void cramlc(int key, int x, int y) { if (key == 1) proutn(" Quadrant"); else if (key == 2) proutn(" Sector"); proutn(" "); crami(x, 1); proutn(" - "); crami(y, 1); }
static void movebaddy(int comx, int comy, int loccom, int ienm) { int motion, mdist, nsteps, mx, my, nextx, nexty, lookx, looky, ll; int irun = 0; int krawlx, krawly; int success; int attempts; /* This should probably be just comhere + ishere */ int nbaddys = skill > 3 ? (int)((comhere*2 + ishere*2+klhere*1.23+irhere*1.5)/2.0): (comhere + ishere); double dist1, forces; dist1 = kdist[loccom]; mdist = dist1 + 0.5; /* Nearest integer distance */ /* If SC, check with spy to see if should hi-tail it */ if (ienm==IHS && (kpower[loccom] <= 500.0 || (condit==IHDOCKED && damage[DPHOTON]==0))) { irun = 1; motion = -10; } 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*skill, generally forcing a retreat, especially at high skill levels. * Motion is limited to skill level, except for SC hi-tailing it out. */ forces = kpower[loccom]+100.0*nenhere+400*(nbaddys-1); if (shldup==0) forces += 1000; /* Good for enemy if shield is down! */ if (damage[DPHASER] == 0.0 || damage[DPHOTON] == 0.0) { if (damage[DPHASER] != 0) /* phasers damaged */ forces += 300.0; else forces -= 0.2*(energy - 2500.0); if (damage[DPHOTON] != 0) /* photon torpedoes damaged */ forces += 300.0; else forces -= 50.0*torps; } else { /* phasers and photon tubes both out! */ forces += 1000.0; } motion = 0; if (forces <= 1000.0 && condit != IHDOCKED) /* 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 (condit==IHDOCKED) /* protected by base -- back off ! */ motion -= skill*(2.0-square(Rand())); } #ifdef DEBUG if (idebug) { proutn("MOTION = "); cramf(motion, 1, 2); proutn(" FORCES = "); cramf(forces, 1, 2); skip(1); } #endif /* don't move if no motion */ if (motion==0) return; /* Limit motion according to skill */ if (abs(motion) > skill) motion = (motion < 0) ? -skill : skill; } /* calcuate preferred number of steps */ nsteps = motion < 0 ? -motion : motion; if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */ if (nsteps > 10) nsteps = 10; /* This shouldn't be necessary */ if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */ #ifdef DEBUG if (idebug) { proutn("NSTEPS = "); crami(nsteps, 1); skip(1); } #endif /* Compute preferred values of delta X and Y */ mx = sectx - comx; my = secty - comy; if (2.0 * abs(mx) < abs(my)) mx = 0; if (2.0 * abs(my) < abs(sectx-comx)) my = 0; if (mx != 0) mx = mx*motion < 0 ? -1 : 1; if (my != 0) my = my*motion < 0 ? -1 : 1; nextx = comx; nexty = comy; quad[comx][comy] = IHDOT; /* main move loop */ for (ll = 1; ll <= nsteps; ll++) { #ifdef DEBUG if (idebug) { crami(ll,2); skip(1); } #endif /* Check if preferred position available */ lookx = nextx + mx; looky = nexty + my; krawlx = mx < 0 ? 1 : -1; krawly = my < 0 ? 