freebsd-dev/games/sail/dr_3.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

347 lines
8.2 KiB
C

/*
* 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.
*/
#ifndef lint
static char sccsid[] = "@(#)dr_3.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
#include "driver.h"
moveall() /* move all comp ships */
{
register struct ship *sp, *sq; /* r11, r10 */
register int n; /* r9 */
register int k, l; /* r8, r7 */
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))
(void) strcpy(sp->file->movebuf, "d");
else
if (*sp->file->movebuf != 'd')
(void) 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->file->movebuf[k], sp, &moved[n]);
n++;
}
/*
* The real stuff.
*/
n = 0;
foreachship(sp) {
if (sp->file->dir == 0 || 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 %s (%c%c)", sq);
if (die() < 4) {
makesignal(sp,
"fouled with %s (%c%c)",
sq);
Write(W_FOUL, sp, 0, l, 0, 0, 0);
Write(W_FOUL, sq, 0, 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, 0, sp->file->row, 0, 0, 0);
if (col[n] != sp->file->col)
Write(W_COL, sp, 0, sp->file->col, 0, 0, 0);
if (dir[n] != sp->file->dir)
Write(W_DIR, sp, 0, sp->file->dir, 0, 0, 0);
if (drift[n] != sp->file->drift)
Write(W_DRIFT, sp, 0, sp->file->drift, 0, 0, 0);
}
n++;
}
}
stillmoving(k)
register int k;
{
register struct ship *sp;
foreachship(sp)
if (sp->file->movebuf[k])
return 1;
return 0;
}
isolated(ship)
register struct ship *ship;
{
register struct ship *sp;
foreachship(sp) {
if (ship != sp && range(ship, sp) <= 10)
return 0;
}
return 1;
}
push(from, to)
register struct ship *from, *to;
{
register int bs, sb;
sb = to->specs->guns;
bs = from->specs->guns;
if (sb > bs)
return 1;
if (sb < bs)
return 0;
return from < to;
}
step(com, sp, moved)
char com;
register struct ship *sp;
char *moved;
{
register 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;
}
}
sendbp(from, to, sections, isdefense)
register struct ship *from, *to;
int sections;
char isdefense;
{
int n;
register 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, 0,
n, turn, to->file->index, sections);
if (isdefense)
makesignal(from, "repelling boarders",
(struct ship *)0);
else
makesignal(from, "boarding the %s (%c%c)", to);
}
}
toughmelee(ship, to, isdefense, count)
register struct ship *ship, *to;
int isdefense, count;
{
register struct BP *bp;
register 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 = toughmelee(to, ship, 0, count + 1);
dbp = toughmelee(ship, to, 1, count + 1);
DBP = toughmelee(to, ship, 1, count + 1);
if (OBP > obp + 10 || OBP + DBP >= obp + dbp + 10)
return 1;
else
return 0;
}
reload()
{
register struct ship *sp;
foreachship(sp) {
sp->file->loadwith = 0;
}
}
checksails()
{
register struct ship *sp;
register 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, 0, full, 0, 0, 0);
}
}