view src/terrain.c @ 17:65de6eb6861a

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author darius
date Wed, 24 Dec 1997 12:37:24 +0000
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/*--------------------------------------------------------------------------
NETREK II -- Paradise

Permission to use, copy, modify, and distribute this software and its
documentation for any NON-COMMERCIAL purpose (following the terms of
the GNU General Public License (read the file 'COPYING')) 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

    Comprehensive credits are available in the file "CREDITS"
--------------------------------------------------------------------------*/

#include "config.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "struct.h"
#include "data.h"
#include "shmem.h"
#include "terrain.h"

#define MAXALTITUDE 255
#define MAXSTARS 20
#define X 0
#define Y 1

void 
generate_terrain()
/*
 * Generates terrain based on specs in the system configuration. Places a
 * number of "seeds" into the terrain grid, and then generates an "altitude"
 * map based on those seeds' positions (which correspond to star positions).
 * Place_nebula generates another altitude map for nebulae -- the first map
 * is used for asteroids and generating the second map.
 * 
 * This function is called within the galaxy generation stuff.
 * 
 * 10/26/94 MM
 */
{
  int i, j, k;			/* counters */
  int x, y;			/* more counters, different purpose */
  double dist, val;		/* for distance calculations */
  int num_seeds = 0;
  int seed_xy[MAXSTARS][2];
  int qx[4] = {-1, 1, -1, 1}, qy[4] = {1, 1, -1, -1};	/* quadrant multipliers */

  /*
   * place seeds -- this would be easy to change if you just had a number of
   * seeds you wanted to place, instead of basing it on stars.  I won't
   * bother doing it, even though it might be cool to see it work in a bronco
   * game...  MM
   */

  for (i = 0; i < NUMPLANETS; i++)
    if (PL_TYPE(planets[i]) == PLSTAR)
    {
      terrain_grid[(planets[i].pl_x / TGRID_GRANULARITY) * TGRID_SIZE +
		   planets[i].pl_y / TGRID_GRANULARITY].alt1 = MAXALTITUDE;

      seed_xy[num_seeds][X] = planets[i].pl_x / TGRID_GRANULARITY;
      seed_xy[num_seeds][Y] = planets[i].pl_y / TGRID_GRANULARITY;
      num_seeds++;
    }

  /* generate terrain -- simple, stupid version. */


  for (x = 0; x < TGRID_SIZE; x++)
    for (y = 0; y < TGRID_SIZE; y++)
      if (terrain_grid[x * TGRID_SIZE + y].alt1 != MAXALTITUDE)
      {
	val = 0.0;
	for (i = 0; i < num_seeds; i++)
	{
	  dist = (double) MAXALTITUDE -
	    sqrt((double) ((x - seed_xy[i][X]) * (x - seed_xy[i][X]) +
			   (y - seed_xy[i][Y]) * (y - seed_xy[i][Y])));
	  if (dist > val)
	    val = dist;
	}
	/* reset any previous terrain values */
	terrain_grid[x * TGRID_SIZE + y].types = 0x00;

	terrain_grid[x * TGRID_SIZE + y].alt1 = (int) val;
	terrain_grid[x * TGRID_SIZE + y].alt2 = 0;
      }

  /* place nebula */
  if (num_nebula)
    place_nebula(*num_nebula, *nebula_subclouds, *nebula_density);
  /* place asteroids */
  if (num_asteroid)
    place_asteroids(MAXALTITUDE - (*asteroid_radius));
}

void 
place_nebula(int num_nebula, int num_seeds, int minalt)
/*
 * Values inbetween MAXALTITUDE and minalt are considered nebulous terrain.
 * Tries to cluster seeds in groups based on num_nebula and num_seeds. ...the
 * number of seeds per nebula being num_seeds. 10/26/94 MM
 */
{
  int i = 0, j = 0, x, y, dx, dy, dist, lowdist = 2 * TGRID_SIZE;
  int *seeds1, *seeds2;

  seeds1 = (int *) malloc(num_nebula * sizeof(int));
  if (num_seeds)
    seeds2 = (int *) malloc(num_seeds * sizeof(int) * num_nebula);

