X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fai.c;h=67e748eeeaa2590991fad3c183f37e06b93aa7c9;hp=1fd1b9ba6971326cfa4d148bc3db1e8ba0475a43;hb=a6dfef86203ce8cf59806554ce0239c54a1264ec;hpb=c0682ebb9ae828d035d59892a65e1849d85963b7 diff --git a/src/ai.c b/src/ai.c index 1fd1b9b..67e748e 100644 --- a/src/ai.c +++ b/src/ai.c @@ -10,25 +10,29 @@ static bool tryexit(coord look, int ienm, int loccom, bool irun) 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 false; /* no can do -- neg energy, supernovae, or >8 Klingons */ - if (ienm == IHR) return false; /* Romulans cannot escape! */ + 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(n) - if (same(game.state.kcmdr[n],iq)) return false; + 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; + if (same(game.battle, game.quadrant)) + return false; } /* don't leave if over 1000 units of energy */ - if (game.kpower[loccom] > 1000.) return false; + 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 */ + // 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.condit == IHDOCKED) { - crmena(1, ienm, sector, game.ks[loccom]); + game.condition == docked) { + crmena(true, ienm, sector, game.ks[loccom]); prout(_(" escapes to %s (and regains strength)."), cramlc(quadrant, iq)); } @@ -40,13 +44,14 @@ static bool tryexit(coord look, int ienm, int loccom, bool 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 = false; - game.iscate = 0; + game.iscate = false; game.ientesc = false; game.isatb = 0; schedule(FSCMOVE, 0.2777); @@ -54,7 +59,7 @@ static bool tryexit(coord look, int ienm, int loccom, bool irun) game.state.kscmdr=iq; } else { - for_commanders(n) { + for (n = 1; n <= game.state.remcom; n++) { if (same(game.state.kcmdr[n], game.quadrant)) { game.state.kcmdr[n]=iq; break; @@ -65,8 +70,47 @@ static bool tryexit(coord look, int ienm, int loccom, bool irun) return true; /* success */ } +/************************************************************************* +The bad-guy movement algorithm: -static void movebaddy(coord com, int loccom, int ienm) +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; @@ -85,52 +129,15 @@ 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 && !damaged(DPHOTON)))) { + (game.kpower[loccom] <= 500.0 || (game.condition==docked && !damaged(DPHOTON)))) { irun = true; 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. - - * 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. - - * 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. - - * 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. - - * Motion is limited to skill level, except for SC hi-tailing it out. - */ - forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1); - if (!game.shldup) forces += 1000; /* Good for enemy if shield is down! */ + 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; @@ -146,36 +153,45 @@ 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; - 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 (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; + 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++) { @@ -192,14 +208,16 @@ static void movebaddy(coord com, int loccom, int ienm) if (look.x < 1 || look.x > QUADSIZE) { if (motion < 0 && tryexit(look, ienm, loccom, irun)) return; - if (krawlx == mx || my == 0) break; + 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; + if (krawly == my || mx == 0) + break; look.y = next.y + krawly; krawly = -krawly; } @@ -218,20 +236,23 @@ static void movebaddy(coord com, int loccom, int ienm) look.y = next.y + krawly; krawly = -krawly; } - else break; /* we have failed */ + else + break; /* we have failed */ } - else success = true; + else + success = true; } if (success) { 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; @@ -239,29 +260,32 @@ static void movebaddy(coord com, int loccom, int ienm) /* it moved */ game.ks[loccom] = next; game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next); - if (!damaged(DSRSENS) || game.condit == IHDOCKED) { + 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 ")); + proutn(_(" from %s"), cramlc(sector, com)); + if (game.kdist[loccom] < dist1) + proutn(_(" advances to ")); + else + proutn(_(" retreats to ")); prout(cramlc(sector, next)); } } } -void movcom(void) -/* move a commander */ +void moveklings(void) +/* Klingon tactical movement */ { coord w; int i; - if (idebug) prout("== MOVCOM"); + if (idebug) + prout("== MOVCOM"); - /* Figure out which Klingon is the commander (or Supercommander) - and do move */ + // Figure out which Klingon is the commander (or Supercommander) + // and do move if (game.comhere) - for_local_enemies(i) { + for (i = 1; i <= game.nenhere; i++) { w = game.ks[i]; if (game.quad[w.x][w.y] == IHC) { movebaddy(w, i, IHC); @@ -269,54 +293,57 @@ void movcom(void) } } if (game.ishere) - for_local_enemies(i) { + 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 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_local_enemies(i) { + 