# HG changeset patch # User darius # Date 881389623 0 # Node ID ed82a42ba89d026e5fc5995ec2ec231590dbb145 # Parent 8f2256d473fb9633afdd8f0d490f5f9ebe978693 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. diff -r 8f2256d473fb -r ed82a42ba89d src/weapons.c --- a/src/weapons.c Sat Dec 06 05:10:46 1997 +0000 +++ b/src/weapons.c Sat Dec 06 06:27:03 1997 +0000 @@ -126,8 +126,6 @@ } - - /*---------------------------------PEXPLODE-------------------------------*/ /* * This function does the explosion of a plasma torp. It goes through all @@ -144,8 +142,6 @@ } - - /*-------------------------------UDPHASER----------------------------------*/ /* * This function goes through all players and calcs the damage from a phaser @@ -216,46 +212,6 @@ return 0; /* return that it should continue */ } - -#if 0 /* I think this is now unused */ -/*----------------------------------NEAR----------------------------------*/ -/* - * This function checks to see if a player is close enough to a torp for the - * torp to explode on. This function returns a 1 if the torp should explode - * and a zero if not. - */ - -int -near(torp) - struct torp *torp; /* the torp to check for */ -{ -#if 1 - return near_player(&torp->t_base, EXPDIST); -#else - register int i; /* looping var */ - int dx, dy; /* to calc torp-player distance */ - register struct player *j; /* to point to players */ - - for (i = 0, j = &players[i]; i < MAXPLAYER; i++, j++) - { - if (j->p_status != PALIVE) - continue; /* don't check players not alive */ - if (j->p_no == torp->t_owner) - continue; /* no exploding on self */ - if (!hostile_to(torp->t_war, torp->t_team, j)) - continue; /* disregard if both teams not at war */ - dx = torp->t_x - j->p_x; /* calc delta coords */ - dy = torp->t_y - j->p_y; - if (ABS(dx) > EXPDIST || ABS(dy) > EXPDIST) - continue; /* disregard if obviously too far */ - if (dx * dx + dy * dy < EXPDIST * EXPDIST) - return 1; /* if close enough to explode then return 1 */ - } - return 0; /* return that torp should continue */ -#endif -} -#endif - int near_player(torp, dist) struct basetorp *torp; /* the torp to check for */ @@ -321,33 +277,7 @@ pnear(plasmatorp) struct plasmatorp *plasmatorp;/* the plasma torp to check for */ { -#if 1 return near_player(&plasmatorp->pt_base, EXPDIST); -#else - register int i; /* looping var */ - int dx, dy; /* to calc distances with */ - register struct player *j; /* to point to players */ - /* fprintf(stderr, "ENTERING PNEAR\n"); */ - for (i = 0, j = &players[i]; i < MAXPLAYER; i++, j++) - { - if (!(j->p_status == PALIVE)) - continue; /* don't check players not alive */ - if (plasmatorp->pt_owner == j->p_no) - continue; /* no exploding on self */ - if (!hostile_to(plasmatorp->pt_war, plasmatorp->pt_team, j)) - continue; /* disregard if both teams not at war */ - dx = plasmatorp->pt_x - j->p_x; /* calc delta coords */ - dy = plasmatorp->pt_y - j->p_y; - /* fprintf(stderr, "ENTERING UDORPS #1\n"); */ - if (ABS(dx) > EXPDIST || ABS(dy) > EXPDIST) - continue; /* disregard if obviously too far */ - /* fprintf(stderr, "ENTERING UDORPS #2\n"); */ - if (dx * dx + dy * dy < EXPDIST * EXPDIST) - return 1; /* if close enough to explode then return 1 */ - /* fprintf(stderr, "ENTERING