  /* find a local minimum, and place a "seed" */
  while (i < num_nebula)
  {
    j = (int) lrand48() % (TGRID_SIZE * TGRID_SIZE);
    if (j == 0)
      j = 1;
    while ((j < (TGRID_SIZE * TGRID_SIZE)) &&
	   ((terrain_grid[j - 1].alt1 < terrain_grid[j].alt1) ||
	    (terrain_grid[j + 1].alt1 < terrain_grid[j].alt1)))
      j++;
    seeds1[i] = j;
    terrain_grid[seeds1[i]].alt2 = MAXALTITUDE;
    i++;
  }
  /* group num_seeds more "sub seeds" around each seed */
  /*
   * (there are a couple bugs in this algorithm yet -- theres a wierd
   * wraparound occasionally.  MDM, 8/23/95)
   */

  for (i = 0; i < num_nebula; i++)
    for (j = 0; j < num_seeds; j++)
    {
      dx = (int) (lrand48() % ((MAXALTITUDE - minalt) * 3)) -
	(int) (lrand48() % (int) ((MAXALTITUDE - minalt) * (1.5)));
      dy = (int) (lrand48() % ((MAXALTITUDE - minalt) * 3)) -
	(int) (lrand48() % (int) ((MAXALTITUDE - minalt) * (1.5)));
      if (seeds1[i] / TGRID_SIZE + dx < 0)
	dx -= (seeds1[i] / TGRID_SIZE + dx);
      if (seeds1[i] / TGRID_SIZE + dx >= TGRID_SIZE)
	dx -= (seeds1[i] / TGRID_SIZE + dx) - (TGRID_SIZE - 1);
      if (seeds1[i] / TGRID_SIZE + dy < 0)
	dy -= (seeds1[i] / TGRID_SIZE + dy);
      if (seeds1[i] / TGRID_SIZE + dy >= TGRID_SIZE)
	dy -= (seeds1[i] / TGRID_SIZE + dy) - (TGRID_SIZE - 1);
      seeds2[i * num_seeds + j] = (seeds1[i] / TGRID_SIZE + dx) * TGRID_SIZE +
	(seeds1[i] % TGRID_SIZE + dy);
      terrain_grid[seeds2[i * num_seeds + j]].alt2 = MAXALTITUDE;
    }

  /*
   * assign random-ish values, from a distance-from-seed base value (density
   * is the randomness -- low density values are smooth, high are rough)
   */
  /* randomness NYI */
  /*
   * these values could be used in combination with the alt1 values to do
   * other funky terrain "shapes, but I'm putting in the ABS() speedup stuff
   * in for now anyway.  It'll result in alt2 values of 0 for any spot
   * outside a nebulous radius -- MDM
   */
  for (x = 0; x < TGRID_SIZE; x++)
    for (y = 0; y < TGRID_SIZE; y++)
    {
      for (i = 0; i < num_nebula; i++)
      {
	dx = (seeds1[i] / TGRID_SIZE) - x;
	dy = (seeds1[i] % TGRID_SIZE) - y;
	/* loop speedup */
	if ((ABS(dx) <= MAXALTITUDE - minalt) &&
	    (ABS(dy) <= MAXALTITUDE - minalt))
	{
	  dist = (int) sqrt(dx * dx + dy * dy);
	  if (dist < lowdist)
	    lowdist = dist;
	}
	if (num_seeds)
	  for (j = 0; j < num_seeds; j++)
	  {
	    dx = seeds2[i * num_seeds + j] / TGRID_SIZE - x;
	    dy = seeds2[i * num_seeds + j] % TGRID_SIZE - y;
	    /* loop speedup */
	    if ((ABS(dx) <= MAXALTITUDE - minalt) &&
		(ABS(dy) <= MAXALTITUDE - minalt))
	    {
	      dist = (int) sqrt(dx * dx + dy * dy);
	      if (dist < lowdist)
		lowdist = dist;
	    }
	  }
      }
      terrain_grid[x * TGRID_SIZE + y].alt2 = MAXALTITUDE - lowdist;
      lowdist = 2 * TGRID_SIZE;
    }

  /* give each spot with a high enuf alt value the nebulous terrain flag. */
  for (i = 0; i < TGRID_SIZE; i++)
    for (j = 0; j < TGRID_SIZE; j++)
      if (terrain_grid[i * TGRID_SIZE + j].alt2 >= minalt)
	terrain_grid[i * TGRID_SIZE + j].types |= T_NEBULA;

  free(seeds1);
  free(seeds2);
}

void 
place_asteroids(int altitude)
/*
 * Marks terrain grid locations within density of altitude as asteroid
 * fields.  I may make the chance of such a grid location becoming a field
 * random (like 90% or something), so that fields will appear less uniform,
 * and holes may exist in them.  Makes for interesting terrain, IMO. 10/26/94
 * MM
 */
{
  int x, y, i, j, numstars = 0, attempts = 0;
  int *systems_with_asteroids;
  int *star_numbers;
  int *varied_rad;
  int *varied_dens;
  float *varied_thick;
	
  printf("placing asteroids\n");
  star_numbers = (int *) malloc((NUMPLANETS) * sizeof(int));
  for (i = 0; i < NUMPLANETS; i++)
    if (PL_TYPE(planets[i]) == PLSTAR)
    {
      star_numbers[numstars] = i;
      numstars++;
    }
  systems_with_asteroids = (int *) malloc(numstars * sizeof(int));
  varied_rad = (int *) malloc(numstars * sizeof(int));
  varied_dens = (int *) malloc(numstars * sizeof(int));
  varied_thick = (float *) malloc(numstars * sizeof(float));
  for (i = 0; i < numstars; i++)
    systems_with_asteroids[i] = 0;
	