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]); } - sortkl(); + sortklings(); } -static bool movescom(coord iq, bool flag, bool *ipage) +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 > 8) + game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1) return 1; - if (flag) { + if (avoid) { /* 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; + for (i = 1; i <= game.state.rembase; i++) + 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 = false; game.ientesc = false; unschedule(FSCDBAS); - for_local_enemies(i) - if (game.quad[game.ks[i].x][game.ks[i].y] == IHS) break; + 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]; @@ -324,19 +351,19 @@ static bool movescom(coord iq, bool flag, bool *ipage) game.kpower[i] = game.kpower[game.nenhere]; game.klhere--; game.nenhere--; - if (game.condit!=IHDOCKED) newcnd(); - sortkl(); + if (game.condition!=docked) + newcnd(); + sortklings(); } /* 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.planets[i].pclass = destroyed; game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET; - if (!damaged(DRADIO) || game.condit == IHDOCKED) { - if (*ipage==0) pause_game(1); - *ipage = 1; + if (!damaged(DRADIO) || game.condition == docked) { + announce(); prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); proutn(_(" a planet in ")); proutn(cramlc(quadrant, game.state.kscmdr)); @@ -349,21 +376,22 @@ static bool movescom(coord iq, bool flag, bool *ipage) return false; /* looks good! */ } -void scom(bool *ipage) +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 flag; + bool avoid; - if (idebug) prout("== SCOM"); + if (idebug) + prout("== SUPERCOMMANDER"); /* Decide on being active or passive */ - flag = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) || + 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==0 && flag) { + 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; @@ -381,15 +409,15 @@ void scom(bool *ipage) return; } sc = game.state.kscmdr; - for_starbases(i) { + 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 */ - 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]; @@ -398,7 +426,7 @@ void scom(bool *ipage) bdist[i+1] = t; basetbl[i] = basetbl[i+1]; basetbl[i+1] =ti; - iswitch = 1; + iswitch = true; } } } while (iswitch); @@ -407,17 +435,17 @@ void scom(bool *ipage) without too many Klingons, and not already under attack. */ ifindit = iwhichb = 0; - for_starbases(i2) { + 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 > 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 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; @@ -429,47 +457,52 @@ void scom(bool *ipage) break; } } - if (ifindit==0) return; /* Nothing suitable -- wait until next time*/ + 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; + 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, flag, ipage)) { + 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, flag, ipage)) { + if (movescom(iq, avoid)) { iq.y = game.state.kscmdr.y - 1; - movescom(iq, flag, ipage); + movescom(iq, avoid); } } else { iq.x = game.state.kscmdr.x + 1; - if (movescom(iq, flag, ipage)) { + if (movescom(iq, avoid)) { iq.x = game.state.kscmdr.x - 1; - movescom(iq, flag, ipage); + movescom(iq, avoid); } } } else { /* try moving just in x or y */ iq.y = game.state.kscmdr.y; - if (movescom(iq, flag, ipage)) { + if (movescom(iq, avoid)) { iq.y = game.state.kscmdr.y + ideltay; iq.x = game.state.kscmdr.x; - movescom(iq, flag, ipage); + movescom(iq, avoid); } } } @@ -477,44 +510,47 @@ void scom(bool *ipage) if (game.state.rembase == 0) { unschedule(FSCMOVE); } - else for_starbases(i) { - ibq = game.state.baseq[i]; - 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 = 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.condit != IHDOCKED) - return; /* no warning */ - game.iseenit = true; - if (*ipage == 0) pause_game(1); - *ipage=1; - 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; + 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.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; + announce(); prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); proutn(_(" the Super-commander is in ")); proutn(cramlc(quadrant, game.state.kscmdr)); @@ -522,12 +558,12 @@ void scom(bool *ipage) return; } -void movetho(void) +void movetholian(void) /* move the Tholian */ { int idx, idy, im, i; - /* Move the Tholian */ - if (!game.ithere || game.justin) return; + if (!game.ithere || game.justin) + return; if (game.tholian.x == 1 && game.tholian.y == 1) { idx = 1; idy = QUADSIZE; @@ -547,8 +583,9 @@ void movetho(void) return; } - /* Do nothing if we are blocked */ - if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) 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) { @@ -556,7 +593,8 @@ 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) { @@ -564,18 +602,23 @@ 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; game.ks[game.nenhere] = game.tholian; /* 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; + 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;