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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
183 lines
5.6 KiB
C
183 lines
5.6 KiB
C
/*
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* Copyright (c) 1980, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)klmove.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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# include "trek.h"
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/*
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** Move Klingons Around
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**
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** This is a largely incomprehensible block of code that moves
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** Klingons around in a quadrant. It was written in a very
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** "program as you go" fashion, and is a prime candidate for
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** rewriting.
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**
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** The flag `fl' is zero before an attack, one after an attack,
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** and two if you are leaving a quadrant. This serves to
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** change the probability and distance that it moves.
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**
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** Basically, what it will try to do is to move a certain number
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** of steps either toward you or away from you. It will avoid
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** stars whenever possible. Nextx and nexty are the next
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** sector to move to on a per-Klingon basis; they are roughly
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** equivalent to Ship.sectx and Ship.secty for the starship. Lookx and
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** looky are the sector that you are going to look at to see
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** if you can move their. Dx and dy are the increment. Fudgex
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** and fudgey are the things you change around to change your
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** course around stars.
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*/
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klmove(fl)
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int fl;
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{
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int n;
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register struct kling *k;
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double dx, dy;
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int nextx, nexty;
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register int lookx, looky;
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int motion;
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int fudgex, fudgey;
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int qx, qy;
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double bigger;
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int i;
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# ifdef xTRACE
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if (Trace)
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printf("klmove: fl = %d, Etc.nkling = %d\n", fl, Etc.nkling);
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# endif
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for (n = 0; n < Etc.nkling; k && n++)
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{
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k = &Etc.klingon[n];
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i = 100;
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if (fl)
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i = 100.0 * k->power / Param.klingpwr;
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if (ranf(i) >= Param.moveprob[2 * Move.newquad + fl])
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continue;
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/* compute distance to move */
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motion = ranf(75) - 25;
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motion *= k->avgdist * Param.movefac[2 * Move.newquad + fl];
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/* compute direction */
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dx = Ship.sectx - k->x + ranf(3) - 1;
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dy = Ship.secty - k->y + ranf(3) - 1;
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bigger = dx;
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if (dy > bigger)
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bigger = dy;
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if (bigger == 0.0)
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bigger = 1.0;
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dx = dx / bigger + 0.5;
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dy = dy / bigger + 0.5;
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if (motion < 0)
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{
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motion = -motion;
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dx = -dx;
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dy = -dy;
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}
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fudgex = fudgey = 1;
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/* try to move the klingon */
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nextx = k->x;
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nexty = k->y;
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for (; motion > 0; motion--)
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{
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lookx = nextx + dx;
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looky = nexty + dy;
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if (lookx < 0 || lookx >= NSECTS || looky < 0 || looky >= NSECTS)
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{
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/* new quadrant */
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qx = Ship.quadx;
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qy = Ship.quady;
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if (lookx < 0)
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qx -= 1;
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else
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if (lookx >= NSECTS)
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qx += 1;
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if (looky < 0)
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qy -= 1;
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else
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if (looky >= NSECTS)
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qy += 1;
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if (qx < 0 || qx >= NQUADS || qy < 0 || qy >= NQUADS ||
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Quad[qx][qy].stars < 0 || Quad[qx][qy].klings > MAXKLQUAD - 1)
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break;
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if (!damaged(SRSCAN))
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{
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printf("Klingon at %d,%d escapes to quadrant %d,%d\n",
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k->x, k->y, qx, qy);
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motion = Quad[qx][qy].scanned;
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if (motion >= 0 && motion < 1000)
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Quad[qx][qy].scanned += 100;
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motion = Quad[Ship.quadx][Ship.quady].scanned;
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if (motion >= 0 && motion < 1000)
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Quad[Ship.quadx][Ship.quady].scanned -= 100;
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}
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Sect[k->x][k->y] = EMPTY;
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Quad[qx][qy].klings += 1;
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Etc.nkling -= 1;
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bmove(&Etc.klingon[Etc.nkling], k, sizeof *k);
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Quad[Ship.quadx][Ship.quady].klings -= 1;
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k = 0;
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break;
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}
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if (Sect[lookx][looky] != EMPTY)
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{
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lookx = nextx + fudgex;
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if (lookx < 0 || lookx >= NSECTS)
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lookx = nextx + dx;
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if (Sect[lookx][looky] != EMPTY)
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{
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fudgex = -fudgex;
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looky = nexty + fudgey;
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if (looky < 0 || looky >= NSECTS || Sect[lookx][looky] != EMPTY)
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{
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fudgey = -fudgey;
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break;
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}
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}
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}
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nextx = lookx;
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nexty = looky;
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}
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if (k && (k->x != nextx || k->y != nexty))
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{
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if (!damaged(SRSCAN))
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printf("Klingon at %d,%d moves to %d,%d\n",
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k->x, k->y, nextx, nexty);
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Sect[k->x][k->y] = EMPTY;
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Sect[k->x = nextx][k->y = nexty] = KLINGON;
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}
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}
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compkldist(0);
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}
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