[comp.sources.x] v10i017: xtrek, Part06/11

ddickey@aspen.cray.com (Dan A. Dickey) (10/24/90)

Submitted-by: ddickey@aspen.cray.com (Dan A. Dickey)
Posting-number: Volume 10, Issue 17
Archive-name: xtrek/part06

#! /bin/sh
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# Contents:
#   doc rmove.c
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# Wrapped by ddickey@cray.com on Thu Oct 11 11:43:54 1990
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PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f doc -a "${1}" != "-c" ; then 
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sed "s/^X//" >doc <<'END_OF_doc'
X.\"Xtrek -- a multiplayer, space shoot 'em up game.
X.\"by Chris Guthrie
X.\"with assistance of Ed James and playtesting of the XCF
X.\"Copyright (c) 1986 Chris Guthrie
X.\"static char sccsid[] = "@(#)doc	3.1";
X.\"
X.\" To view:  nroff -me <thisfile> | col | more
X.\" To print:  psroff -me <thisfile>
X
X.sh 1 "Introduction"
X.pp
XWelcome to xtrek.
XXtrek is the latest in a line of games based on Empire on the PLATO
Xsystem.
XMost of the ideas are stolen from the unix game
X.i Trek83
Xby David Davis and Chris Guthrie and the VMS game
X.i Conquest
Xby Jef Poskanzer and Craig Leres.
XXtrek is a multi-player, real-time game which uses System V
Xshared memory segments.
XIt currently runs under Ultrix 2.0, Suns 3's running 3.2,
Xand HP 320 systems running HP-UX 5.2.
XSince the game uses shared memory for communications,
Xthe daemon and
Xplayer processes must be run on an an appropriate host.
XHowever, the player program,
X.i xtrek,
Xthrows an X window up on any workstation running X.
XPlease send any ideas/comments to chris@ic.berkeley.edu.
X
X.sh 1 "The Basic Idea"
X.pp
XWhen you play Xtrek, you enter a galaxy as one of four competing
Xraces.
XYou have a warship at your command.
XThe galaxy contains forty planets which start divided evenly between
Xthe four teams.
XThe eventual goal of the game is to conquer the other teams' planets
Xand protect your own.
XUsually this will involve frequently destroying other players'
Xships while avoiding their efforts to destroy yours.
X
X.sh 1 "Starting the Game"
X.pp
XTo enter the game type
X.b "xtrek monitor:0"
Xmuch like any X tool.
XThe program will use the $DISPLAY variable in your environment if
Xit is set.
XIf there is room in the game, you will see an entry window which may
Xcontain some random status information and a choice of teams.
XClick a mouse button in the box of the team you wish to join.
XIn terms of ship and planet abilities, all teams are identical.
XAssuming everything is working properly (including xhosts) you
Xwill be placed in the game.
X
X.sh 1 "The Display"
X.pp
XWhen you start the game, you are given five or six windows.
XThe big left window is the local view from your ship.
XYou will see a number of objects in it.
XFirst, your ship will always appear the center of the window.
XOther ships will look like yours except that each
Xteam has a different ship design.
XOn color workstations, each team also has a different color.
XThe small hex character to the right of the ship represents
Xthe player number.
XRound objects with names on them are planets.
XThey also are the color of their owning team.
XSmall dots on the screen are torpedos.
XYou will come to recognize these after they kill you a few
Xtimes.
XEnemy torpedoes are a small cross while friendly torpedoes are a small dot.
XFriendly torpedoes will not explode if they hit you.
XSmall circles are exploding torpedoes.
XLines between ships are phaser shots which hit.
XLines from a ship into space are phaser shots which miss.
X
X.pp
XThe large window on the right is a map of the whole galaxy.
XOnly ships and planets appear on it.
XShips are just a player number (in hex) and team letter.
X
X.pp
XDirectly below the galaxy window is a small window which
Xwill occasionally contain warning messages like "Not enough
Xfuel to fire torp."
XYou will probably be killed shortly after this particular message.
X
X.pp
XBelow the warning window is a message window.  This window
Xwill be described later.
X
X.pp
XThe small window on the left side is your status window.  It's
Xcontents will also be described later.
X
X.sh 1 "User Interface"
X.pp
XThe mouse is the most important interface.
XWhenever the game needs a direction -- to turn your ship, for instance --
Xit will use the mouse's position relative to your ship, in either large
Xwindow.
XTorpedos and phasers will be fired toward the mouse's cursor, and
Xyour ship will turn in the direction of the cursor when
Xappropriate keys are hit.
