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1 /* $Id: hockey.c,v 1.1.1.1 1997/12/06 05:41:29 darius Exp $ */
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2
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3 #ifdef HOCKEY
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4 /* code for hockey lines [BDyess] 9/14/94 */
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5
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6 #include <stdio.h>
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7 #include "Wlib.h"
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8 #include "defs.h"
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9 #include "struct.h"
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10 #include "data.h"
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11 #include "proto.h"
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12 #include "gameconf.h"
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13 #include "packets.h"
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14
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15 void dump_hockey_points();
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16 /*void init_puck(); /* getship.c */
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17
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18 struct player *puck;
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19
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20 /* check to see if on a hockey server and do initialization [BDyess] */
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21 void hockeyInit() {
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22 int i,j;
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23 struct planet *l, *last;
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24 int rightmost = 0;
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25 int leftmost = blk_gwidth;
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26 int nplan = paradise ? nplanets : 40; /* shouldn't be Paradise... */
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27 int middle = blk_gwidth / 2;
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28 int top = 0;
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29 int bottom = blk_gwidth;
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30 int line = 0;
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31 struct point { int x,y; } boxpoints[4];
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32 /* top-topleft, top-bottomright, bottom-topright,
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33 bottom-bottomright, {x,y} for each [BDyess] */
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34 W_Color topcolor,bottomcolor;
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35
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36 topcolor = bottomcolor = W_Grey;
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37
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38 /* we're playing hockey if a player named "Puck" exists in the 'g'
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39 slot, is independant, is in a scout, and has the login name
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40 'Robot'. [BDyess] */
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41 puck = &players['g'-'a'+10];
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42 if(!hockey) {
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43 if(0 == strcmp(puck->p_name,"Puck") &&
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44 0 == strcmp(puck->p_login,"Robot") &&
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45 puck->p_teami < 0 &&
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46 SCOUT == puck->p_ship->s_type) {
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47
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48 printf("Hi Puck!\n");
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49 hockey = 1;
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50 /*init_puck();*/
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51 }
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52 }
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53 if(!hockey) /* not a hockey server, nothing more to do */
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54 return;
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55
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56 if(puck->p_ship->s_type != PUCK) {
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57 puck->p_ship = getship(PUCK);
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58 redrawPlayer[puck->p_no];
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59 }
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60 if(tacticalHockeyLines) {
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61 last = &planets[nplan];
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62 /* guess where the lines are supposed to go based on planet
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63 location. Always draws straight lines, ie. if the border
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64 bows out, tough - the furthest out planet will have a vertical
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65 line through it. [BDyess] */
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66
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67 /* first the left and rightmost lines [BDyess] */
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68 for(l = &planets[0];l < last;l++) {
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69 if(l->pl_x < leftmost) {
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70 leftmost = l->pl_x;
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71 }
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72 if(l->pl_x > rightmost) {
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73 rightmost = l->pl_x;
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74 }
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75 }
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76 hlines[line].vertical = 1;
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77 hlines[line].pos = leftmost;
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78 hlines[line].end1 = 0;
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79 hlines[line].end2 = blk_gwidth;
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80 hlines[line].color = W_Grey;
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81 line++;
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82 hlines[line].vertical = 1;
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83 hlines[line].pos = rightmost;
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84 hlines[line].end1 = 0;
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85 hlines[line].end2 = blk_gwidth;
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86 hlines[line].color = W_Grey;
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87 line++;
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88 /* now guess the middle planet. Pick the planet closest to the
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89 middle of the screen. [BDyess] */
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90 hlines[line].pos = 0;
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91 for(l = &planets[0];l < last;l++) {
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92 if(ABS(l->pl_y - middle) < ABS(hlines[line].pos - middle))
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93 hlines[line].pos = l->pl_y;
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94 }
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95 middle = hlines[line].pos;
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96 hlines[line].end1 = leftmost;
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97 hlines[line].end2 = rightmost;
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98 hlines[line].vertical = 0;
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99 hlines[line].color = W_Red;
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100 line++;
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101 /* now find the upper and lower middle lines by picking the planets
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102 closest to the center yet still above/below the middle and inside
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103 the left and rightmost [BDyess] */
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104 for(l = &planets[0];l < last;l++) {
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105 if(NOBODY == l->pl_owner) continue;
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106 if(l->pl_y > top && l->pl_y < middle &&
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107 l->pl_x < rightmost && l->pl_x > leftmost) {
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108 top = l->pl_y;
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109 topcolor = planetColor(l);
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110 }
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111 if(l->pl_y < bottom && l->pl_y > middle &&
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112 l->pl_x < rightmost && l->pl_x > leftmost) {
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113 bottom = l->pl_y;
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114 bottomcolor = planetColor(l);
