annotate src/plutil.c @ 14:b7fe2e0e4b86

Added #defines which hold the chance of nebulous terrain affecting your weapons systems.
author darius
date Sat, 06 Dec 1997 06:27:50 +0000
parents 8c6d5731234d
children
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1 /*--------------------------------------------------------------------------
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2 NETREK II -- Paradise
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3
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4 Permission to use, copy, modify, and distribute this software and its
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5 documentation, or any derivative works thereof, for any NON-COMMERCIAL
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6 purpose and without fee is hereby granted, provided that this copyright
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7 notice appear in all copies. No representations are made about the
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8 suitability of this software for any purpose. This software is provided
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9 "as is" without express or implied warranty.
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10
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11 Xtrek Copyright 1986 Chris Guthrie
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12 Netrek (Xtrek II) Copyright 1989 Kevin P. Smith
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13 Scott Silvey
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14 Paradise II (Netrek II) Copyright 1993 Larry Denys
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15 Kurt Olsen
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16 Brandon Gillespie
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17 --------------------------------------------------------------------------*/
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18
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19 #include "config.h"
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20 #include <math.h>
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21
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22 #include "plutil.h"
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23 #include "data.h"
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24 #include "shmem.h"
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25
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26 int
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27 idx_to_mask(i)
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28 int i;
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29 {
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30 if (i >= 0)
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31 return 1 << i;
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32 else
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33 return 0;
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34 }
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35
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36 int
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37 mask_to_idx(m)
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38 int m;
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39 {
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40 int i;
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41 if (!m)
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42 return -1;
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43 for (i = 0; m > 1; i++, m >>= 1);
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44 return i;
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45 }
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46
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47 /*
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48 */
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49
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50 int
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51 in_warp(pl)
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52 struct player *pl;
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53 {
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54 if (pl->p_flags & PFDOCK)
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55 {
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56 /* if we are docked, then we have the same state as our base */
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57 return in_warp(&players[pl->p_docked]);
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58 }
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59 return (pl->p_flags & PFWARP) || pl->p_warptime;
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60 }
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61
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62
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63 int
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64 undock_player(pl)
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65 struct player *pl;
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66 {
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67 struct player *base;
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68
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69 if (!(pl->p_flags & PFDOCK))
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70 return 0;
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71
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72 base = &players[pl->p_docked];
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73 base->p_docked--; /* base no longer has as many docked */
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74 base->p_port[pl->p_port[0]] = VACANT; /* the port is vacant */
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75
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76 /* what if the player is being undocked because he died? */
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77 if (base->p_ship.s_type == JUMPSHIP)
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78 {
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79 pl->p_jsdock = 1;
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80 pl->p_lastjs = pl->p_docked;
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81 }
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82 pl->p_flags &= ~PFDOCK;
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83 pl->p_docked = -1;
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84 pl->p_port[0] = VACANT;
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85
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86 return 1;
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87 }
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88
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89 int
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90 base_undock(base, port_id)
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91 struct player *base;
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92 int port_id;
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93 {
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94 struct player *pl;
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95
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96 if (base->p_port[port_id] < 0)
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97 return 0;
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98
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99 pl = &players[base->p_port[port_id]];
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100
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101 base->p_docked--;
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102 base->p_port[port_id] = VACANT;
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103
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104 /* if the jumpship kicks you off, he doesn't get credited. -RF */
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105
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106 pl->p_flags &= ~PFDOCK;
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107 pl->p_docked = -1;
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108 pl->p_port[0] = VACANT;
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109 return 1;
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110 }
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111
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112 void
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113 enforce_dock_position(pl)
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114 struct player *pl;
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115 {
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116 struct player *base;
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117 unsigned char angle;
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118 int port_id;
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119
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120 if (!(pl->p_flags & PFDOCK))
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121 return;
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122
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123 base = &players[pl->p_docked];
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124 port_id = pl->p_port[0];
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125
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126 if ((base->p_ship.s_type == STARBASE) || (base->p_ship.s_type == WARBASE) ||
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127 (base->p_ship.s_type == JUMPSHIP))
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128 angle = (port_id * 2 + 1) * 128 / base->p_ship.s_numports;
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129 else
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130 angle = base->p_dir + 64 + (128 * port_id); /* max of two ports, really */
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131 move_player(pl->p_no, (int) (base->p_x + DOCKDIST * Cos[angle]),
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132 (int) (base->p_y + DOCKDIST * Sin[angle]), 1);
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133
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134 pl->p_speed = pl->p_desspeed = 0;
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135 if ((base->p_ship.s_type == STARBASE) || (base->p_ship.s_type == WARBASE) ||
