCOM"); + if (idebug) + prout("== SCOM"); /* Decide on being active or passive */ flag = ((NKILLC+NKILLK)/(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==0 && flag) { + if (!game.iscate && flag) { /* compute move away from Enterprise */ ideltax = game.state.kscmdr.x-game.quadrant.x; ideltay = game.state.kscmdr.y-game.quadrant.y; @@ -383,15 +407,13 @@ void scom(int *ipage) sc = game.state.kscmdr; for_starbases(i) { basetbl[i] = i; - ibq.x = game.state.baseq[i].x; - ibq.y = game.state.baseq[i].y; - bdist[i] = sqrt(square(ibq.x-sc.x) + square(ibq.y-sc.y)); + bdist[i] = distance(game.state.baseq[i], sc); } if (game.state.rembase > 1) { /* sort into nearest first order */ - int iswitch; + bool iswitch; do { - iswitch = 0; + iswitch = false; for (i=1; i < game.state.rembase-1; i++) { if (bdist[i] > bdist[i+1]) { int ti = basetbl[i]; @@ -400,7 +422,7 @@ void scom(int *ipage) bdist[i+1] = t; basetbl[i] = basetbl[i+1]; basetbl[i+1] =ti; - iswitch = 1; + iswitch = true; } } } while (iswitch); @@ -414,12 +436,12 @@ void scom(int *ipage) 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 > 8) + game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1) continue; /* if there is a commander, an no other base is appropriate, we will take the one with the commander */ for_commanders (j) { - if (ibq.x==game.state.kcmdr[j].x && ibq.y==game.state.kcmdr[j].y && ifindit!= 2) { + if (same(ibq, game.state.kcmdr[j]) && ifindit!= 2) { ifindit = 2; iwhichb = i; break; @@ -438,10 +460,14 @@ void scom(int *ipage) 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; + 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; @@ -484,26 +510,29 @@ void scom(int *ipage) if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) { /* attack the base */ if (flag) return; /* no, don't attack base! */ - game.iseenit = 0; + 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 (game.damage[DRADIO] > 0 && game.condit != IHDOCKED) + if (damaged(DRADIO) && game.condition != docked) return; /* no warning */ - game.iseenit = 1; - if (*ipage == 0) pause_game(1); - *ipage=1; + game.iseenit = true; + if (!*ipage) + pause_game(true); + *ipage = true; 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==0) return; + if (!game.resting) + return; prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")); - if (ja()==0) return; - game.resting = 0; + if (ja() == false) + return; + game.resting = false; game.optime = 0.0; /* actually finished */ return; } @@ -512,11 +541,12 @@ void scom(int *ipage) if ( !idebug && (Rand() > 0.2 || - (game.damage[DRADIO] > 0.0 && game.condit != IHDOCKED) || + (damaged(DRADIO) && game.condition != docked) || !game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted)) return; - if (*ipage==0) pause_game(1); - *ipage = 1; + if (!*ipage) + pause_game(true); + *ipage = true; prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); proutn(_(" the Super-commander is in ")); proutn(cramlc(quadrant, game.state.kscmdr)); @@ -525,11 +555,12 @@ void scom(int *ipage) } void movetho(void) +/* move the Tholian */ { int idx, idy, im, i; - coord dummy; /* Move the Tholian */ - if (game.ithere==0 || game.justin == 1) return; + if (!game.ithere || game.justin) + return; if (game.tholian.x == 1 && game.tholian.y == 1) { idx = 1; idy = QUADSIZE; @@ -545,12 +576,13 @@ void movetho(void) } else { /* something is wrong! */ - game.ithere = 0; + game.ithere = false; return; } /* Do nothing if we are blocked */ - if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) return; + 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) { @@ -558,7 +590,8 @@ void movetho(void) 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; + 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) { @@ -566,7 +599,8 @@ void movetho(void) 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; + 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; @@ -574,17 +608,21 @@ void movetho(void) /* check to see if all holes plugged */ 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; - if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) return; + 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, &dummy); - crmena(1,IHT, 2, game.tholian); + dropin(IHBLANK); + crmena(true, IHT, sector, game.tholian); prout(_(" completes web.")); - game.ithere = game.tholian.x = game.tholian.y = 0; + game.ithere = false; game.nenhere--; return; }