XCommands are issued through the keyboard and mouse
Xbuttons.
X
X.sh 1 "Quick Instructions for Beginning Players"
X.pp
XSince no normal computer user will want to read the rest
Xof this document, the following is a quick explanation of
Xcombat.  Try it for awhile, then come back and search the
Xdocument for more features.
X
X.sh 2 "Help Window"
X.pp
XTyping 'h' will pop up a help window below the normal window.
XThe help window lists commands you can type.
XIt's useful for small problems like forgetting how to put
Xyour shields up.
XTyping 'h' again will get rid of it.
X
X.sh 2 "Combat"
X.pp
XTo survive in combat, keep moving.  This is done by typing the
Xnumber keys, 0-9.  Ships can fly at warp five indefinitely.
XEngines will eventually overheat at higher speeds.  Turning
Xis easier at low speeds.  Particularly good is warp three or
Xfour.  You turn by pointing your mouse in the direction you
Xwish to go, and typing the rightmost mouse key.  You will
Xturn relative to whatever window you happen to have the mouse
Xin.  When there is an opponent on the screen with you, you
Xprobably want to start firing torpedoes at him.  Again, point the
Xmouse where you want the torpedoes to go and push the leftmost
Xmouse button.  If you get close enough, you might want to
Xtry phasers.  Point the mouse directly at your opponent and
Xpush the middle button.  A line will shoot out and you will
Xget a report on your damage, if you hit.
XAs a default, you will be hostile towards all other teams.
XThis can be changed later.
X
X.pp
XTorpedos that hit each do thirty points of damage to the
Xtarget.  Damage first comes off of shields, and when those
Xreach zero, damage comes directly off the damage stat.  When
Xyour damage hits 100, your ship explodes and your opponent
Xgets credit for killing you.  You can repair damage by going
Xinto repair mode (type 'R') but it will also leave you a
Xsitting duck for other players.  When you finish repairing,
Xuse 'u' or '+' to put your shields back up.
X
X.pp
XFinally, if you get tired of playing, you can quit by typing 
X.b Q
Xand waiting to self-destruct.
XIn the entry window, click the mouse in the 'quit' window to
Xexit the game.
X
X.sh 1 "Status Line"
X.pp
XNow for some of the more technical details.
XThe status line appears below the local window
Xand contains the following useful information:
X
X.sh 2 "Flags -- ship status flags"
X.pp
XVarious flags tell the player about his ship.
X.(l
XS     -- Shields up
X[GYR] -- Alert status
XL     -- Locked onto a target
XR     -- In Repair mode
XB     -- Bombing a planet
XO     -- Orbiting a planet
XC     -- Cloaked
XW     -- Weapons overheated 
XE     -- Engines overheated
Xu     -- Beaming up armies
Xd     -- Beaming down armies
XP     -- Copilot permitted
X.)l
X
X.sh 2 "speed - ship's speed"
X.pp
XThis is the speed your ship is currently travelling.
XShips move between warps 0 and 9.
X
X.sh 2 "dam - current damage"
X.pp
XThis is how much damage your ship has taken.
XIf it gets over 100, you die.
XDamage repairs slowly if shields are down, faster if
Xship is in repair mode.
X
X.sh 2 "shd - current shields"
X.pp
XShields start out at 100 and take damage when they are up.
XWhen they hit 0, damage will come off your damage rating.
XThey repair faster than real damage.
X
X.sh 2 "torps -- number of torpedoes launched"
X.pp
XEach player is limited to twelve torpedoes flying at any given
Xtime.
XThis is a count of the torpedoes you currently have in the air.
X
X.sh 2 "armies -- armies on board"
X.pp
XThis is a count of the number of armies you have on your ship.
XYour ship can carry two times your current number of kills.
XThe maximum number of armies it can carry is ten.
X
X.sh 2 "fuel -- how much fuel you have left"
X.pp
XWeapons and engines take fuel to run.
XThis is a count of the amount of fuel left on the ship.
XFuel regenerates slowly in space, but faster when orbiting a fuel planet.
X
X.sh 2 "wtemp -- weapons temperature"
X.pp
XUsing weapons drives up this stat.
XIf it goes over 100, there is a good chance your weapons will
Xfreeze up for a random amount of time.
XThe temperature drops over time.
X
X.sh 2 "etemp -- engine temperature"
X.pp
XRunning your engines at speeds over five cause engine temperature
Xto climb.
XRunning at less than five causes them to cool.
