Example #1
0
static void
chenjesu_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
		COUNT ConcernCounter)
{
	EVALUATE_DESC *lpEvalDesc;
	STARSHIP *StarShipPtr;

	GetElementStarShip (ShipPtr, &StarShipPtr);
	StarShipPtr->ship_input_state &= ~SPECIAL;

	lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];
	if (lpEvalDesc->ObjectPtr)
	{
		STARSHIP *EnemyStarShipPtr;

		GetElementStarShip (lpEvalDesc->ObjectPtr, &EnemyStarShipPtr);
		if ((lpEvalDesc->which_turn <= 16
				&& MANEUVERABILITY (
				&EnemyStarShipPtr->RaceDescPtr->cyborg_control
				) >= MEDIUM_SHIP)
				|| (MANEUVERABILITY (
				&EnemyStarShipPtr->RaceDescPtr->cyborg_control
				) <= SLOW_SHIP
				&& WEAPON_RANGE (
				&EnemyStarShipPtr->RaceDescPtr->cyborg_control
				) >= LONG_RANGE_WEAPON * 3 / 4
				&& (EnemyStarShipPtr->RaceDescPtr->ship_info.ship_flags & SEEKING_WEAPON)))
			lpEvalDesc->MoveState = PURSUE;
	}

	if (StarShipPtr->special_counter == 1
			&& ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr
			&& ObjectsOfConcern[ENEMY_WEAPON_INDEX].MoveState == ENTICE
			&& ObjectsOfConcern[ENEMY_WEAPON_INDEX].which_turn <= 8)
	{
		lpEvalDesc = &ObjectsOfConcern[ENEMY_WEAPON_INDEX];
	}

	ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);

	if (lpEvalDesc->ObjectPtr)
	{
		HELEMENT h, hNext;
		ELEMENT *CrystalPtr;

		h = (StarShipPtr->old_status_flags & WEAPON) ?
				GetTailElement () : (HELEMENT)0;
		for (; h; h = hNext)
		{
			LockElement (h, &CrystalPtr);
			hNext = GetPredElement (CrystalPtr);
			if (!(CrystalPtr->state_flags & NONSOLID)
					&& CrystalPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.weapon
					&& CrystalPtr->preprocess_func
					&& CrystalPtr->life_span > 0
					&& elementsOfSamePlayer (CrystalPtr, ShipPtr))
			{
				if (ObjectsOfConcern[ENEMY_SHIP_INDEX].ObjectPtr)
				{
					COUNT which_turn;

					if ((which_turn = PlotIntercept (CrystalPtr,
							ObjectsOfConcern[ENEMY_SHIP_INDEX].ObjectPtr,
							CrystalPtr->life_span,
							FRAGMENT_RANGE / 2)) == 0
							|| (which_turn == 1
							&& PlotIntercept (CrystalPtr,
							ObjectsOfConcern[ENEMY_SHIP_INDEX].ObjectPtr,
							CrystalPtr->life_span, 0) == 0))
						StarShipPtr->ship_input_state &= ~WEAPON;
					else if (StarShipPtr->weapon_counter == 0)
					{
						StarShipPtr->ship_input_state |= WEAPON;
						lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];
					}

					UnlockElement (h);
					break;
				}
				hNext = 0;
			}
			UnlockElement (h);
		}

		if (h == 0)
		{
			if (StarShipPtr->old_status_flags & WEAPON)
			{
				StarShipPtr->ship_input_state &= ~WEAPON;
				if (lpEvalDesc == &ObjectsOfConcern[ENEMY_WEAPON_INDEX])
					StarShipPtr->weapon_counter = 3;
			}
			else if (StarShipPtr->weapon_counter == 0
					&& ship_weapons (ShipPtr, lpEvalDesc->ObjectPtr, FRAGMENT_RANGE / 2))
				StarShipPtr->ship_input_state |= WEAPON;
		}
	}

	if (StarShipPtr->special_counter < MAX_DOGGIES)
	{
		if (lpEvalDesc->ObjectPtr
				&& StarShipPtr->RaceDescPtr->ship_info.energy_level <= SPECIAL_ENERGY_COST
				&& !(StarShipPtr->ship_input_state & WEAPON))
			StarShipPtr->ship_input_state |= SPECIAL;
	}
}
Example #2
0
static void
androsynth_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
		COUNT ConcernCounter)
{
	EVALUATE_DESC *lpEvalDesc;
	STARSHIP *StarShipPtr;