1 : -1; success = 0; attempts = 0; /* Settle mysterious hang problem */ while (attempts++ < 20 && !success) { if (lookx < 1 || lookx > 10) { if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) return; if (krawlx == mx || my == 0) break; lookx = nextx + krawlx; krawlx = -krawlx; } else if (looky < 1 || looky > 10) { if (motion < 0 && tryexit(lookx, looky, ienm, loccom, irun)) return; if (krawly == my || mx == 0) break; looky = nexty + krawly; krawly = -krawly; } else if (quad[lookx][looky] != IHDOT) { /* See if we should ram ship */ if (quad[lookx][looky] == ship && (ienm == IHC || ienm == IHS)) { ram(1, ienm, comx, comy); return; } if (krawlx != mx && my != 0) { lookx = nextx + krawlx; krawlx = -krawlx; } else if (krawly != my && mx != 0) { looky = nexty + krawly; krawly = -krawly; } else break; /* we have failed */ } else success = 1; } if (success) { nextx = lookx; nexty = looky; #ifdef DEBUG if (idebug) { cramlc(0, nextx, nexty); skip(1); } #endif } else break; /* done early */ } /* Put commander in place within same quadrant */ quad[nextx][nexty] = ienm; if (nextx != comx || nexty != comy) { /* it moved */ kx[loccom] = nextx; ky[loccom] = nexty; kdist[loccom] = kavgd[loccom] = sqrt(square(sectx-nextx)+square(secty-nexty)); if (damage[DSRSENS] == 0 || condit == IHDOCKED) { proutn("***"); cramen(ienm); if (kdist[loccom] < dist1) proutn(" advances to"); else proutn(" retreats to"); cramlc(2, nextx, nexty); skip(1); } } }
void report(int f) { char *s1,*s2,*s3; chew(); s1 = (thawed?"thawed ":""); switch (length) { case 1: s2="short"; break; case 2: s2="medium"; break; case 4: s2="long"; break; default: s2="unknown length"; break; } switch (skill) { case 1: s3="novice"; break; case 2: s3="fair"; break; case 3: s3="good"; break; case 4: s3="expert"; break; case 5: s3="emeritus"; break; default: s3="skilled"; break; } printf("\nYou %s playing a %s%s %s game.\n", alldone? "were": "are now", s1, s2, s3); if (skill>3 && thawed && !alldone) prout("No plaque is allowed."); if (tourn) printf("This is tournament game %d.\n", tourn); if (f) printf("Your secret password is \"%s\"\n",passwd); printf("%d of %d Klingons have been killed", d.killk+d.killc+d.nsckill, inkling); if (d.killc) printf(", including %d Commander%s.\n", d.killc, d.killc==1?"":"s"); else if (d.killk+d.nsckill > 0) prout(", but no Commanders."); else prout("."); if (skill > 2) printf("The Super Commander has %sbeen destroyed.\n", d.nscrem?"not ":""); if (d.rembase != inbase) { proutn("There "); if (inbase-d.rembase==1) proutn("has been 1 base"); else { proutn("have been "); crami(inbase-d.rembase, 1); proutn(" bases"); } proutn(" destroyed, "); crami(d.rembase, 1); prout(" remaining."); } else printf("There are %d bases.\n", inbase); if (damage[DRADIO] == 0.0 || condit == IHDOCKED || iseenit) { /* Don't report this if not seen and either the radio is dead or not at base! */ attakreport(); iseenit = 1; } if (casual) printf("%d casualt%s suffered so far.\n", casual, casual==1? "y" : "ies"); if (nhelp) printf("There were %d call%s for help.\n", nhelp, nhelp==1 ? "" : "s"); if (ship == IHE) { proutn("You have "); if (nprobes) crami(nprobes,1); else proutn("no"); proutn(" deep space probe"); if (nprobes!=1) proutn("s"); prout("."); } if ((damage[DRADIO] == 0.0 || condit == IHDOCKED)&& future[FDSPROB] != 1e30) { if (isarmed) proutn("An armed deep space probe is in"); else proutn("A deep space probe is in"); cramlc(1, probecx, probecy); prout("."); } if (icrystl) { if (cryprob <= .05) prout("Dilithium crystals aboard ship...not yet used."); else { int i=0; double ai = 0.05; while (cryprob > ai) { ai *= 2.0; i++; } printf("Dilithium crystals have been used %d time%s.\n", i, i==1? "" : "s"); } } skip(1); }