Annotation of 43BSDTahoe/games/trek/klmove.c, revision 1.1.1.1

1.1       root        1: /*
                      2:  * Copyright (c) 1980 Regents of the University of California.
                      3:  * All rights reserved.
                      4:  *
                      5:  * Redistribution and use in source and binary forms are permitted
                      6:  * provided that the above copyright notice and this paragraph are
                      7:  * duplicated in all such forms and that any documentation,
                      8:  * advertising materials, and other materials related to such
                      9:  * distribution and use acknowledge that the software was developed
                     10:  * by the University of California, Berkeley.  The name of the
                     11:  * University may not be used to endorse or promote products derived
                     12:  * from this software without specific prior written permission.
                     13:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
                     14:  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
                     15:  * WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
                     16:  */
                     17: 
                     18: #ifndef lint
                     19: static char sccsid[] = "@(#)klmove.c   5.3 (Berkeley) 6/18/88";
                     20: #endif /* not lint */
                     21: 
                     22: # include      "trek.h"
                     23: 
                     24: /*
                     25: **  Move Klingons Around
                     26: **
                     27: **     This is a largely incomprehensible block of code that moves
                     28: **     Klingons around in a quadrant.  It was written in a very
                     29: **     "program as you go" fashion, and is a prime candidate for
                     30: **     rewriting.
                     31: **
                     32: **     The flag `fl' is zero before an attack, one after an attack,
                     33: **     and two if you are leaving a quadrant.  This serves to
                     34: **     change the probability and distance that it moves.
                     35: **
                     36: **     Basically, what it will try to do is to move a certain number
                     37: **     of steps either toward you or away from you.  It will avoid
                     38: **     stars whenever possible.  Nextx and nexty are the next
                     39: **     sector to move to on a per-Klingon basis; they are roughly
                     40: **     equivalent to Ship.sectx and Ship.secty for the starship.  Lookx and
                     41: **     looky are the sector that you are going to look at to see
                     42: **     if you can move their.  Dx and dy are the increment.  Fudgex
                     43: **     and fudgey are the things you change around to change your
                     44: **     course around stars.
                     45: */
                     46: 
                     47: klmove(fl)
                     48: int    fl;
                     49: {
                     50:        int                     n;
                     51:        register struct kling   *k;
                     52:        double                  dx, dy;
                     53:        int                     nextx, nexty;
                     54:        register int            lookx, looky;
                     55:        int                     motion;
                     56:        int                     fudgex, fudgey;
                     57:        int                     qx, qy;
                     58:        double                  bigger;
                     59:        int                     i;
                     60: 
                     61: #      ifdef xTRACE
                     62:        if (Trace)
                     63:                printf("klmove: fl = %d, Etc.nkling = %d\n", fl, Etc.nkling);
                     64: #      endif
                     65:        for (n = 0; n < Etc.nkling; k && n++)
                     66:        {
                     67:                k = &Etc.klingon[n];
                     68:                i = 100;
                     69:                if (fl)
                     70:                        i = 100.0 * k->power / Param.klingpwr;
                     71:                if (ranf(i) >= Param.moveprob[2 * Move.newquad + fl])
                     72:                        continue;
                     73:                /* compute distance to move */
                     74:                motion = ranf(75) - 25;
                     75:                motion *= k->avgdist * Param.movefac[2 * Move.newquad + fl];
                     76:                /* compute direction */
                     77:                dx = Ship.sectx - k->x + ranf(3) - 1;
                     78:                dy = Ship.secty - k->y + ranf(3) - 1;
                     79:                bigger = dx;
                     80:                if (dy > bigger)
                     81:                        bigger = dy;
                     82:                if (bigger == 0.0)
                     83:                        bigger = 1.0;
                     84:                dx = dx / bigger + 0.5;
                     85:                dy = dy / bigger + 0.5;
                     86:                if (motion < 0)
                     87:                {
                     88:                        motion = -motion;
                     89:                        dx = -dx;
                     90:                        dy = -dy;
                     91:                }
                     92:                fudgex = fudgey = 1;
                     93:                /* try to move the klingon */
                     94:                nextx = k->x;
                     95:                nexty = k->y;
                     96:                for (; motion > 0; motion--)
                     97:                {
                     98:                        lookx = nextx + dx;
                     99:                        looky = nexty + dy;
                    100:                        if (lookx < 0 || lookx >= NSECTS || looky < 0 || looky >= NSECTS)
                    101:                        {
                    102:                                /* new quadrant */
                    103:                                qx = Ship.quadx;
                    104:                                qy = Ship.quady;
                    105:                                if (lookx < 0)
                    106:                                        qx -= 1;
                    107:                                else
                    108:                                        if (lookx >= NSECTS)
                    109:                                                qx += 1;
                    110:                                if (looky < 0)
                    111:                                        qy -= 1;
                    112:                                else
                    113:                                        if (looky >= NSECTS)
                    114:                                                qy += 1;
                    115:                                if (qx < 0 || qx >= NQUADS || qy < 0 || qy >= NQUADS ||
                    116:                                                Quad[qx][qy].stars < 0 || Quad[qx][qy].klings > MAXKLQUAD - 1)
                    117:                                        break;
                    118:                                if (!damaged(SRSCAN))
                    119:                                {
                    120:                                        printf("Klingon at %d,%d escapes to quadrant %d,%d\n",
                    121:                                                k->x, k->y, qx, qy);
                    122:                                        motion = Quad[qx][qy].scanned;
                    123:                                        if (motion >= 0 && motion < 1000)
                    124:                                                Quad[qx][qy].scanned += 100;
                    125:                                        motion = Quad[Ship.quadx][Ship.quady].scanned;
                    126:                                        if (motion >= 0 && motion < 1000)
                    127:                                                Quad[Ship.quadx][Ship.quady].scanned -= 100;
                    128:                                }
                    129:                                Sect[k->x][k->y] = EMPTY;
                    130:                                Quad[qx][qy].klings += 1;
                    131:                                Etc.nkling -= 1;
                    132:                                bmove(&Etc.klingon[Etc.nkling], k, sizeof *k);
                    133:                                Quad[Ship.quadx][Ship.quady].klings -= 1;
                    134:                                k = 0;
                    135:                                break;
                    136:                        }
                    137:                        if (Sect[lookx][looky] != EMPTY)
                    138:                        {
                    139:                                lookx = nextx + fudgex;
                    140:                                if (lookx < 0 || lookx >= NSECTS)
                    141:                                        lookx = nextx + dx;
                    142:                                if (Sect[lookx][looky] != EMPTY)
                    143:                                {
                    144:                                        fudgex = -fudgex;
                    145:                                        looky = nexty + fudgey;
                    146:                                        if (looky < 0 || looky >= NSECTS || Sect[lookx][looky] != EMPTY)
                    147:                                        {
                    148:                                                fudgey = -fudgey;
                    149:                                                break;
                    150:                                        }
                    151:                                }
                    152:                        }
                    153:                        nextx = lookx;
                    154:                        nexty = looky;
                    155:                }
                    156:                if (k && (k->x != nextx || k->y != nexty))
                    157:                {
                    158:                        if (!damaged(SRSCAN))
                    159:                                printf("Klingon at %d,%d moves to %d,%d\n",
                    160:                                        k->x, k->y, nextx, nexty);
                    161:                        Sect[k->x][k->y] = EMPTY;
                    162:                        Sect[k->x = nextx][k->y = nexty] = KLINGON;
                    163:                }
                    164:        }
                    165:        compkldist(0);
                    166: }

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