XOver 100, engines can freeze up for a random amount of time.
X
X.sh 1 "The Commands"
X.pp
XThese are the various key and button commands in the game.
XThey are not currently remappable other than through the XKeyMap
Xfunction.
X
X.sh 2 "0-9 Ship's speed"
X.pp
XThe numbers zero through nine set your ship's speed.
XIt takes time for your ship to accelerate or decelerate to the desired
Xspeed.
XDamaged ships can't use higher speeds.
XWhen engines freeze, you can't set speed.
XSetting speed breaks you out of a planet's orbit.
X
X.sh 2 "k - set course"
X.pp
XThe letter
X.b k
Xor the right mouse button will set your course towards the current
Xmouse position.
XTurning towards the desired course can take time, depending on 
Xyour current speed and damage.
X
X.sh 2 "t - launch torpedo"
X.pp
XThe letter
X.b t
Xor the left mouse button will launch a torpedo towards the current
Xmouse position if you have enough fuel and less than twelve torpedoes
Xcurrently out.
XTorpedos travel at warp twelve and do thirty points of
Xdamage when they hit someone.
XYou cannot be hurt by your own torpedoes.
XTorpedos tend to wobble a bit in flight so they won't always
Xgo straight in the direction you want them to.
XThe effect does create nice clouds of them, though.
X
X.sh 2 "p - fire phaser"
X.pp
XThe letter
X.b p
Xand the middle mouse button will fire your phasers towards the current
Xmouse position if you have enough fuel.
XYou may only fire phasers once per second.
XThey cost a good deal of fuel.
XIf they hit someone, they will do 0-100 points of damage depending on the
Xrange.
X
X.sh 2 "d - detonate other torpedoes"
X.pp
XThis command will detonate other torpedoes near you, doing less
Xthan maximum damage to you.
X
X.sh 2 "D - detonate your own torpedoes"
X.pp
XThis will turn your own torpedoes off (if you've missed)
Xso that you can fire new ones.
X
X.sh 2 "+ - put shields up"
X.pp
XThis key will put your shields up.
XRaised shields will take damage.
X
X.sh 2 "-- - put shields down"
X.pp
XThis key will put your shields down.
XAll damage will go directly to your damage stat.
X
X.sh 2 "u - toggle shields"
X.pp
XThis key will toggle your shields up and down.
X
X.sh 2 "R - repair damage"
X.pp
XYour ship must be going warp zero to repair.  Hitting this key will
Xstop your ship and start repairing.  Your shields are down when you
Xare repairing and you cannot fire weapons.  In a nutshell, you are
Xa sitting duck.  Putting your shields up or moving is the best
Xway to get out of repair mode.
XIf your ship is orbiting a friendly repair planet, damage will repair
Xat a faster rate.
X
X.sh 2 "o - orbit a planet"
X.pp
XIf you are near a planet and going warp two or less this will
Xput in orbit around it.
XYou must be in orbit around a planet to bomb it, beam armies up
Xor down to it, repair at it, or get fuel from it.
XEnemy planets will damage you if you get near them.
XSetting a speed will break out of orbit.
X
X.sh 2 "b - bomb a planet"
X.pp
XIf an enemy planet has more than four armies, you can bomb
Xthem.
XWith four or less armies, you must beam down armies
Xto defeat them.
XYour shields will go down to bomb, and you will
Xtake damage from the planet.
XYou get kills for the armies destroyed.
X
X.sh 2 "z - beam up armies"
X.pp
XIf the planet you are orbiting is owned by your team and
Xhas more than four armies, you can beam
Xthem to your ship to carry to other planets.
XYou must be orbiting to beam up armies.
XThe number of armies you can carry is equal to your kills * 2.
XYou can never carry more than ten armies.
X
X.sh 2 "x - beam down armies"
X.pp
XThis command will beam the armies that are on your ship down to a 
Xplanet you are orbiting.
XIf it is an hostile planet, you will kill his armies.
XIf all enemy armies are killed and you land an army, you take the planet
Xfor your team.
XIf it is a planet you own, you will simply add to the armies
Xalready there.
XIf it is a friendly planet, owned by other teams, you cannot
Xbeam armies down.
X
X.sh 2 "L - get player list"
X.pp
XThis gives you a quick list of other players.
XTo remove this window, just type 'L' again.
X
X.sh 2 "P - get planet list"
X.pp
XThis gives you a list of planets.
XYou get information only on planets which your team
Xowns or has previously orbited.  To remove this window,
Xjust type 'P' again.