UDORPS #3\n"); */ - } - return 0; /* return that plasma torp should continue */ -#endif } @@ -378,107 +308,103 @@ { switch (j->t_status) { /* check status of torp */ - case TFREE: /* if torp not active then */ - continue; /* go on to next torp */ - case TMOVE: - case TSTRAIGHT: /* if torp moving then */ - if (j->t_turns > 0) - { /* if torp can turn then */ - turn = torp_track_opportunity - (&j->t_base, j->t_turns, - configvals->improved_tracking[SS_PHOTON]); - /* should we go right or left */ - if (turn < 0) - { /* we will go left */ - heading = ((int) j->t_dir) - j->t_turns; /* turn left */ - if (heading < 0) - j->t_dir = heading + 256; - /* - * j->t_dir = ((heading < 0) ? ((unsigned char) (256 + heading)) : - * ((unsigned char) heading)); * no underflow - */ - } - else if (turn > 0) - { /* we will go right */ - heading = ((int) j->t_dir) + j->t_turns; /* turn right */ - if (heading > 255) - j->t_dir = heading - 256; - /* - * j->t_dir = ((heading > 255) ? ((unsigned char) (heading - 256)) - * : ((unsigned char) heading)); * no overflow - */ - } - } - j->t_x += (double) j->t_speed * Cos[j->t_dir] * WARP1; - j->t_y += (double) j->t_speed * Sin[j->t_dir] * WARP1; + case TFREE: /* if torp not active then */ + continue; /* go on to next torp */ + case TMOVE: + case TSTRAIGHT: /* if torp moving then */ + if (j->t_turns > 0) + { /* if torp can turn then */ + turn = torp_track_opportunity + (&j->t_base, j->t_turns, + configvals->improved_tracking[SS_PHOTON]); + /* should we go right or left */ -#if 0 - if (outofbounds(j->t_x, j->t_y)) - { /* hit top wall? */ - j->t_status = TEXPLODE; /* so you cannot wall kill */ - j->t_whodet = j->t_owner; - /* explode(&j->t_base); eliminate self wallkills */ - break; /* done with this torp */ - } -#endif + if ((terrain_grid[(int) (j->t_x) / TGRID_GRANULARITY * TGRID_SIZE + + (int) (j->t_y) / TGRID_GRANULARITY].types + & T_NEBULA) && neb_effect[SS_PHOTON]) + if(TORP_NEB_EFF > (lrand48() % 100)) /* Is torp affected? */ + turn = (lrand48() % 2); /* Yes */ + + if (turn < 0) + { /* we will go left */ + heading = ((int) j->t_dir) - j->t_turns; /* turn left */ + if (heading < 0) + j->t_dir = heading + 256; + /* + * j->t_dir = ((heading < 0) ? ((unsigned char) (256 + heading)) : + * ((unsigned char) heading)); * no underflow + */ + } + else if (turn > 0) + { /* we will go right */ + heading = ((int) j->t_dir) + j->t_turns; /* turn right */ + if (heading > 255) + j->t_dir = heading - 256; + /* + * j->t_dir = ((heading > 255) ? ((unsigned char) (heading - 256)) + * : ((unsigned char) heading)); * no overflow + */ + } + } + j->t_x += (double) j->t_speed * Cos[j->t_dir] * WARP1; + j->t_y += (double) j->t_speed * Sin[j->t_dir] * WARP1; - move_torp(i, j->t_x, j->t_y, 1); + move_torp(i, j->t_x, j->t_y, 1); - if (j->t_status == TMOVE) /* if a TMOVE torp then */ - j->t_dir += (lrand48() % 3) - 1; /* make the torp wobble */ - if (j->t_fuse-- <= 0) - { /* dec torp's life and see if dead */ - j->t_status = TFREE; /* dead, free the torp */ - move_torp(i, -1, -1, 1); - players[j->t_owner].p_ntorp--; /* let player fire another */ - break; /* no more torp processing */ - } - if ((sun_effect[SS_PHOTON] && weap_near_object(&j->t_base, PLSTAR, ORBDIST)) - || - (wh_effect[SS_PHOTON] && weap_near_object(&j->t_base, PLWHOLE, ORBDIST))) - { - /* did it hit a star or wormhole? */ - j->t_whodet = j->t_owner; - explode(&j->t_base); - break; - } + if (j->t_status == TMOVE) /* if a TMOVE torp then */ + j->t_dir += (lrand48() % 3) - 1; /* make the torp wobble */ + if (j->t_fuse-- <= 0) + { /* dec torp's life and see if dead */ + j->t_status = TFREE; /* dead, free the torp */ + move_torp(i, -1, -1, 1); + players[j->t_owner].p_ntorp--; /* let player fire another */ + break; /* no more torp processing */ + } + if ((sun_effect[SS_PHOTON] && weap_near_object(&j->t_base, PLSTAR, ORBDIST)) + || + (wh_effect[SS_PHOTON] && weap_near_object(&j->t_base, PLWHOLE, ORBDIST))) + { + /* did it hit a star or wormhole? */ + j->t_whodet = j->t_owner; + explode(&j->t_base); + break; + } - if ((terrain_grid[(int) (j->t_x) / TGRID_GRANULARITY * TGRID_SIZE + - (int) (j->t_y) / TGRID_GRANULARITY].types - & T_ASTEROIDS) && - ast_effect[SS_PHOTON]) - if (TORP_HIT_AST > (lrand48() % 100)) - { - explode(&j->t_base); - break; - } + if ((terrain_grid[(int) (j->t_x) / TGRID_GRANULARITY * TGRID_SIZE + + (int) (j->t_y) / TGRID_GRANULARITY].types + & T_ASTEROIDS) && ast_effect[SS_PHOTON]) + if (TORP_HIT_AST > (lrand48() % 100)) + { + explode(&j->t_base); + break; + } - if (near_player(&j->t_base, EXPDIST)) - { - /* if torp near enough to hit */ - explode(&j->t_base); /* let torp explode on player */ - } + if (near_player(&j->t_base, EXPDIST)) + { + /* if torp near enough to hit */ + explode(&j->t_base); /* let torp explode on player */ + } - break; - case TDET: /* if torp was detted */ - explode(&j->t_base); /* make it explode */ - break; /* on to next torp */ - case TEXPLODE: /* if torp exploding */ - if (j->t_fuse-- <= 0) - { /* dec explosion timer */ - j->t_status = TFREE; /* if torp done, free it up */ - move_torp(i, -1, -1, 1); - players[j->t_owner].p_ntorp--; /* let player fire another */ - } - break; /* on to next torp */ - case TOFF: - j->t_status = TFREE; - move_torp(i, -1, -1, 1); - players[j->t_owner].p_ntorp--; - break; - default: /* Shouldn't happen */ - j->t_status = TFREE; - break; + break; + case TDET: /* if torp was detted */ + explode(&j->t_base); /* make it explode */ + break; /* on to next torp */ + case TEXPLODE: /* if torp exploding */ + if (j->t_fuse-- <= 0) + { /* dec explosion timer */ + j->t_status = TFREE; /* if torp done, free it up */ + move_torp(i, -1, -1, 1); + players[j->t_owner].p_ntorp--; /* let player fire another */ + } + break; /* on to next torp */ + case TOFF: + j->t_status = TFREE; + move_torp(i, -1, -1, 1); + players[j->t_owner].p_ntorp--; + break; + default: /* Shouldn't happen */ + j->t_status = TFREE; + break; } /* end of switch */ } /* end of for */ } @@ -496,193 +422,150 @@ mis = &missiles[i]; switch (mis->ms_status) { - case TFREE: - break; - case TLAND: - j = &players[mis->ms_owner]; - j->p_ship.s_missilestored++; - j->p_armies = (int) (j->p_ship.s_missilestored / FAE_RATE); - mis->ms_status = TFREE; - j->p_nthingys--; - break; -#if 0 - case TRETURN: - j = &players[mis->ms_owner]; - if (!