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136 (base->p_ship.s_type == JUMPSHIP))
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137 pl->p_dir = pl->p_desdir = angle + 64;
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138 else
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139 pl->p_dir = pl->p_desdir = base->p_dir;
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140 }
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141
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142 void
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143 dock_to(pl, base_num, port_id)
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144 struct player *pl;
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145 int base_num, port_id;
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146 {
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147 struct player *base = &players[base_num];
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148
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149 undock_player(pl);
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150
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151 base->p_docked++;
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152 base->p_port[port_id] = pl->p_no;
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153
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154 pl->p_flags |= PFDOCK; /* we are docked */
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155 pl->p_docked = base_num; /* to this base */
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156 pl->p_port[0] = port_id; /* in this docking bay */
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157
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158 enforce_dock_position(pl);
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159 }
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160
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161 void
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162 scout_planet(p_no, pl_no)
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163 int p_no;
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164 int pl_no;
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165 {
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166 struct player *fred = &players[p_no];
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167 struct planet *mars = &planets[pl_no];
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168 int oldness = status->clock - mars->pl_tinfo[fred->p_team].timestamp;
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169
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170 if (!status->tourn)
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171 return;
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172
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173 if ((mars->pl_owner != fred->p_team) &&
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174 (oldness > 2))
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175 {
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176 #define LOG2OFe 1.442695
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177 double scoutdi = log((double) oldness) * LOG2OFe / 100;
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178 if (scoutdi > 0.1)
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179 scoutdi = 0.1;
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180 fred->p_stats.st_di += scoutdi;
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181 }
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182 mars->pl_hinfo |= fred->p_team;
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183 if (mars->pl_owner != fred->p_team)
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184 {
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185 mars->pl_tinfo[fred->p_team].flags = mars->pl_flags;
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186 mars->pl_tinfo[fred->p_team].armies = mars->pl_armies;
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187 mars->pl_tinfo[fred->p_team].owner = mars->pl_owner;
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188 mars->pl_tinfo[fred->p_team].timestamp = status->clock;
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189 }
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190 }
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191
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192 /*
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193 * */
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194
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195 void
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196 evaporate(pl)
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197 struct player *pl;
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198 {
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199 /* put someone on the outfit screen with no ill effects */
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200
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201 undock_player(pl); /* if docked then undock me */
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202
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203 if (allows_docking(pl->p_ship))
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204 { /* if ships can dock */
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205 int k;
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206 for (k = 0; k < pl->p_ship.s_numports; k++)
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207 base_undock(pl, k); /* remove all docked ships */
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208 pl->p_docked = 0; /* no ships docked anymore */
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209 }
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210 if (pl->p_flags & PFORBIT)
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211 { /* if orbiting then */
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212 pl->p_flags &= ~PFORBIT; /* eject from orbit */
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213 }
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214
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215 pl->p_status = POUTFIT;
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216 pl->p_whydead = KPROVIDENCE;
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217 }
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218
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219 void
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220 explode_everyone(whydead, minlive)
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221 int whydead;
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222 int minlive;
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223 {
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224 int i;
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225 for (i = 0; i < MAXPLAYER; i++)
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226 {
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227 if (players[i].p_status != PALIVE
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228 && players[i].p_status != POBSERVE)
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229 continue;
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230
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231 if (players[i].p_updates < minlive)
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232 continue;
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233
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234 players[i].p_whydead = whydead;
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235 players[i].p_whodead = 0;
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236 players[i].p_status = PEXPLODE;
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237 players[i].p_explode = 10;
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238 players[i].p_ntorp = 0; /* no torps shot */
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239 players[i].p_nplasmatorp = 0; /* no plasmas shot */
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240 }
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241 }
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242
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243
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244 /* round randomly, but weighted by the fractional part */
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245
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246 int
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247 random_round(d)
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248 double d;
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249 {
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250 int rval = floor(d);
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251 if (drand48() < d - rval)
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252 rval++;
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253 return rval;
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254 }
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255
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256
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257 char *
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258 twoletters(pl)
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259 struct player *pl;
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260 /* calculate the two letters that form the players designation (e.g. R4) */
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261 {
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262 #define RINGSIZE MAXPLAYER+3
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263 static char buf[RINGSIZE][3]; /* ring of buffers so that this */
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264 static int idx; /* proc can be called several times before
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265 * the results are used */
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266 if (idx >= RINGSIZE)
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267 idx = 0;
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268 buf[idx][0] = teams[pl->p_team].letter;
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269 buf[idx][1] = shipnos[pl->p_no];
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270 buf[idx][2] = 0;
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271 return buf[idx++];
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272 }