X
X.sh 2 "i - info on object"
X.pp
XThis will pop up a window near the mouse cursor which contains
Xinformation about the nearest object (planet or ship).
XTo remove this window, just type 'i' again.
X
X.sh 2 "l - lock onto an object"
X.pp
XThis will lock your ship onto the object nearest the mouse cursor.
XIf you are moving you will turn towards the object your are locked
Xonto.
XIf it is a planet, you will automatically go into orbit around it.
XIf it is another player, your course will constantly be adjusted if
Xhe is moving.
XTo break the lock, just set course normally.
XYou cannot lock onto cloaked ships.
X
X.sh 2 "C - throw a coup"
X.pp
XSometimes players will discover that all their planets have been
Xtaken, or have been left with no armies.
XIn order to allow the team some form of return you can hold a coup
Xon your home planet assuming that the following criterion are met:
X.(l
XYour team must have armies on no planets.
XYou must have more than one kill.
XThere must be less than five enemy armies (or zero friendly, should
Xyou still own it) on your home planet.
XYou must be orbiting your home planet.
X.)l
XAfter the coup, the planet will have four of your armies on it.
XAs they come back you can take over more of your occupied worlds.
X
XWhen your last planet is taken, you will have to wait from thirty
Xminutes to an hour before you can have a coup.
X
X.sh 2 "? - repeat all of the previous messages"
X.pp
XMessage sending is detailed below.  This command allows you to
Xreview the current set of them.
X
X.sh 2 "c - cloak your ship"
X.pp
XThis nifty command allows you to remain invisible on the local
Xwindow of every player.  This would be nice except that you cannot
Xfire weapons while cloaked, and you use more fuel.
XFinally good players can shoot at you on the galaxy map window
Xwhere you will appear as
X.b "??."
XTyping 
X.b 'c'
Xagain will turn cloaking off.
X
X.sh 2 "@ - allow/disallow copilots"
X.pp
XThis feature allows more than one player to fly a ship.  It will
Xbe discussed near the end of this document.
X
X.sh 2 "S - Toggle visual status window"
X.pp
XThis will turn a visually oriented status window on and off.
X
X.sh 2 "w - Set war status"
X.pp
XThis command will give you a window that you can use to declare
Xwar and peace with other teams.  It will be fully detailed below.
X
X.sh 2 "* - Bring in a practice robot"
X.pp
XIf you are the only ship in the game, this command will send a
Xpractice robot into the game.
XThe robot will come in on your team, and be hostile towards you.
XThese robots are not as deadly as the ones which pop up to defend planets.
XHowever, you don't get any credit for killing them -- just practice.
X
X.sh 1 "Nitty Gritty Details"
X.pp
XThis section contains the details on certain features.
X
X.sh 2 "Planets and Armies"
X.pp
XPlanets are updated every minute.  There is a random chance
Xthat the number of armies will increase.  There is also a random
Xchance, that there will be a major die-off of armies.  This later
Xevent is more likely on planets with many armies.
XIf you have less than three armies on the planet, they will not
Xgrow as fast.
XPlanets with no armies are owned by the independent team and will
Xhave no armies on them until someone beams one down.
X
X.pp
XEnemy planets do damage based on the number of armies they have.
XThis means planets with no armies do no damage.  Those with armies
Xwill do (armies / 10) + 2 points of damage twice each second.
X
X.pp
XThe teams' home planets and randomly, others, will provide
Xfuel and repair services.  Obviously, this makes these planets
Xparticularly valuable.  These planets are selected up when the galaxy
Xis reset.
X
X.sh 2 "Messages"
X.pp
XMessages are sent both from the daemon and from other players.
XThey appear in the message window at the bottom, right side of the display.
XTo send messages, just put the mouse into the message window.
XYou must type a character in that represents the recipient of your
Xmessage.  This can be 'A' for everyone.  [FRKO] to send to all members
Xof a given team.  [0-9abcdef] will send a message to an individual
Xplayer.  When you've typed this in, it will map to a proper address
Xand wait for you to type in some text.  When you type in a return,
Xyour message is sent.
XTyping an escape will abort the message in progress.
X
X.pp
XNow obviously, the next question is, "What if someone starts shooting
Xat me while I'm typing in my message?  Am I hosed?"
XSimply move the mouse out of the window to defend yourself.  Messages
Xare only dealt with if the mouse is in the window.  You can stop
Xin the middle of the input.
