view src/plutil.c @ 19:de685799a432

Made torps wobbly when going through nebulous terrain. Only happens if nebula_effect contains photon.
author darius
date Wed, 24 Dec 1997 12:40:04 +0000
parents 8c6d5731234d
children
line wrap: on
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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 <math.h>

#include "plutil.h"
#include "data.h"
#include "shmem.h"

int
idx_to_mask(i)
  int i;
{
  if (i >= 0)
    return 1 << i;
  else
    return 0;
}

int
mask_to_idx(m)
  int m;
{
  int i;
  if (!m)
    return -1;
  for (i = 0; m > 1; i++, m >>= 1);
  return i;
}

/*
 */

int
in_warp(pl)
  struct player *pl;
{
  if (pl->p_flags & PFDOCK)
  {
    /* if we are docked, then we have the same state as our base */
    return in_warp(&players[pl->p_docked]);
  }
  return (pl->p_flags & PFWARP) || pl->p_warptime;
}


int
undock_player(pl)
  struct player *pl;
{
  struct player *base;

  if (!(pl->p_flags & PFDOCK))
    return 0;

  base = &players[pl->p_docked];
  base->p_docked--;		/* base no longer has as many docked */
  base->p_port[pl->p_port[0]] = VACANT;	/* the port is vacant */

  /* what if the player is being undocked because he died? */
  if (base->p_ship.s_type == JUMPSHIP)
  {
    pl->p_jsdock = 1;
    pl->p_lastjs = pl->p_docked;
  }
  pl->p_flags &= ~PFDOCK;
  pl->p_docked = -1;
  pl->p_port[0] = VACANT;

  return 1;
}

int
base_undock(base, port_id)
  struct player *base;
  int port_id;
{
  struct player *pl;

  if (base->p_port[port_id] < 0)
    return 0;

  pl = &players[base->p_port[port_id]];

  base->p_docked--;
  base->p_port[port_id] = VACANT;

  /* if the jumpship kicks you off, he doesn't get credited.  -RF */

  pl->p_flags &= ~PFDOCK;
  pl->p_docked = -1;
  pl->p_port[0] = VACANT;
  return 1;
}

void
enforce_dock_position(pl)
  struct player *pl;
{
  struct player *base;
  unsigned char angle;
  int port_id;

  if (!(pl->p_flags & PFDOCK))
    return;

  base = &players[pl->p_docked];
  port_id = pl->p_port[0];

  if ((base->p_ship.s_type == STARBASE) || (base->p_ship.s_type == WARBASE) ||
      (base->p_ship.s_type == JUMPSHIP))
    angle = (port_id * 2 + 1) * 128 / base->p_ship.s_numports;
  else
    angle = base->p_dir + 64 + (128 * port_id);	/* max of two ports, really */
  move_player(pl->p_no, (int) (base->p_x + DOCKDIST * Cos[angle]),
	      (int) (base->p_y + DOCKDIST * Sin[angle]), 1);

  pl->p_speed = pl->p_desspeed = 0;
  if ((base->p_ship.s_type == STARBASE) || (base->p_ship.s_type == WARBASE) ||
      (base->p_ship.s_type == JUMPSHIP))
    pl->p_dir = pl->p_desdir = angle + 64;
  else
    pl->p_dir = pl->p_desdir = base->p_dir;
}

void
dock_to(pl, base_num, port_id)
  struct player *pl;
  int base_num, port_id;
{
  struct player *base = &players[base_num];

  undock_player(pl);

  base->p_docked++;
  base->p_port[port_id] = pl->p_no;

  pl->p_flags |= PFDOCK;	/* we are docked */
  pl->p_docked = base_num;	/* to this base */
  pl->p_port[0] = port_id;	/* in this docking bay */

  enforce_dock_position(pl);
}

void
scout_planet(p_no, pl_no)
  int p_no;
  int pl_no;
{
  struct player *fred = &players[p_no];
  struct planet *mars = &planets[pl_no];
  int oldness = status->clock - mars->pl_tinfo[fred->p_team].timestamp;

  if (!status->tourn)
    return;

  if ((mars->pl_owner != fred->p_team) &&
      (oldness > 2))
  {
#define LOG2OFe 1.442695
    double scoutdi = log((double) oldness) * LOG2OFe / 100;
    if (scoutdi > 0.1)
      scoutdi = 0.1;
    fred->p_stats.st_di += scoutdi;
  }
  mars->pl_hinfo |= fred->p_team;
  if (mars->pl_owner != fred->p_team)
  {
    mars->pl_tinfo[fred->p_team].flags = mars->pl_flags;
    mars->pl_tinfo[fred->p_team].armies = mars->pl_armies;
    mars->pl_tinfo[fred->p_team].owner = mars->pl_owner;
    mars->pl_tinfo[fred->p_team].timestamp = status->clock;
  }
}

/*
 * */

void
evaporate(pl)
  struct player *pl;
{
  /* put someone on the outfit screen with no ill effects */

  undock_player(pl);		/* if docked then undock me */

  if (allows_docking(pl->p_ship))
  {				/* if ships can dock */
    int k;
    for (k = 0; k < pl->p_ship.s_numports; k++)
      base_undock(pl, k);	/* remove all docked ships */
    pl->p_docked = 0;		/* no ships docked anymore */
  }
  if (pl->p_flags & PFORBIT)
  {				/* if orbiting then */
    pl->p_flags &= ~PFORBIT;	/* eject from orbit */
  }

  pl->p_status = POUTFIT;
  pl->p_whydead = KPROVIDENCE;
}

void
explode_everyone(whydead, minlive)
  int whydead;
  int minlive;
{
  int i;
  for (i = 0; i < MAXPLAYER; i++)
  {
    if (players[i].p_status != PALIVE
	&& players[i].p_status != POBSERVE)
      continue;

    if (players[i].p_updates < minlive)
      continue;

    players[i].p_whydead = whydead;
    players[i].p_whodead = 0;
    players[i].p_status = PEXPLODE;
    players[i].p_explode = 10;
    players[i].p_ntorp = 0;	/* no torps shot */
    players[i].p_nplasmatorp = 0;	/* no plasmas shot */
  }
}


/* round randomly, but weighted by the fractional part */

int
random_round(d)
  double d;
{
  int rval = floor(d);
  if (drand48() < d - rval)
    rval++;
  return rval;
}


char *
twoletters(pl)
  struct player *pl;
/* calculate the two letters that form the players designation (e.g. R4) */
{
#define RINGSIZE MAXPLAYER+3
  static char buf[RINGSIZE][3];	/* ring of buffers so that this */
  static int idx;		/* proc can be called several times before
				 * the results are used */
  if (idx >= RINGSIZE)
    idx = 0;
  buf[idx][0] = teams[pl->p_team].letter;
  buf[idx][1] = shipnos[pl->p_no];
  buf[idx][2] = 0;
  return buf[idx++];
}