Mercurial > ~darius > hgwebdir.cgi > paradise_server
view src/detonate.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 | 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------*/