X
X.sh 2 "Robots"
X.pp
XRobots are an attempt to allow/prevent certain things.  First, we want
Xbeginning players to have some lousy competition so they can get some
Xpractice without simply being targets for better players.  Secondly,
Xwe want to make sure that taking over the galaxy is not a midnight
Xwaltz.
X
X.pp
XIn order to invite a robot into the game, players are advised
Xto use the '*' command (described above) to bring in a practice
Xrobot.
XThese robots are relatively easy to kill.
XThe second way to get a robot is to go into another team's space
Xand bomb one of
X.i their
Xplanets.
XA robot will promptly show up and kill you.
XOr at least try to kill you.
XThese defender robots are particularly nasty.
XGood luck.
X
X.pp
XRobots are very much like other players.  The only advantage they
Xhave over other players is that they don't use fuel.  Otherwise,
Xtheir torpedoes do the same damage.  They are also somewhat better shots.
XTheir torpedoes don't wobble, and they never miss with their phasers.
X
X.sh 2 "War and Peace"
X.pp
XYou can declare war and peace with other teams.
XThe greatest use of this is that you can use planets belonging
Xto teams you are at peace with for fuel and repair.
XIt also allows two teams to gang up on another without risking
Xkilling each other.
X
X.pp
XThere are three states a player can be in versus any other team:
XPeace, Hostile, and War.  Being at War is irrevocable.  You cannot
Xchange to any other state until you reenter the game.  You get to
Xwar when you are hostile to a team and you either bomb one of their
Xplanets, damage one of their players with weapons, or beam armies
Xdown to one of their planets.
X
X.pp
XIf you are hostile towards a team, your weapons will hurt all members of
Xthat team (whether or not they are at peace with you).  As soon as
Xyou hurt them, you will be at war.
X
X.pp
XIf you are peaceful towards a team, your weapons will only hurt members
Xof that team who are not peaceful towards you.  In other words, two
Xplayers who are at peace towards each other cannot fight each other.
X
X.pp
XPlayers default to being at peace with their own team and hostile
Xtowards all the others.  Obviously, they can declare war on their own
Xteam.
X
X.pp
XTo change your settings, type 'w' and a war window will pop up.
XClick the mouse in the boxes of the teams you want to change.
XClick in "re-program" to save the results.  Teams will be notified
Xof your changes.  Finally, there is a ten second delay to declare
Xhostility towards another team so don't get too close while you make
Xthe changes.
X
X.pp
XThe easiest way to know if someone near you is hostile is to use
Xthe alert status described below.  Info on a player will tell you
Xtheir status towards you.
X
X.sh 2 "Weapons"
X.pp
XTorpedos move at warp twelve and have a random life of three to five
Xseconds.  They tend to wobble a bit, so their accuracy goes down
Xat longer ranges.  Torpedoes will detonate and do full damage if
Xthey get close to a ship.  They will do less damage to objects at a
Xslightly longer distance.  Torpedos will not be detonated by a non-hostile
Xplayer, but they will do damage if something causes them to explode.
X
X.pp
XWhen exploding, torpedoes can damage everyone who is near them except
Xthe person who launched them.  Thus it is possible to kill your own
Xteammates and people you are at peace with.
X
X.pp
XPhasers must be within about 10 degrees of their target to hit.
XPhasers that hit will maintain a line between the two ships.
XOnes that miss will stick out to nowhere and look stupid.
XAll phasers cost a good deal of fuel.  It takes one second
Xto recharge your phasers for another shot.
XYour phasers will affect teams you are at war with, or those
Xwho are at war with you.
X
X.pp
XShips that explode cause 100 points of damage with about the same
Xrange as a torpedo.  Don't get too near one.
X
X.sh 2 "The Galaxy"
X.pp
XYou will bounce off the edge of the galaxy if you run into it.
XTorpedos explode if they hit it.
X
X.sh 2 "Planet information"
X.pp
XYou can get information about any planet your team has orbited.
XHowever, if the planet is taken by any other team, you will
Xlose information about the planet until it is reorbited.
X
X.sh 2 "Ship's Status"
X.pp
XYour ship's alert status will tell you how close you are to hostile
Xships.  Yellow alert represents about two screens distance.  Red
Xalert means that the enemy is on your local screen (even if cloaked).
XBesides the status line, the border of your window tells you what
Xyour alert status is.  This also works for the border of the icon.
XThe border patterns are discussed below.