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115 }
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116 }
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117 hlines[line].pos = top;
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118 hlines[line].end1 = leftmost;
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119 hlines[line].end2 = rightmost;
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120 hlines[line].vertical = 0;
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121 hlines[line].color = teamColorHockeyLines ? topcolor : W_Cyan;
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122 line++;
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123 hlines[line].pos = bottom;
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124 hlines[line].end1 = leftmost;
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125 hlines[line].end2 = rightmost;
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126 hlines[line].vertical = 0;
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127 hlines[line].color = teamColorHockeyLines ? bottomcolor : W_Cyan;
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128 line++;
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129 /* last, try to find the goal box. Search for the planets that
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130 are inside the left and right, above/below the upper/lower middle,
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131 and are not neutral. Of those planets, take the top left and
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132 bottom right points [BDyess] */
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133 /* toplefts */
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134 boxpoints[0].x = boxpoints[0].y = boxpoints[2].x = boxpoints[2].y =
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135 blk_gwidth;
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136 /* bottomrights */
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137 boxpoints[1].x = boxpoints[1].y = boxpoints[3].x = boxpoints[3].y = 0;
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138 for(l = &planets[0];l < last;l++) {
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139 /* don't want nobody's planets */
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140 if(l->pl_owner == NOBODY) continue;
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141 /* check for out-of-bounds */
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142 if((l->pl_y >= top && l->pl_y <= bottom) ||
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143 l->pl_x >= rightmost || l->pl_x <= leftmost) continue;
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144 /* top or bottom? */
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145 if(l->pl_y < middle) i = 0; /* top */
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146 else i = 2; /* bottom */
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147 if(l->pl_x <= boxpoints[i].x &&
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148 l->pl_y <= boxpoints[i].y) { /* new topleft */
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149 boxpoints[i].x = l->pl_x;
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150 boxpoints[i].y = l->pl_y;
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151 }
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152 if(l->pl_x >= boxpoints[i+1].x &&
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153 l->pl_y >= boxpoints[i+1].y) { /* new bottomright */
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154 boxpoints[i+1].x = l->pl_x;
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155 boxpoints[i+1].y = l->pl_y;
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156 }
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157 }
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158 if(! teamColorHockeyLines) {
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159 topcolor = bottomcolor = W_Grey;
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160 }
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161 hlines[line].vertical = 0;
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162 hlines[line].pos = boxpoints[0].y;
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163 hlines[line].end1 = boxpoints[0].x;
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164 hlines[line].end2 = boxpoints[1].x;
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165 hlines[line].color = topcolor;
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166 line++;
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167 hlines[line].vertical = 1;
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168 hlines[line].pos = boxpoints[0].x;
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169 hlines[line].end1 = boxpoints[0].y;
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170 hlines[line].end2 = boxpoints[1].y;
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171 hlines[line].color = topcolor;
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172 line++;
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173 hlines[line].vertical = 0;
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174 hlines[line].pos = boxpoints[1].y;
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175 hlines[line].end1 = boxpoints[0].x;
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176 hlines[line].end2 = boxpoints[1].x;
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177 hlines[line].color = W_Red;
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178 line++;
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179 hlines[line].vertical = 1;
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180 hlines[line].pos = boxpoints[1].x;
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181 hlines[line].end1 = boxpoints[0].y;
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182 hlines[line].end2 = boxpoints[1].y;
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183 hlines[line].color = topcolor;
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184 line++;
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185
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186 hlines[line].vertical = 0;
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187 hlines[line].pos = boxpoints[2].y;
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188 hlines[line].end1 = boxpoints[2].x;
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189 hlines[line].end2 = boxpoints[3].x;
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190 hlines[line].color = W_Red;
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191 line++;
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192 hlines[line].vertical = 1;
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193 hlines[line].pos = boxpoints[2].x;
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194 hlines[line].end1 = boxpoints[2].y;
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195 hlines[line].end2 = boxpoints[3].y;
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196 hlines[line].color = bottomcolor;
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197 line++;
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198 hlines[line].vertical = 0;
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199 hlines[line].pos = boxpoints[3].y;
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200 hlines[line].end1 = boxpoints[2].x;
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201 hlines[line].end2 = boxpoints[3].x;
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202 hlines[line].color = bottomcolor;
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203 line++;
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204 hlines[line].vertical = 1;
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205 hlines[line].pos = boxpoints[3].x;
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206 hlines[line].end1 = boxpoints[2].y;
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207 hlines[line].end2 = boxpoints[3].y;
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208 hlines[line].color = bottomcolor;
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209 line++;
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210 }
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211 }
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212
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213 /* draw the tactical hockey lines [BDyess] */
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214 void tactical_hockey() {
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215 int i;
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216 struct hockeyLine *l = &hlines[0];
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217 int dx,dx1,dx2,dy,dy1,dy2;
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218 int view = SCALE * WINSIDE / 2;
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219 static int old_tacticalHockeyLines, old_galacticHockeyLines,
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220 old_cleanHockeyGalactic, old_teamColorHockeyLines;
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221
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222 if(!hockey)
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223 return;
