view src/grid.c @ 13:ed82a42ba89d

Added code to cause missiles, fighters and plasmas to get confused in nebulous terrain. If it gets confused then it picks a random direction to go.
author darius
date Sat, 06 Dec 1997 06:27:03 +0000
parents aa38447a4b21
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 "struct.h"
#include "shmem.h"

/*
 * This function should be called any time a planet is relocated. It is in
 * charge of updating the space grid.
 */
void
move_planet(pno, x, y, isold)
  int pno;			/* planet number */
  int x, y;
  int isold;			/* 0 if the planet has not yet been entered
				 * into the grid */
{
  struct planet *pl = &planets[pno];

  if (isold)
  {
    /* remove from previous space grid position */
  }
  pl->pl_x = x;
  pl->pl_y = y;

  /* enter into space grid */
}

void
move_player(pno, x, y, isold)
  int pno;			/* player number */
  int x, y;
  int isold;			/* 0 if the player has not yet been entered
				 * into the grid */
{
  struct player *pl = &players[pno];

  if (isold)
  {
  }
  pl->p_x = x;
  pl->p_y = y;

  /* enter into space grid */
}

void
move_torp(tno, x, y, isold)
  int tno;			/* torp number */
  int x, y;
  int isold;			/* 0 if the torp has not yet been entered
				 * into the grid */
{
  struct torp *t = &torps[tno];

  if (isold)
  {
  }
  t->t_x = x;
  t->t_y = y;

  /* enter into space grid */
}

void
move_missile(dno, x, y, isold)
  int dno;			/* missile number */
  int x, y;
  int isold;			/* 0 if the missile has not yet been entered
				 * into the grid */
{
  struct missile *d = &missiles[dno];

  if (isold)
  {
  }
  d->ms_x = x;
  d->ms_y = y;

  /* enter into space grid */
}