X
X.sh 2 "Xdefaults and options"
X.pp
XYou can put the following options into your .Xdefaults
X.(l
Xxtrek.boldfont:		6x10b
Xxtrek.font:		6x10
Xxtrek.name:		DragonSlayer
Xxtrek.reverseVideo:	off
Xxtrek.showShields:	on
Xxtrek.showStats:		on
Xxtrek.stats.geometry:	+0+655
Xxtrek.GAlertPattern:	0xf
Xxtrek.YAlertPattern:	0xa 0x5
Xxtrek.RAlertPattern:	0x0f 0x0f 0x0f 0x0f 0xf0 0xf0 0xf0 0xf0
Xxtrek.ralert:		red
Xxtrek.yalert:		yellow
Xxtrek.galert:		green
Xxtrek.border:		blue
Xxtrek.background:	black
Xxtrek.text:		white
Xxtrek.fed:		yellow
Xxtrek.rom:		red
Xxtrek.kli:		green
Xxtrek.ori:		slate blue
Xxtrek.warning:		red
Xxtrek.unknown:		light grey
Xxtrek.me:		white
X.)l
X
X.sh 3 "Fonts"
X.pp
XThese options allow you to change fonts used in the game.
XOur advice: "Don't."
X
X.sh 3 "name"
X.pp
XThis is your playername.
X
X.sh 3 "reversevideo"
X.pp
XOn black and white monitors this can ease eye-strain.
X
X.sh 3 "showShields"
X.pp
XThis causes the shields of you and other players to appear
Xas a circle around your ship when they are up.
X
X.sh 3 "showStats"
X.pp
XThis option will put up a visual status window above your display.
XSome players find this easier to read than numbers.
XThe stats.geometry uses standard X syntax for a screen position.
X
X.sh 3 "Alert Patterns"
X.pp
XThese patterns are useful for showing your current alert status
Xbased on the border pattern.  It is used for black and white
Xmonitors only.
XThe alert colors are used for color monitors.  I think changing
Xthem would be silly.
X
X.sh 3 "The remaining color definitions"
X.pp
XThese options allow you to set colors on various objects
Xso you can get much more information from your display.
XObviously, these only matter for color monitors.
X
X.sh 2 "Other programs related to xtrek"
X.pp
XThere are few other programs that come with xtrek that
Xhave some use in the game.  They are described below.
X
X.sh 3 "Copilot"
X.pp
XThis program, started with the command:
X
X.ti 1i
X.b "xtrek -c pno monitor:0"
X
Xwill allow you to fly a ship with player number pno
Xif he so permits.  This command is pretty robust.
XTwo players flying a ship can be very deadly.
XTypically, one steers and one shoots.
X
X.sh 3 "scores"
X.pp
XXtrek does, in fact keep some statistics around in the
Xfile .scores.  Scores can be used to print this information out.
XIt obviously should have been built into xtrek itself.
X
X.sh 3 "robot"
X.pp
XThis is the program xtrek uses to send robots into the game.
XRobots come with gobs of command line options, but you'll have
Xto look at the code to see what they do.
X
X.sh 3 "watch"
X.pp
XLike copilot, watch mode can be entered directly from
Xxtrek using the command:
X
X.ti 1i
X.b "xtrek -w pno monitor:0"
X
XThis allows you to watch all the actions taken by the particular
Xplayer (without him knowing it).
XYou can change the player being viewed by clicking on a new
Xplayer.