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224
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225 if(puck->p_ship->s_type != PUCK) {
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226 puck->p_ship = getship(PUCK);
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227 redrawPlayer[puck->p_no];
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228 }
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229 if(tacticalHockeyLines != old_tacticalHockeyLines) {
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230 redrawall = 1;
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231 old_tacticalHockeyLines = tacticalHockeyLines;
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232 }
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233 if(galacticHockeyLines != old_galacticHockeyLines) {
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234 redrawall = 1;
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235 old_galacticHockeyLines = galacticHockeyLines;
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236 }
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237 if(cleanHockeyGalactic != old_cleanHockeyGalactic) {
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238 redrawall = 1;
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239 old_cleanHockeyGalactic = cleanHockeyGalactic;
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240 }
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241 if(teamColorHockeyLines != old_teamColorHockeyLines) {
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242 old_teamColorHockeyLines = teamColorHockeyLines;
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243 hockeyInit();
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244 }
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245 /* draw whatever hockey lines are visible [BDyess] */
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246 if(hockey && tacticalHockeyLines) { /* if it should be drawn */
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247 for(i = 0, l = &hlines[0]; i < NUM_HOCKEY_LINES; i++, l++) {
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248 if(l->vertical) {
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249 dx = l->pos - me->p_x;
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250 dy1 = l->end1 - me->p_y;
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251 dy2 = l->end2 - me->p_y;
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252 /* is it in view? [BDyess] */
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253 if(ABS(dx) <= view &&
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254 (ABS(dy1) <= view || ABS(dy2) <= view ||
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255 (l->end1 <= me->p_y && l->end2 >= me->p_y))) {
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256 dx = dx / SCALE + WINSIDE / 2;
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257 dy1 = dy1 / SCALE + WINSIDE / 2;
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258 dy2 = dy2 / SCALE + WINSIDE / 2;
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259 W_CacheLine(w, dx, dy1, dx, dy2, l->color);
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260 clearline[0][clearlcount] = dx;
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261 clearline[1][clearlcount] = dy1;
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262 clearline[2][clearlcount] = dx;
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263 clearline[3][clearlcount] = dy2;
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264 clearlcount++;
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265 }
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266 } else { /* horizontal */
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267 dy = l->pos - me->p_y;
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268 dx1 = l->end1 - me->p_x;
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269 dx2 = l->end2 - me->p_x;
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270 /* is it in view? [BDyess] */
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271 if(ABS(dy) <= view &&
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272 (ABS(dx1) <= view || ABS(dx2) <= view ||
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273 (l->end1 <= me->p_x && l->end2 >= me->p_x))) {
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274 dy = dy / SCALE + WINSIDE / 2;
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275 dx1 = dx1 / SCALE + WINSIDE / 2;
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276 dx2 = dx2 / SCALE + WINSIDE / 2;
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277 W_CacheLine(w, dx1, dy, dx2, dy, l->color);
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278 clearline[0][clearlcount] = dx1;
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279 clearline[1][clearlcount] = dy;
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280 clearline[2][clearlcount] = dx2;
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281 clearline[3][clearlcount] = dy;
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282 clearlcount++;
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283 }
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284 }
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285 }
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286 }
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287 }
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288
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289 /* draw the tactical hockey lines [BDyess] */
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290 void galactic_hockey() {
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291 int i;
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292 struct hockeyLine *l;
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293 int dx,dx1,dx2,dy,dy1,dy2;
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294 int gwidth, offsetx, offsety;
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295
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296 if(hockey && galacticHockeyLines) { /* if it should be drawn */
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297 if(blk_zoom) {
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298 gwidth = blk_gwidth / 2;
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299 offsetx = zoom_offset(me->p_x);
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300 offsety = zoom_offset(me->p_y);
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301 /* keep last offset? */
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302 } else {
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303 gwidth = blk_gwidth;
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304 offsetx = offsety = 0;
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305 }
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306 for(i = 0, l = &hlines[0]; i < NUM_HOCKEY_LINES; i++, l++) {
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307 if(l->vertical) {
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308 dx = (l->pos - offsetx) * WINSIDE / gwidth;
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309 dy1 = (l->end1 - offsety) * WINSIDE / gwidth;
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310 dy2 = (l->end2 - offsety) * WINSIDE / gwidth;
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311 W_MakeLine(mapw, dx, dy1, dx, dy2, l->color);
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312 } else {
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313 dy = (l->pos - offsety) * WINSIDE / gwidth;
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314 dx1 = (l->end1 - offsetx) * WINSIDE / gwidth;
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315 dx2 = (l->end2 - offsetx) * WINSIDE / gwidth;
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316 W_MakeLine(mapw, dx1, dy, dx2, dy, l->color);
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317 }
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318 }
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319 }
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320 }
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321
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322 void dump_hockey_points() {
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323 int i;
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324 struct hockeyLine *l;
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325
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326 printf("Hockey points dump:\n");
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327 for (i = 0, l = &hlines[0]; i < NUM_HOCKEY_LINES; i++, l++) {
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328 if(l->vertical) {
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329 printf("%d: %d,%d %d,%d\n",i,l->pos,l->end1,l->pos,l->end2);
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330 } else {
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331 printf("%d: %d,%d %d,%d\n",i,l->end1,l->pos,l->end2,l->pos);
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332 }
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333 }
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334 }
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335 #endif /*HOCKEY*/
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