view src/detonate.c @ 8:0836fb919dfa

First entry of Paradise Server 2.9 patch 10 Beta
author darius
date Sat, 06 Dec 1997 04:37:05 +0000
parents 2719a89505ba
children
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/*--------------------------------------------------------------------------
NETREK II -- Paradise

Permission to use, copy, modify, and distribute this software and its
documentation, or any derivative works thereof, for any NON-COMMERCIAL
purpose and without fee is hereby granted, provided that this copyright
notice appear in all copies.  No representations are made about the
suitability of this software for any purpose.  This software is provided
"as is" without express or implied warranty.

    Xtrek Copyright 1986                            Chris Guthrie
    Netrek (Xtrek II) Copyright 1989                Kevin P. Smith
                                                    Scott Silvey
    Paradise II (Netrek II) Copyright 1993          Larry Denys
                                                    Kurt Olsen
                                                    Brandon Gillespie
--------------------------------------------------------------------------*/


#include "config.h"
#include <stdio.h>
#include <sys/time.h>
#include "defs.h"
#include "struct.h"
#include "data.h"
#include "shmem.h"

/*
 * * Here we have another flaw.  Detonating other players torps can be a *
 * very quick way to die.  Why?  Because you always take some damage. *
 * Experienced players never detonate other players' torps.  Balance is *
 * really hard to obtain with this type of function.  Technically, a * player
 * could nearly continuously detonate torps (at least faster than * they
 * could be fired) and never be hurt, if I allowed less damage as * a
 * possible result.  So here it sits.
 */



static struct timeval lasttp;


#define UGAP 100000		/* microseconds */


/*-----------------------------VISIBLE FUNCTIONS---------------------------*/

/*-------------------------------DETOTHERS---------------------------------*/
/*
 * This function goes through all the torps in the games and detonates the
 * torps that are close enough to det.
 */

void
detothers()
{
  register int h, i;		/* looping var */
  int dx, dy;			/* to find distance */
  register struct torp *j;	/* to point to torp */
  register struct missile *drn;	/* to point to torp */

  if (me->p_fuel < myship->s_detcost)
  {				/* if not enough fuel */
    warning("Not enough fuel to detonate");	/* then print warning */
    return;			/* and get out of dodge */
  }
  if (me->p_flags & PFWEP)
  {				/* if W-temped then you */
    warning("Weapons overheated");	/* cannot det */
    return;
  }

  if (!temporally_spaced(&lasttp, UGAP))
    return;


  me->p_fuel -= myship->s_detcost;	/* take fuel away */
  me->p_wtemp += myship->s_detcost / 5;	/* increase W-temp */
  for (h = 0; h < MAXPLAYER; h++)
  {				/* go through all players */
    if ((players[h].p_status == PFREE) || (h == me->p_no))
      continue;			/* do not det own torps */
    for (i = h * MAXTORP; i < MAXTORP * (h + 1); i++)
    {
      j = &torps[i];		/* get a torp */
      if (friendlyTorp(j))	/* if its friendly then */
	continue;		/* disregard it */
      if ((j->t_status == TMOVE) || (j->t_status == TSTRAIGHT))
      {
	dx = j->t_x - me->p_x;	/* if torp moving */
	dy = j->t_y - me->p_y;	/* get delta cords */
#ifdef SHIPDET
	if (ABS(dx) > myship->s_detdist || ABS(dy) > myship->s_detdist)
	  continue;		/* obviously too far away */
	if (dx * dx + dy * dy < myship->s_detdist * myship->s_detdist)
	{			/* close enough? */
#elif LARGEDET
	  if (ABS(dx) > NEWDETDIST || ABS(dy) > NEWDETDIST)
	    continue;		/* obviously too far away */
	  if (dx * dx + dy * dy < NEWDETDIST * NEWDETDIST)
	  {			/* close enough? */
#else
	/*
	 * DETDIST is normally set to 1700 unless SHIPDET is set. If SHIPDET
	 * is set
	 */
	/*
	 * then DETDIST is set as myship->s_detdist in defs.h which will make
	 * the
	 */
	/* det distances settable by ship type 				            */
	if (ABS(dx) > DETDIST || ABS(dy) > DETDIST)
	  continue;		/* obviously too far away */
	if (dx * dx + dy * dy < DETDIST * DETDIST)
	{			/* close enough? */
#endif
	  j->t_whodet = me->p_no;	/* set who detted it */
	  j->t_status = TDET;	/* change status to det */
	}
      }
    }
  }

  for (h = 0; h < MAXPLAYER * NPTHINGIES; h++)
  {
    drn = &missiles[h];

    if (friendlyMissile(drn))
      continue;

    if (drn->ms_status == TMOVE || drn->ms_status == TSTRAIGHT)
    {
      dx = drn->ms_x - me->p_x;	/* if torp moving */
      dy = drn->ms_y - me->p_y;	/* get delta cords */

#ifdef SHIPDET
      if (ABS(dx) > myship->s_detdist || ABS(dy) > myship->s_detdist)
	continue;		/* obviously too far away */
      if (dx * dx + dy * dy < myship->s_detdist * myship->s_detdist)
      {				/* close enough? */
#elif LARGEDET
	if (ABS(dx) > NEWDETDIST || ABS(dy) > NEWDETDIST)
	  if (ABS(dx) > NEWDETDIST || ABS(dy) > NEWDETDIST)
	    continue;		/* obviously too far away */
	if (dx * dx + dy * dy < NEWDETDIST * NEWDETDIST)
	{			/* close enough? */
#else
      if (ABS(dx) > DETDIST || ABS(dy) > DETDIST)
	continue;		/* obviously too far away */
      if (dx * dx + dy * dy < DETDIST * DETDIST)
      {				/* close enough? */
#endif
	drn->ms_whodet = me->p_no;	/* set who detted it */
	drn->ms_status = TDET;	/* change status to det */
      }
    }
  }
}


/*-------------------------------------------------------------------------*/





/*-------END OF FILE------*/