	GetElementStarShip (ShipPtr, &StarShipPtr);

	lpEvalDesc = &ObjectsOfConcern[ENEMY_WEAPON_INDEX];
				/* in blazer form */
	if (ShipPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.special)
	{
		ObjectsOfConcern[CREW_OBJECT_INDEX].ObjectPtr = 0;
		if (lpEvalDesc->ObjectPtr && lpEvalDesc->MoveState == ENTICE)
		{
			if ((lpEvalDesc->ObjectPtr->state_flags & FINITE_LIFE)
					&& !(lpEvalDesc->ObjectPtr->state_flags & CREW_OBJECT))
				lpEvalDesc->MoveState = AVOID;
			else
				lpEvalDesc->ObjectPtr = 0;
		}

		ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);
	}
	else
	{
		STARSHIP *pEnemyStarShip = NULL;

		lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];
		if (lpEvalDesc->ObjectPtr)
		{
			GetElementStarShip (lpEvalDesc->ObjectPtr, &pEnemyStarShip);
			// JMS_GFX
			if (lpEvalDesc->which_turn <= 16
					&& (StarShipPtr->special_counter > 0
					|| StarShipPtr->RaceDescPtr->ship_info.energy_level < MAX_ENERGY / 3
					|| ((WEAPON_RANGE (&pEnemyStarShip->RaceDescPtr->cyborg_control) <= (CLOSE_RANGE_WEAPON << RESOLUTION_FACTOR)
					&& lpEvalDesc->ObjectPtr->crew_level > BLAZER_DAMAGE)
					|| (lpEvalDesc->ObjectPtr->crew_level > (BLAZER_DAMAGE * 3)
					&& MANEUVERABILITY (&pEnemyStarShip->RaceDescPtr->cyborg_control) > SLOW_SHIP))))
				lpEvalDesc->MoveState = ENTICE;
		}

		ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);

		if (StarShipPtr->special_counter == 0)
		{
			StarShipPtr->ship_input_state &= ~SPECIAL;
			// JMS_GFX
			if ((ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr
					&& ObjectsOfConcern[ENEMY_WEAPON_INDEX].which_turn <= 4)
					|| (lpEvalDesc->ObjectPtr
					&& StarShipPtr->RaceDescPtr->ship_info.energy_level >= MAX_ENERGY / 3
					&& (WEAPON_RANGE (&pEnemyStarShip->RaceDescPtr->cyborg_control) >=
					WEAPON_RANGE (&StarShipPtr->RaceDescPtr->cyborg_control) << 1
					|| (lpEvalDesc->which_turn < 16
					&& (WEAPON_RANGE (&pEnemyStarShip->RaceDescPtr->cyborg_control) > (CLOSE_RANGE_WEAPON << RESOLUTION_FACTOR)
					|| lpEvalDesc->ObjectPtr->crew_level <= BLAZER_DAMAGE)
					&& (lpEvalDesc->ObjectPtr->crew_level <= (BLAZER_DAMAGE * 3)
					|| MANEUVERABILITY (&pEnemyStarShip->RaceDescPtr->cyborg_control) <=
					SLOW_SHIP)))))
				StarShipPtr->ship_input_state |= SPECIAL;
		}

		if (!(StarShipPtr->ship_input_state & SPECIAL)
				&& StarShipPtr->weapon_counter == 0
				&& lpEvalDesc->ObjectPtr)
		{
			if (lpEvalDesc->which_turn <= 4)
				StarShipPtr->ship_input_state |= WEAPON;
			else if (lpEvalDesc->MoveState != PURSUE
					&& lpEvalDesc->which_turn <= 12)
			{
				COUNT travel_facing, direction_facing;
				SIZE delta_x, delta_y,
							ship_delta_x, ship_delta_y,
							other_delta_x, other_delta_y;