  /*
   * assign what stars have asteroid belts -- I could just start with system
   * #1, since systems are placed randomly, but I might as well pick a random
   * system to start with.  The only prereq is that the system does NOT
   * belong to a race. (prereq NYI)
   */
  if (*num_asteroid > (numstars - 4))
    *num_asteroid = numstars - 4;

  i = 0;
  while (i < *num_asteroid)
  {
    j = lrand48() % numstars;
   
		if (((planets[j].pl_system < 1) || (planets[j].pl_system > 4))
				&& (systems_with_asteroids[j] == 0))
      systems_with_asteroids[j] = 1;
		else
			continue;
		
    i++;
		
    if ((*asteroid_rad_variance) == 0)
      varied_rad[j] = altitude;
    else
      varied_rad[j] = altitude - ((*asteroid_rad_variance) / 2) +
			lrand48() % (*asteroid_rad_variance);
		
    if ((*asteroid_dens_variance) == 0)
      varied_dens[j] = *asteroid_density;
    else
      varied_dens[j] = (*asteroid_density) - ((*asteroid_dens_variance) / 2) +
			lrand48() % (*asteroid_dens_variance);
		
    varied_thick[j] = (*asteroid_thickness) - ((*asteroid_thick_variance) / 2.0)
		+ drand48() * (*asteroid_thick_variance);

    attempts++;
		
    if (attempts > 1000)
    {
      printf("Too many attempts - giving up\n");
      break;
    }
  }
	
	for (i = 0; i < numstars; i++)
		if (systems_with_asteroids[i])
			printf("System %s has an asteroid belt\n", planets[star_numbers[i]].pl_name);
	
	for (x = 0; x < TGRID_SIZE; x++)
	{
		for (y = 0; y < TGRID_SIZE; y++)
		{
      for (i = 0; i < numstars; i++)
      {
				/*
				 * if the tgrid locale is within a certain distance of a system that
				 * is supposed to have an asteroid belt, then, AST_CHANCE percent of
				 * the time, mark that locale as having asteroids
				 */
				if (systems_with_asteroids[i] &&
						terrain_grid[x * TGRID_SIZE + y].alt1 >= varied_rad[i] - 
						(varied_thick[i]) && terrain_grid[x * TGRID_SIZE + y].alt1 
						<= varied_rad[i] + (varied_thick[i]) &&	(ABS(x * TGRID_GRANULARITY - 
																												 planets[star_numbers[i]].pl_x) <
																										 (MAXALTITUDE - (varied_rad[i] - 
																																		 (varied_thick[i] + 1.0)))
																										 * TGRID_GRANULARITY) &&
						(ABS(y * TGRID_GRANULARITY - planets[star_numbers[i]].pl_y) <
						 (MAXALTITUDE - (varied_rad[i] - (varied_thick[i] + 1.0))) * TGRID_GRANULARITY) &&
						lrand48() % 100 < varied_dens[i])
				{
					printf("terrain grid %d has asteroids\n", x * TGRID_SIZE + y);
					terrain_grid[x * TGRID_SIZE + y].types |= T_ASTEROIDS;
				}
      }
		}
	}
}

void 
doTerrainEffects()
/*
 * apply terrain effects to players
 * 
 * I REALLY wish I could add a "skill" element to many of the effects, but its
 * tough. Asteroid damage is the most notable example where skill *should* be
 * a factor, but isn't. MDM
 */
{
  struct player *p;
  int i, j, dam;

  for (i = 0; i < MAXPLAYER; i++)
  {
    p = &(players[i]);
    if (p->p_status != PALIVE)
      continue;
    if (TERRAIN_TYPE((p->p_x) / TGRID_GRANULARITY, (p->p_y) / TGRID_GRANULARITY) &
	T_ASTEROIDS)
    {
      j = lrand48() % 100;
      /* the player is in an asteroid location */
      if (p->p_speed != 0)
      {
	if (ast_effect[SS_IMPULSE] &&
	    (j < (100 - ((p->p_ship.s_turns / (p->p_speed * p->p_speed)) / 200)) ||
	     (j < MIN_AST_HIT)))
	{
	  dam = lrand48() % (VAR_AST_DAMAGE * p->p_speed) + MIN_AST_DAMAGE;
	  if (inflict_damage(0, 0, p, dam, KASTEROID) == 1)
	    p->p_whydead = KASTEROID;
	}
      }
    }
  }
}