NetBSD/games/sail/dr_3.c
jwise a5f75468c7 Normalize signature of ship handling functions -- struct ship * from and
struct ship * to are now always the first two args.
2001-01-04 06:16:51 +00:00

363 lines
8.5 KiB
C

/* $NetBSD: dr_3.c,v 1.13 2001/01/04 06:16:51 jwise Exp $ */
/*
* Copyright (c) 1983, 1993
* The Regents of the University of California. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)dr_3.c 8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: dr_3.c,v 1.13 2001/01/04 06:16:51 jwise Exp $");
#endif
#endif /* not lint */
#include <stdlib.h>
#include <string.h>
#include "extern.h"
#include "driver.h"
void moveall(void);
static int stillmoving(int);
static int is_isolated(struct ship *);
static int push(struct ship *, struct ship *);
static void step(struct ship *, int, char *);
void sendbp(struct ship *, struct ship *, int, int);
int is_toughmelee(struct ship *, struct ship *, int, int);
void reload(void);
void checksails(void);
/* move all comp ships */
void
moveall(void)
{
struct ship *sp, *sq;
int n;
int k, l;
int row[NSHIP], col[NSHIP], dir[NSHIP], drift[NSHIP];
char moved[NSHIP];
/*
* first try to create moves for OUR ships
*/
foreachship(sp) {
struct ship *closest;
int ma, ta;
char af;
if (sp->file->captain[0] || sp->file->dir == 0)
continue;
if (!sp->file->struck && windspeed && !snagged(sp)
&& sp->specs->crew3) {
ta = maxturns(sp, &af);
ma = maxmove(sp, sp->file->dir, 0);
closest = closestenemy(sp, 0, 0);
if (closest == 0)
*sp->file->movebuf = '\0';
else
closeon(sp, closest, sp->file->movebuf,
ta, ma, af);
} else
*sp->file->movebuf = '\0';
}
/*
* Then execute the moves for ALL ships (dead ones too),
* checking for collisions and snags at each step.
* The old positions are saved in row[], col[], dir[].
* At the end, we compare and write out the changes.
*/
n = 0;
foreachship(sp) {
if (snagged(sp))
strcpy(sp->file->movebuf, "d");
else
if (*sp->file->movebuf != 'd')
strcat(sp->file->movebuf, "d");
row[n] = sp->file->row;
col[n] = sp->file->col;
dir[n] = sp->file->dir;
drift[n] = sp->file->drift;
moved[n] = 0;
n++;
}
/*
* Now resolve collisions.
* This is the tough part.
*/
for (k = 0; stillmoving(k); k++) {
/*
* Step once.
* And propagate the nulls at the end of sp->file->movebuf.
*/
n = 0;
foreachship(sp) {
if (!sp->file->movebuf[k])
sp->file->movebuf[k+1] = '\0';
else if (sp->file->dir)
step(sp, sp->file->movebuf[k], &moved[n]);
n++;
}
/*
* The real stuff.
*/
n = 0;
foreachship(sp) {
if (sp->file->dir == 0 || is_isolated(sp))
goto cont1;
l = 0;
foreachship(sq) {
char snap = 0;
if (sp == sq)
goto cont2;
if (sq->file->dir == 0)
goto cont2;
if (!push(sp, sq))
goto cont2;
if (snagged2(sp, sq) && range(sp, sq) > 1)
snap++;
if (!range(sp, sq) && !fouled2(sp, sq)) {
makesignal(sp, "collision with $$", sq);
if (dieroll() < 4) {
makesignal(sp, "fouled with $$",
sq);
Write(W_FOUL, sp, l, 0, 0, 0);
Write(W_FOUL, sq, n, 0, 0, 0);
}
snap++;
}
if (snap) {
sp->file->movebuf[k + 1] = 0;
sq->file->movebuf[k + 1] = 0;
sq->file->row = sp->file->row - 1;
if (sp->file->dir == 1
|| sp->file->dir == 5)
sq->file->col =
sp->file->col - 1;
else
sq->file->col = sp->file->col;
sq->file->dir = sp->file->dir;
}
cont2:
l++;
}
cont1:
n++;
}
}
/*
* Clear old moves. And write out new pos.
