comparison src/detonate.c @ 2:2719a89505ba

First entry of Paradise Server 2.9 patch 10 Beta
author darius
date Sat, 06 Dec 1997 04:37:01 +0000
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1:4d6502ffaa5e 2:2719a89505ba
1 /*--------------------------------------------------------------------------
2 NETREK II -- Paradise
3
4 Permission to use, copy, modify, and distribute this software and its
5 documentation, or any derivative works thereof, for any NON-COMMERCIAL
6 purpose and without fee is hereby granted, provided that this copyright
7 notice appear in all copies. No representations are made about the
8 suitability of this software for any purpose. This software is provided
9 "as is" without express or implied warranty.
10
11 Xtrek Copyright 1986 Chris Guthrie
12 Netrek (Xtrek II) Copyright 1989 Kevin P. Smith
13 Scott Silvey
14 Paradise II (Netrek II) Copyright 1993 Larry Denys
15 Kurt Olsen
16 Brandon Gillespie
17 --------------------------------------------------------------------------*/
18
19
20 #include "config.h"
21 #include <stdio.h>
22 #include <sys/time.h>
23 #include "defs.h"
24 #include "struct.h"
25 #include "data.h"
26 #include "shmem.h"
27
28 /*
29 * * Here we have another flaw. Detonating other players torps can be a *
30 * very quick way to die. Why? Because you always take some damage. *
31 * Experienced players never detonate other players' torps. Balance is *
32 * really hard to obtain with this type of function. Technically, a * player
33 * could nearly continuously detonate torps (at least faster than * they
34 * could be fired) and never be hurt, if I allowed less damage as * a
35 * possible result. So here it sits.
36 */
37
38
39
40 static struct timeval lasttp;
41
42
43 #define UGAP 100000 /* microseconds */
44
45
46 /*-----------------------------VISIBLE FUNCTIONS---------------------------*/
47
48 /*-------------------------------DETOTHERS---------------------------------*/
49 /*
50 * This function goes through all the torps in the games and detonates the
51 * torps that are close enough to det.
52 */
53
54 void
55 detothers()
56 {
57 register int h, i; /* looping var */
58 int dx, dy; /* to find distance */
59 register struct torp *j; /* to point to torp */
60 register struct missile *drn; /* to point to torp */
61
62 if (me->p_fuel < myship->s_detcost)
63 { /* if not enough fuel */
64 warning("Not enough fuel to detonate"); /* then print warning */
65 return; /* and get out of dodge */
66 }
67 if (me->p_flags & PFWEP)
68 { /* if W-temped then you */
69 warning("Weapons overheated"); /* cannot det */
70 return;
71 }
72
73 if (!temporally_spaced(&lasttp, UGAP))
74 return;
75
76
77 me->p_fuel -= myship->s_detcost; /* take fuel away */
78 me->p_wtemp += myship->s_detcost / 5; /* increase W-temp */
79 for (h = 0; h < MAXPLAYER; h++)
80 { /* go through all players */
81 if ((players[h].p_status == PFREE) || (h == me->p_no))
82 continue; /* do not det own torps */
83 for (i = h * MAXTORP; i < MAXTORP * (h + 1); i++)
84 {
85 j = &torps[i]; /* get a torp */
86 if (friendlyTorp(j)) /* if its friendly then */
87 continue; /* disregard it */
88 if ((j->t_status == TMOVE) || (j->t_status == TSTRAIGHT))
89 {
90 dx = j->t_x - me->p_x; /* if torp moving */
91 dy = j->t_y - me->p_y; /* get delta cords */
92 #ifdef SHIPDET
93 if (ABS(dx) > myship->s_detdist || ABS(dy) > myship->s_detdist)
94 continue; /* obviously too far away */
95 if (dx * dx + dy * dy < myship->s_detdist * myship->s_detdist)
96 { /* close enough? */
97 #elif LARGEDET
98 if (ABS(dx) > NEWDETDIST || ABS(dy) > NEWDETDIST)
99 continue; /* obviously too far away */
100 if (dx * dx + dy * dy < NEWDETDIST * NEWDETDIST)
101 { /* close enough? */
102 #else
103 /*
104 * DETDIST is normally set to 1700 unless SHIPDET is set. If SHIPDET
105 * is set
106 */
107 /*
108 * then DETDIST is set as myship->s_detdist in defs.h which will make
109 * the
110 */
111 /* det distances settable by ship type */
112 if (ABS(dx) > DETDIST || ABS(dy) > DETDIST)
113 continue; /* obviously too far away */
114 if (dx * dx + dy * dy < DETDIST * DETDIST)
115 { /* close enough? */
116 #endif
117 j->t_whodet = me->p_no; /* set who detted it */
118 j->t_status = TDET; /* change status to det */
119 }
120 }
121 }
122 }
123
124 for (h = 0; h < MAXPLAYER * NPTHINGIES; h++)
125 {
126 drn = &missiles[h];
127
128 if (friendlyMissile(drn))
129 continue;
130
131 if (drn->ms_status == TMOVE || drn->ms_status == TSTRAIGHT)
132 {
133 dx = drn->ms_x - me->p_x; /* if torp moving */
134 dy = drn->ms_y - me->p_y; /* get delta cords */
135
136 #ifdef SHIPDET
137 if (ABS(dx) > myship->s_detdist || ABS(dy) > myship->s_detdist)
138 continue; /* obviously too far away */
139 if (dx * dx + dy * dy < myship->s_detdist * myship->s_detdist)
140 { /* close enough? */
141 #elif LARGEDET
142 if (ABS(dx) > NEWDETDIST || ABS(dy) > NEWDETDIST)
143 if (ABS(dx) > NEWDETDIST || ABS(dy) > NEWDETDIST)
144 continue; /* obviously too far away */
145 if (dx * dx + dy * dy < NEWDETDIST * NEWDETDIST)
146 { /* close enough? */
147 #else
148 if (ABS(dx) > DETDIST || ABS(dy) > DETDIST)
149 continue; /* obviously too far away */
150 if (dx * dx + dy * dy < DETDIST * DETDIST)
151 { /* close enough? */
152 #endif
153 drn->ms_whodet = me->p_no; /* set who detted it */
154 drn->ms_status = TDET; /* change status to det */
155 }
156 }
157 }
158 }
159
160
161 /*-------------------------------------------------------------------------*/
162
163
164
165
166
167 /*-------END OF FILE------*/