				GetCurrentVelocityComponents (&ShipPtr->velocity,
						&ship_delta_x, &ship_delta_y);
				GetCurrentVelocityComponents (&lpEvalDesc->ObjectPtr->velocity,
						&other_delta_x, &other_delta_y);
				delta_x = ship_delta_x - other_delta_x;
				delta_y = ship_delta_y - other_delta_y;
				travel_facing = ARCTAN (delta_x, delta_y);

				delta_x =
						lpEvalDesc->ObjectPtr->next.location.x -
						ShipPtr->next.location.x;
				delta_y =
						lpEvalDesc->ObjectPtr->next.location.y -
						ShipPtr->next.location.y;
				direction_facing = ARCTAN (delta_x, delta_y);

				if (NORMALIZE_ANGLE (travel_facing
						- direction_facing + OCTANT) <= QUADRANT)
					StarShipPtr->ship_input_state |= WEAPON;
			}
		}
	}
}
Example #3
0
static void
mmrnmhrm_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
		COUNT ConcernCounter)
{
	BOOLEAN CanTransform;
	EVALUATE_DESC *lpEvalDesc;
	STARSHIP *StarShipPtr;
	STARSHIP *EnemyStarShipPtr;

	GetElementStarShip (ShipPtr, &StarShipPtr);
	CanTransform = (BOOLEAN)(StarShipPtr->special_counter == 0
			&& StarShipPtr->RaceDescPtr->ship_info.energy_level >=
			StarShipPtr->RaceDescPtr->characteristics.special_energy_cost);

	lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];
	if (lpEvalDesc->ObjectPtr)
	{
		GetElementStarShip (lpEvalDesc->ObjectPtr, &EnemyStarShipPtr);
	}

	ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);

	StarShipPtr->ship_input_state &= ~SPECIAL;
	if (CanTransform
			&& lpEvalDesc->ObjectPtr
			&& !(StarShipPtr->ship_input_state & WEAPON))
	{
		SIZE delta_x, delta_y;
		COUNT travel_angle, direction_angle;

		GetCurrentVelocityComponents (&lpEvalDesc->ObjectPtr->velocity,
				&delta_x, &delta_y);
		if (delta_x == 0 && delta_y == 0)
			direction_angle = travel_angle = 0;
		else
		{
			delta_x = lpEvalDesc->ObjectPtr->current.location.x
					- ShipPtr->current.location.x;
			delta_y = lpEvalDesc->ObjectPtr->current.location.y
					- ShipPtr->current.location.y;
			direction_angle = ARCTAN (-delta_x, -delta_y);
			travel_angle = GetVelocityTravelAngle (
					&lpEvalDesc->ObjectPtr->velocity
					);
		}

		if (ShipPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.ship)
		{
			if (lpEvalDesc->which_turn > 8)
			{
				if (MANEUVERABILITY (&EnemyStarShipPtr->RaceDescPtr->cyborg_control) <= SLOW_SHIP
						|| NORMALIZE_ANGLE (
								direction_angle - travel_angle + QUADRANT
								) > HALF_CIRCLE)
					StarShipPtr->ship_input_state |= SPECIAL;
			}
		}
		else
		{
			SIZE ship_delta_x, ship_delta_y;

			GetCurrentVelocityComponents (&ShipPtr->velocity,
					&ship_delta_x, &ship_delta_y);
			delta_x -= ship_delta_x;
			delta_y -= ship_delta_y;
			travel_angle = ARCTAN (delta_x, delta_y);
			if (lpEvalDesc->which_turn < 16)
			{
				if (lpEvalDesc->which_turn <= 8
						|| NORMALIZE_ANGLE (
								direction_angle - travel_angle + OCTANT
								) <= QUADRANT)
					StarShipPtr->ship_input_state |= SPECIAL;
			}
			else if (lpEvalDesc->which_turn > 32
					&& NORMALIZE_ANGLE (
							direction_angle - travel_angle + QUADRANT
							) > HALF_CIRCLE)
				StarShipPtr->ship_input_state |= SPECIAL;
		}
	}

	if (ShipPtr->current.image.farray == StarShipPtr->RaceDescPtr->ship_data.special)
	{
		if (!(StarShipPtr->ship_input_state & SPECIAL)
				&& lpEvalDesc->ObjectPtr)
			StarShipPtr->ship_input_state |= WEAPON;
		else
			StarShipPtr->ship_input_state &= ~WEAPON;
	}
}