X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fai.c;h=7adbfdf060ed4aac060fde3a45aa1af2f7dcd85f;hp=dbf65737a7e63d0e18ce5cfcc3911603969c52d2;hb=c94108fede4723af905386473f6435467e96e630;hpb=c8f91a7e3437017d237a3bad0166054b97206d8d diff --git a/src/ai.c b/src/ai.c index dbf6573..7adbfdf 100644 --- a/src/ai.c +++ b/src/ai.c @@ -1,33 +1,34 @@ #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) { + return false; /* no can do -- neg energy, supernovae, or >8 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.) 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 +40,39 @@ 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 = 0; + 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 +85,8 @@ 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 +130,13 @@ 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 +146,16 @@ 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())); } -#ifdef DEBUG - if (game.idebug) { - proutn("MOTION = %1.2f", motion); - proutn(" FORCES = %1.2f", forces); - } -#endif + if (idebug) + proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces); /* don't move if no motion */ if (motion==0) return; /* Limit motion according to skill */ @@ -170,11 +166,9 @@ static void movebaddy(coord com, int loccom, int ienm) 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 */ -#ifdef DEBUG - if (game.idebug) { - prout("NSTEPS = %d", nsteps); + if (idebug) { + proutn("NSTEPS = %d:", nsteps); } -#endif /* Compute preferred values of delta X and Y */ mx = game.sector.x - com.x; my = game.sector.y - com.y; @@ -185,73 +179,67 @@ static void movebaddy(coord com, int loccom, int ienm) next = com; /* main move loop */ for (ll = 0; ll < nsteps; ll++) { -#ifdef DEBUG - if (game.idebug) { - prout("%d", ll+1); - } -#endif + 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; + 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; + 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 success = 1; + else success = true; } if (success) { - next.x = lookx; - next.y = looky; -#ifdef DEBUG - if (game.idebug) { - prout(cramlc(neither, next)); - } -#endif + next = look; + if (idebug) + proutn(cramlc(neither, next)); } else break; /* done early */ + } + if (idebug) + prout(""); /* 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)); @@ -263,13 +251,12 @@ static void movebaddy(coord com, int loccom, int ienm) } void movcom(void) +/* move a commander */ { coord w; int i; -#ifdef DEBUG - if (game.idebug) prout("MOVCOM"); -#endif + if (idebug) prout("== MOVCOM"); /* Figure out which Klingon is the commander (or Supercommander) and do move */ @@ -302,7 +289,8 @@ void movcom(void) sortkl(); } -static int movescom(coord iq, int flag, int *ipage) +static bool movescom(coord iq, bool flag, bool *ipage) +/* commander movement helper */ { int i; @@ -315,7 +303,7 @@ static int movescom(coord iq, int flag, int *ipage) for_starbases(i) if (game.state.baseq[i].x==iq.x && game.state.baseq[i].y==iq.y) return 1; } - if (game.justin && !game.iscate) return 1; + 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; @@ -324,8 +312,8 @@ static int movescom(coord iq, int flag, int *ipage) /* SC has scooted, Remove him from current quadrant */ game.iscate=0; 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; @@ -336,7 +324,7 @@ static int 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 */ @@ -345,9 +333,9 @@ static int movescom(coord iq, int flag, int *ipage) game.state.plnets[i].crystals == 1) { /* 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); + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET; + if (!damaged(DRADIO) || game.condition == docked) { + if (*ipage==0) pause_game(true); *ipage = 1; prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); proutn(_(" a planet in ")); @@ -358,19 +346,19 @@ static int movescom(coord iq, int flag, int *ipage) break; } } - return 0; /* looks good! */ + 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; -#ifdef DEBUG - if (game.idebug) prout("SCOM"); -#endif + bool flag; + + 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) || @@ -395,9 +383,7 @@ 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 */ @@ -496,15 +482,15 @@ 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.isatb=1; + 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); + game.iseenit = true; + if (*ipage == 0) pause_game(true); *ipage=1; proutn(_("Lt. Uhura- \"Captain, the starbase in ")); proutn(cramlc(quadrant, game.state.kscmdr)); @@ -512,24 +498,22 @@ void scom(int *ipage) 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; } } /* Check for intelligence report */ if ( -#ifdef DEBUG - game.idebug==0 && -#endif + !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); + if (*ipage==0) pause_game(true); *ipage = 1; prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); proutn(_(" the Super-commander is in ")); @@ -539,11 +523,11 @@ 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; @@ -559,7 +543,7 @@ void movetho(void) } else { /* something is wrong! */ - game.ithere = 0; + game.ithere = false; return; } @@ -595,10 +579,10 @@ void movetho(void) } /* 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; }