(j->p_ship.s_nflags & SFNHASFIGHTERS)) - { - mis->ms_type = MISSILETHINGY; /* If the player no longer has em, */ - mis->ms_status = TMOVE; /* make his fighters kamikazes */ - mis->fi_hasfired = 0; - break; - } - - - if (mis->ms_fuse-- <= 0) - { - mis->ms_status = TFREE; - move_missile(i, -1, -1, 1); - break; - } - - if (((sun_effect[SS_MISSILE] && mis->ms_type == MISSILETHINGY - || sun_effect[SS_FIGHTER] && mis->ms_type == FIGHTERTHINGY) - && weap_near_object(&mis->ms_base, PLSTAR, ORBDIST)) || - ((wh_effect[SS_MISSILE] && mis->ms_type == MISSILETHINGY - || wh_effect[SS_FIGHTER] && mis->ms_type == FIGHTERTHINGY) - && weap_near_object(&mis->ms_base, PLWHOLE, ORBDIST))) - { - /* did it hit a star or wormhole? */ - explode(&mis->ms_base); - break; - } - if (mis->ms_turns > 0) - { - turn = fighter_track_target(&mis->ms_base, mis->ms_turns); - mis->ms_dir = (unsigned char) (mis->ms_dir + turn * mis->ms_turns); - } - x = mis->ms_x + mis->ms_speed * Cos[mis->ms_dir] * WARP1; - y = mis->ms_y + mis->ms_speed * Sin[mis->ms_dir] * WARP1; - move_missile(i, x, y, 1); - - if (mis->ms_fuse-- <= 0) - { - mis->ms_status = TFREE; - move_missile(i, -1, -1, 1); - } - else if (f_land(mis)) - { - mis->ms_status = TLAND; - move_missile(i, -1, -1, 1); - } - break; -#endif - case TRETURN: - case TMOVE: - case TSTRAIGHT: - - if (mis->ms_fuse-- <= 0) - { - mis->ms_status = TFREE; - move_missile(i, -1, -1, 1); - break; - } - - if (terrain_grid[(int) (mis->ms_x) / TGRID_GRANULARITY * TGRID_SIZE + - (int) (mis->ms_y) / TGRID_GRANULARITY].types - & T_ASTEROIDS) - if ((mis->ms_type == FIGHTERTHINGY) && - ast_effect[SS_FIGHTER] && - (FIGHTER_HIT_AST > (lrand48() % 100))) - { - mis->ms_whodet = mis->ms_owner; - explode(&mis->ms_base); - break; - } - else if ((MISSILE_HIT_AST > (lrand48() % 100)) && - ast_effect[SS_MISSILE]) - { - mis->ms_whodet = mis->ms_owner; - explode(&mis->ms_base); - break; - } + case TFREE: + break; + case TLAND: + j = &players[mis->ms_owner]; + j->p_ship.s_missilestored++; + j->p_armies = (int) (j->p_ship.s_missilestored / FAE_RATE); + mis->ms_status = TFREE; + j->p_nthingys--; + break; + case TRETURN: + case TMOVE: + case TSTRAIGHT: + + if (mis->ms_fuse-- <= 0) + { + mis->ms_status = TFREE; + move_missile(i, -1, -1, 1); + break; + } + + if (terrain_grid[(int) (mis->ms_x) / TGRID_GRANULARITY * TGRID_SIZE + + (int) (mis->ms_y) / TGRID_GRANULARITY].types + & T_ASTEROIDS) + if ((mis->ms_type == FIGHTERTHINGY) && + ast_effect[SS_FIGHTER] && + (FIGHTER_HIT_AST > (lrand48() % 100))) + { + mis->ms_whodet = mis->ms_owner; + explode(&mis->ms_base); + break; + } + else if ((MISSILE_HIT_AST > (lrand48() % 100)) && + ast_effect[SS_MISSILE]) + { + mis->ms_whodet = mis->ms_owner; + explode(&mis->ms_base); + break; + } + + if ((((sun_effect[SS_MISSILE] && mis->ms_type == MISSILETHINGY) + || (sun_effect[SS_FIGHTER] && mis->ms_type == FIGHTERTHINGY)) + && weap_near_object(&mis->ms_base, PLSTAR, ORBDIST)) + || + (((wh_effect[SS_MISSILE] && mis->ms_type == MISSILETHINGY) + || (wh_effect[SS_FIGHTER] && mis->ms_type == FIGHTERTHINGY)) + && weap_near_object(&mis->ms_base, PLWHOLE, ORBDIST))) + { + /* did it hit a star? */ + explode(&mis->ms_base); + break; + } + + j = &players[mis->ms_owner]; + + if (mis->ms_type == FIGHTERTHINGY && + !