*/
n = 0;
foreachship(sp) {
if (sp->file->dir != 0) {
*sp->file->movebuf = 0;
if (row[n] != sp->file->row)
Write(W_ROW, sp, sp->file->row, 0, 0, 0);
if (col[n] != sp->file->col)
Write(W_COL, sp, sp->file->col, 0, 0, 0);
if (dir[n] != sp->file->dir)
Write(W_DIR, sp, sp->file->dir, 0, 0, 0);
if (drift[n] != sp->file->drift)
Write(W_DRIFT, sp, sp->file->drift, 0, 0, 0);
}
n++;
}
}
static int
stillmoving(int k)
{
struct ship *sp;
foreachship(sp)
if (sp->file->movebuf[k])
return 1;
return 0;
}
static int
is_isolated(struct ship *ship)
{
struct ship *sp;
foreachship(sp) {
if (ship != sp && range(ship, sp) <= 10)
return 0;
}
return 1;
}
static int
push(struct ship *from, struct ship *to)
{
int bs, sb;
sb = to->specs->guns;
bs = from->specs->guns;
if (sb > bs)
return 1;
if (sb < bs)
return 0;
return from < to;
}
static void
step(struct ship *sp, int com, char *moved)
{
int dist;
switch (com) {
case 'r':
if (++sp->file->dir == 9)
sp->file->dir = 1;
break;
case 'l':
if (--sp->file->dir == 0)
sp->file->dir = 8;
break;
case '0': case '1': case '2': case '3':
case '4': case '5': case '6': case '7':
if (sp->file->dir % 2 == 0)
dist = dtab[com - '0'];
else
dist = com - '0';
sp->file->row -= dr[sp->file->dir] * dist;
sp->file->col -= dc[sp->file->dir] * dist;
*moved = 1;
break;
case 'b':
break;
case 'd':
if (!*moved) {
if (windspeed != 0 && ++sp->file->drift > 2 &&
((sp->specs->class >= 3 && !snagged(sp))
|| (turn & 1) == 0)) {
sp->file->row -= dr[winddir];
sp->file->col -= dc[winddir];
}
} else
sp->file->drift = 0;
break;
}
}
void
sendbp(struct ship *from, struct ship *to, int sections, int isdefense)
{
int n;
struct BP *bp;
bp = isdefense ? from->file->DBP : from->file->OBP;
for (n = 0; n < NBP && bp[n].turnsent; n++)
;
if (n < NBP && sections) {
Write(isdefense ? W_DBP : W_OBP, from,
n, turn, to->file->index, sections);
if (isdefense)
makemsg(from, "repelling boarders");
else
makesignal(from, "boarding the $$", to);
}
}
int
is_toughmelee(struct ship *ship, struct ship *to, int isdefense, int count)
{
struct BP *bp;
int obp = 0;
int n, OBP = 0, DBP = 0, dbp = 0;
int qual;
qual = ship->specs->qual;
bp = isdefense ? ship->file->DBP : ship->file->OBP;
for (n = 0; n < NBP; n++, bp++) {
if (bp->turnsent && (to == bp->toship || isdefense)) {
obp += bp->mensent / 100
? ship->specs->crew1 * qual : 0;
obp += (bp->mensent % 100)/10
? ship->specs->crew2 * qual : 0;
obp += bp->mensent % 10
? ship->specs->crew3 * qual : 0;
}
}
if (count || isdefense)
return obp;
OBP = is_toughmelee(to, ship, 0, count + 1);
dbp = is_toughmelee(ship, to, 1, count + 1);
DBP = is_toughmelee(to, ship, 1, count + 1);
if (OBP > obp + 10 || OBP + DBP >= obp + dbp + 10)
return 1;
else
return 0;
}
void
reload(void)
{
struct ship *sp;
foreachship(sp) {
sp->file->loadwith = 0;
}
}
void
checksails(void)
{
struct ship *sp;
int rig, full;
struct ship *close;
foreachship(sp) {
if (sp->file->captain[0] != 0)
continue;
rig = sp->specs->rig1;
if (windspeed == 6 || (windspeed == 5 && sp->specs->class > 4))
rig = 0;
if (rig && sp->specs->crew3) {
close = closestenemy(sp, 0, 0);
if (close != 0) {
if (range(sp, close) > 9)
full = 1;
else
full = 0;
} else
full = 0;
} else
full = 0;
if ((sp->file->FS != 0) != full)
Write(W_FS, sp, full, 0, 0, 0);
}
}