END_OF_doc
if test 24026 -ne `wc -c <doc`; then
    echo shar: \"doc\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f rmove.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"rmove.c\"
else
echo shar: Extracting \"rmove.c\" \(19425 characters\)
sed "s/^X//" >rmove.c <<'END_OF_rmove.c'
Xstatic char sccsid[] = "@(#)rmove.c	3.1";
X#ifndef lint
Xstatic char *rcsid_rmove_c = "$Header: /uraid2/riedl/src/xceltrek/RCS/rmove.c,v 1.1 88/04/18 16:10:39 riedl Exp Locker: riedl $";
X#endif	lint
X/* Copyright (c) 1986 	Chris Guthrie */
X
X#include <X11/Xlib.h>
X#include <stdio.h>
X#include "defs.h"
X#include "data.h"
X
X#define	SIZEOF(s)		(sizeof (s) / sizeof (*(s)))
X#define AVOID_TIME		4
X#define	AVOID_CLICKS		200
X
X#define STAY	0x1
X#define RUN	0x2
X#define ATTACK	0x3
X#define REPAIR	0x4
X#define AVOID	0x5
X
X#define NORMALIZE(d) 		((((d) % 256) + 256) % 256)
X
X#define	E_TSHOT		0x02
X#define	E_PSHOT		0x04
X#define	E_TEAMRED	0x08
X#define	E_TEAMYELLOW	0x10
X#define	E_PLANETPROT	0x20
X
Xstruct Enemy {
X	int	e_info;
X	int	e_dist;
X	unsigned char	e_course;	/* course to enemy */
X	unsigned char	e_pcourse;	/* course to "protected" team member */
X	unsigned char	e_tcourse;	/* torpedo intercept course to enemy */
X	int	e_planetprot;
X	unsigned int	e_flags;
X};
X#define	NO_PLAYERS	(-1)
X
Xextern int debug;
Xextern int playerchange;
Xextern int nplayers;
Xextern int nrobots;
X
Xextern long isin[], icos[];
Xextern unsigned char iatan2();
X
Xdouble hypot();
Xextern unsigned char newcourse();
X
Xrmove(p)
Xstruct player	*p;
X{
X    register int i;
X    register int burst;
X    register int numHits, tDir;
X    int		avDir;
X    extern struct Enemy *get_nearest();
X    struct Enemy *enemy_buf;
X    struct player *enemy;
X    int		no_cloak;
X    static int	avoid[2] = { -32, 32 };
X
X    if (p->p_ship->s_status == EXPLODE) {
X	/* Don't bother...besides, it can't! */
X	/* There would be no ship to do anything with, just a few */
X	/* explosion glyphs lying around on people's screens. */
X	return;
X    }
X    /* Find an enemy */
X    enemy_buf = get_nearest(p);
X    if (enemy_buf == (struct Enemy *) NO_PLAYERS) {
X	/* No more enemies */
X	if (do_repair(p)) {
X	    return;
X	}
X	p->p_ship->s_flags &= ~SFPLANETPROT;
X	p->p_ship->s_planetprot = 0;
X	go_home(p);
X	if (debug > 1)
X	    fprintf(stderr, "%d) No players in game.\n", p->p_ship->s_no);
X	return;
X    } else if (enemy_buf == 0) {	 /* no one hostile */
X	if (debug > 1)
X	    fprintf(stderr, "%d) No hostile players in game.\n", p->p_ship->s_no);
X	if (do_repair(p)) {
X	    return;
X	}
X	if (p->p_ship->s_flags & SFPLANETPROT) {
X		go_planet(p, &planets[p->p_ship->s_planetprot], p->p_ship->s_maxspeed / 2);
X	} else {
X		go_home(p);
X	}
X	return;
X    } else {
X	enemy = &players[enemy_buf->e_info];
X	if (enemy_buf->e_flags & (E_TEAMYELLOW|E_TEAMRED)) {
X		/* Someone to kill or protect */
X		p->p_ship->s_flags &= ~SFPLANETPROT;
X		p->p_ship->s_planetprot = 0;
X		if (debug > 1)
X		    fprintf(stderr, "%d) noticed %d, dist %d\n", p->p_ship->s_no, enemy->p_ship->s_no, enemy_buf->e_dist);
X	} else if (enemy_buf->e_flags & E_PLANETPROT) {
X		/* A Planet to protect */
X		if (debug > 1)
X		    fprintf(stderr, "%d) Protecting Planet %d\n", p->p_ship->s_no, enemy_buf->e_planetprot);
X		p->p_ship->s_flags |= SFPLANETPROT;
X		p->p_ship->s_planetprot = enemy_buf->e_planetprot;
X		go_planet(p, &planets[enemy_buf->e_planetprot], p->p_ship->s_maxspeed - 2);
X	}
X    }
X
X/* Algorithm:
X** We have an enemy.
X** First priority: shoot at target in range.
X** Second: Dodge torps.
X** Third: Get away if we are damaged.
X** Fourth: repair.
X** Fifth: defend team members.
X** Sixth: attack.
X*/
X
X/*
X** If we are a practice robot, we will do all but the second.  One
X** will be modified to shoot poorly and not use phasers.
X**/
X    /* Fire weapons!!! */
X    /*
X    ** get_nearest() has already determined if torpedoes and phasers
X    ** will hit.  It has also determined the courses which torps and
X    ** phasers should be fired.  If so we will go ahead and shoot here.
X    ** We will lose repair and cloaking for the rest of this interrupt.
X    ** if we fire here.