(j->p_ship.s_nflags & SFNHASFIGHTERS)) + { + mis->ms_type = MISSILETHINGY; /* If the player no longer has em, */ + mis->ms_status = TMOVE; /* make his fighters kamikazes */ + mis->fi_hasfired = 0; + break; + } + + if ((mis->ms_type == FIGHTERTHINGY) + && ((mis->ms_fuse < .6 * j->p_ship.s_missile.fuse) + || (mis->fi_hasfired)) + && mis->ms_status != TRETURN) + mis->ms_status = TRETURN; + + if (mis->ms_turns > 0) + { + if (mis->ms_type == FIGHTERTHINGY) + { + turn = fighter_track_target(&mis->ms_base, mis->ms_turns); + } + else + { + turn = torp_track_opportunity + (&mis->ms_base, mis->ms_turns, + configvals->improved_tracking[SS_MISSILE]); + } - if ((((sun_effect[SS_MISSILE] && mis->ms_type == MISSILETHINGY) - || (sun_effect[SS_FIGHTER] && mis->ms_type == FIGHTERTHINGY)) - && weap_near_object(&mis->ms_base, PLSTAR, ORBDIST)) - || - (((wh_effect[SS_MISSILE] && mis->ms_type == MISSILETHINGY) - || (wh_effect[SS_FIGHTER] && mis->ms_type == FIGHTERTHINGY)) - && weap_near_object(&mis->ms_base, PLWHOLE, ORBDIST))) - { - /* did it hit a star? */ - explode(&mis->ms_base); - break; - } - - j = &players[mis->ms_owner]; - - if (mis->ms_type == FIGHTERTHINGY && - !(j->p_ship.s_nflags & SFNHASFIGHTERS)) - { - mis->ms_type = MISSILETHINGY; /* If the player no longer has em, */ - mis->ms_status = TMOVE; /* make his fighters kamikazes */ - mis->fi_hasfired = 0; - break; - } - - if ((mis->ms_type == FIGHTERTHINGY) - && ((mis->ms_fuse < .6 * j->p_ship.s_missile.fuse) - || (mis->fi_hasfired)) - && mis->ms_status != TRETURN) - mis->ms_status = TRETURN; - - if (mis->ms_turns > 0) - { - if (mis->ms_type == FIGHTERTHINGY) - { - turn = fighter_track_target(&mis->ms_base, mis->ms_turns); - } - else - { - turn = torp_track_opportunity - (&mis->ms_base, mis->ms_turns, - configvals->improved_tracking[SS_MISSILE]); - } - mis->ms_dir = (unsigned char) (mis->ms_dir + turn * mis->ms_turns); - } - x = mis->ms_x + mis->ms_speed * Cos[mis->ms_dir] * WARP1; - y = mis->ms_y + mis->ms_speed * Sin[mis->ms_dir] * WARP1; + if ((terrain_grid[(int) (mis->ms_x) / TGRID_GRANULARITY * TGRID_SIZE + + (int) (mis->ms_y) / TGRID_GRANULARITY].types + & T_NEBULA)) + + if((mis->ms_type == FIGHTERTHINGY) && neb_effect[SS_FIGHTER]) + { + if(FIGHTER_NEB_EFF > (lrand48() % 100)) /* Is fighter affected? */ + turn = (lrand48() % 2); /* Yes */ + } + else + if(neb_effect[SS_MISSILE]) + if(MISSILE_NEB_EFF > (lrand48() % 100)) /* Is missile affected? */ + turn = (lrand48() % 2); /* Yes */ + -#if 0 - if (outofbounds(x, y)) - { - explode(&mis->ms_base); - break; - } -#endif - - move_missile(i, x, y, 1); - - if (mis->ms_status != TSTRAIGHT) - mis->ms_dir += (lrand48() % 3) - 1; - - if (mis->ms_type == MISSILETHINGY - && near_player(&mis->ms_base, EXPDIST)) - { - explode(&mis->ms_base); - } - else if (mis->ms_type == FIGHTERTHINGY - && near_player(&mis->ms_base, FSTRIKEDIST) - && !mis->fi_hasfired) - { - if (f_torp(mis)) - mis->fi_hasfired = 1; /* if within strike range, fire a torp */ - } - - if (mis->ms_status == TRETURN && - f_land(mis)) - { - mis->ms_status = TLAND; - move_missile(i, -1, -1, 1); - } - - break; - - case TDET: - explode(&mis->ms_base); - break; - - case TEXPLODE: - if (mis->ms_fuse-- <= 0) - { - mis->ms_status = TFREE; - players[mis->ms_owner].p_nthingys--; - move_missile(i, -1, -1, 1); - } - break; - default: - mis->ms_status = TFREE; - break; + mis->ms_dir = (unsigned char) (mis->ms_dir + turn * mis->ms_turns); + } + x = mis->ms_x + mis->ms_speed * Cos[mis->ms_dir] * WARP1; + y = mis->ms_y + mis->ms_speed * Sin[mis->ms_dir] * WARP1; + + move_missile(i, x, y, 1); + + if (mis->ms_status != TSTRAIGHT) + mis->ms_dir += (lrand48() % 3) - 1; + + if (mis->ms_type == MISSILETHINGY + && near_player(&mis->ms_base, EXPDIST)) + { + explode(&mis->ms_base); + } + else if (mis->ms_type == FIGHTERTHINGY + && near_player(&mis->ms_base, FSTRIKEDIST) + && !mis->fi_hasfired) + { + if (f_torp(mis)) + mis->fi_hasfired = 1; /* if within strike range, fire a torp */ + } + + if (mis->ms_status == TRETURN && + f_land(mis)) + { + mis->ms_status = TLAND; + move_missile(i, -1, -1, 1); + } + + break; + + case TDET: + explode(&mis->ms_base); + break; + + case TEXPLODE: + if (mis->ms_fuse-- <= 0) + { + mis->ms_status = TFREE; + players[mis->ms_owner].p_nthingys--; + move_missile(i, -1, -1, 1); + } + break; + default: + mis->ms_status = TFREE; + break; } } } @@ -699,11 +582,10 @@ float tdx, tdy; float theta; -#if 1 /* mathematically, these affect t, but not + /* mathematically, these affect t, but not * the return value */ s *= WARP1 * TICKSPERSEC; w *= WARP1 * TICKSPERSEC; -#endif sdx = s * Cos[dir]; sdy = s * Sin[dir]; @@ -859,96 +741,74 @@ { switch (j->pt_status) { /* check torp's status */ - case PTFREE: /* if plasma not being fired */ - continue; /* go to next plasma */ - case PTMOVE: /* if plasma moving */ - turn = torp_track_opportunity - (&j->pt_base, j->pt_turns, - configvals->improved_tracking[SS_PLASMA]); - /* should we go right or left */ - if (turn < 0) - { /* if left then */ - heading = ((int) j->pt_dir) - j->pt_turns; - j->pt_dir = ((heading < 0) ? ((unsigned char) (256 + heading)) : - ((unsigned char) heading)); /* no rollunder */ - } - else if (turn > 0) - { /* else if right */ - heading = ((int) j->pt_dir) + j->pt_turns; - j->pt_dir = ((heading > 255) ? ((unsigned char) (heading - 256)) : - ((unsigned char) heading)); /* no rollover */ - } - j->pt_x += (double) j->pt_speed * Cos[j->pt_dir] * WARP1; + case PTFREE: /* if plasma not being fired */ + continue; /* go to next plasma */ + case PTMOVE: /* if plasma moving */ + turn = torp_track_opportunity + (&j->pt_base, j->pt_turns, + configvals->improved_tracking[SS_PLASMA]); + + if ((terrain_grid[(int) (j->pt_x) / TGRID_GRANULARITY * TGRID_SIZE + + (int) (j->pt_y) / TGRID_GRANULARITY].types + & T_NEBULA) && neb_effect[SS_PLASMA]) + if(PLASMA_NEB_EFF > (lrand48() % 100)) /* Is plasma affected? */ + turn = (lrand48() % 2); /* Yes */ + + /* should we go right or left */ + if (turn < 0) + { /* if left then */ + heading = ((int) j->pt_dir) - j->pt_turns; + j->pt_dir = ((heading < 0) ? ((unsigned char) (256 + heading)) : + ((unsigned char) heading)); /* no rollunder */ + } + else if (turn > 0) + { /* else if right */ + heading = ((int) j->pt_dir) + j->pt_turns; + j->pt_dir = ((heading > 255) ? ((unsigned char) (heading - 256)) : + ((unsigned char) heading)); /* no rollover */ + } + j->pt_x += (double) j->pt_speed * Cos[j->pt_dir] * WARP1; -#if 0 - if (j->pt_x < 0) - { /* if torp at left edge */ - j->pt_x = 0; /* set x to left edge */ - pexplode(j); /* make torp explode */ - break; /* go to next torp */ - } - else if (j->pt_x > GWIDTH) - { /* if torp is at right edge */ - j->pt_x = GWIDTH; /* set x to right edge */ - pexplode(j); /* make torp explode */ - break; /* on to next torp */ - } -#endif - j->pt_y += (double) j->pt_speed * Sin[j->pt_dir] * WARP1; -#if 0 - if (j->pt_y < 0) - { /* if torp at top */ - j->pt_y = 0; /* set torp to top edge */ - pexplode(j); /* make torp explode */ - break; /* on to next torp */ - } - else if (j->pt_y > GWIDTH) - { /* if torp is at bottom */ - j->pt_y = GWIDTH; /* set y to bottom */ - pexplode(j); /* make torp explode */ - break; /* on to next torp */ - } -#endif + j->pt_y += (double) j->pt_speed * Sin[j->pt_dir] * WARP1; + if (j->pt_fuse-- <= 0) + { /* dec the torp fuse. if torp done */ + j->pt_status = PTFREE; /* free it up */ + players[j->pt_owner].p_nplasmatorp--; /* dec p-torps fired */ + break; + } + + if ((terrain_grid[(int) (j->pt_x) / TGRID_GRANULARITY * TGRID_SIZE + + (int) (j->pt_y) / TGRID_GRANULARITY].types + & T_ASTEROIDS) && + ast_effect[SS_PLASMA]) + if (PLASMA_HIT_AST > (lrand48() % 100)) + { + pexplode(j); + break; + } - if (j->pt_fuse-- <= 0) - { /* dec the torp fuse. if torp done */ - j->pt_status = PTFREE; /* free it up */ - players[j->pt_owner].p_nplasmatorp--; /* dec p-torps fired */ - break; - } - - if ((terrain_grid[(int) (j->pt_x) / TGRID_GRANULARITY * TGRID_SIZE + - (int) (j->pt_y) / TGRID_GRANULARITY].types - & T_ASTEROIDS) && - ast_effect[SS_PLASMA]) - if (PLASMA_HIT_AST > (lrand48() % 100)) - { - pexplode(j); - break; - } - - if ((sun_effect[SS_PLASMA] && weap_near_object(&j->pt_base, PLSTAR, ORBDIST)) - || - (sun_effect[SS_PLASMA] && weap_near_object(&j->pt_base, PLWHOLE, ORBDIST)) - /* did it hit a star? */ - || pnear(j) /* or a player */ ) - { - pexplode(j); - } - break; /* on to next torp */ - case PTDET: /* if torp was detted */ - pexplode(j); /* make it explode */ - break; /* on to next torp */ - case PTEXPLODE: /* if torp is exploding */ - if (j->pt_fuse-- <= 0) - { /* dec the timer until torp dead */ - j->pt_status = PTFREE; /* set the torp free is timer zero */ - players[j->pt_owner].p_nplasmatorp--; /* dec ptorps fired by player */ - } - break; - default: /* Shouldn't happen */ - j->pt_status = PTFREE; /* free torp if it got screwed */ - break; /* on to next torp */ + if ((sun_effect[SS_PLASMA] && weap_near_object(&j->pt_base, PLSTAR, ORBDIST)) + || + (sun_effect[SS_PLASMA] && weap_near_object(&j->pt_base, PLWHOLE, ORBDIST)) + /* did it hit a star? */ + || pnear(j) /* or a player */ ) + { + pexplode(j); + } + break; /* on to next torp */ + case PTDET: /* if torp was detted */ + pexplode(j); /* make it explode */ + break; /* on to next torp */ + case PTEXPLODE: /* if torp is exploding */ + if (j->pt_fuse-- <= 0) + { /* dec the timer until torp dead */ + j->pt_status = PTFREE; /* set the torp free is timer zero */ + players[j->pt_owner].p_nplasmatorp--; /* dec ptorps fired by player */ + } + break; + default: /* Shouldn't happen */ + j->pt_status = PTFREE; /* free torp if it got screwed */ + break; /* on to next torp */ } } }