X    */
X
X    if (!(p->p_flags & (PFRHARD|PFRVHARD))) {
X	/* Practice robot */
X	no_cloak = 1;
X	if (enemy_buf->e_flags & E_TSHOT) {
X	    if (debug > 1)
X		fprintf(stderr, "%d) firing torps\n", p->p_ship->s_no);
X	    for (burst = 0; (burst < 2) && (p->p_ship->s_ntorp < MAXTORP); burst++) {
X		/* Bad shot.. */
X		ntorp(p, enemy_buf->e_tcourse + ((random() % 3) - 1), TMOVE);
X	    }
X	}
X    } else if (!(p->p_flags & PFRVHARD)) {
X	/* Hard robot */
X	no_cloak = 0;
X	if (enemy_buf->e_flags & E_TSHOT) {
X	    if (debug > 1)
X		fprintf(stderr, "%d) firing torps\n", p->p_ship->s_no);
X	    for (burst = 0; (burst < 1) && (p->p_ship->s_ntorp < MAXTORP); burst++) {
X		repair_off(p);
X		cloak_off(p);
X		ntorp(p, enemy_buf->e_tcourse, TMOVE);
X		no_cloak++;
X	    }
X	}
X	if (enemy_buf->e_flags & E_PSHOT) {
X	    if (debug > 1)
X		fprintf(stderr, "%d) phaser firing\n", p->p_ship->s_no);
X	    no_cloak++;
X	    repair_off(p);
X	    cloak_off(p);
X	    /* Bad shot.. */
X	    phaser(p, enemy_buf->e_course + ((random() % 5) - 1));
X	}
X    } else {
X	/* Very Hard Robot */
X	no_cloak = 0;
X	if (enemy_buf->e_flags & E_TSHOT) {
X	    if (debug > 1)
X		fprintf(stderr, "%d) firing torps\n", p->p_ship->s_no);
X	    for (burst = 0; (burst < 2) && (p->p_ship->s_ntorp < MAXTORP); burst++) {
X		repair_off(p);
X		cloak_off(p);
X		ntorp(p, enemy_buf->e_tcourse, TSTRAIGHT);
X		no_cloak++;
X	    }
X	}
X	if (enemy_buf->e_flags & E_PSHOT) {
X	    if (debug > 1)
X		fprintf(stderr, "%d) phaser firing\n", p->p_ship->s_no);
X	    no_cloak++;
X	    repair_off(p);
X	    cloak_off(p);
X	    phaser(p, enemy_buf->e_course);
X	}
X    }
X
X    /* Avoid torps */
X    /*
X    ** This section of code allows robots to avoid torps.
X    ** Within a specific range they will check to see if
X    ** any of the 'closest' enemies torps will hit them.
X    ** If so, they will evade for four updates.
X    ** Evading is all they will do for this round, other than shooting.
X    */
X
X    if ((enemy_buf->e_flags & (E_TEAMRED|E_TEAMYELLOW|E_PLANETPROT)) == 0 && (p->p_flags & PFRVHARD)) {
X	if (enemy->p_ship->s_ntorp < 5) {
X	    if ((enemy_buf->e_dist < 15000) || (p->p_ship->s_timer > 0)) {
X		numHits = projectDamage(p, enemy->p_ship->s_no, &avDir);
X		if (debug > 1) {
X		    fprintf(stderr, "%d hits expected from %d from dir = %d\n",
X			    numHits, enemy->p_ship->s_no, avDir);
X		}
X		if (numHits == 0) {
X		    if (--p->p_ship->s_timer > 0) {	/* we may still be avoiding */
X			if (angdist(p->p_ship->s_desdir, p->p_ship->s_dir) > 64)
X			    p->p_ship->s_desspeed = 3;
X			else
X			    p->p_ship->s_desspeed = 5;
X			return;
X		    }
X		} else {
X		    /*
X		     * Actually avoid Torps
X		     */ 
X		    p->p_ship->s_timer = AVOID_TIME;
X		    tDir = avDir - p->p_ship->s_dir;
X		    /* put into 0->255 range */
X		    tDir = NORMALIZE(tDir);
X		    if (debug > 1)
X			fprintf(stderr, "mydir = %d avDir = %d tDir = %d q = %d\n",
X			    p->p_ship->s_dir, avDir, tDir, tDir / 64);
X		    switch (tDir / 64) {
X		    case 0:
X		    case 1:
X			    p->p_ship->s_desdir = NORMALIZE(avDir + 64);
X			    break;
X		    case 2:
X		    case 3:
X			    p->p_ship->s_desdir = NORMALIZE(avDir - 64);
X			    break;
X		    }
X		    if (!no_cloak)
X			cloak_on(p);
X
X		    if (angdist(p->p_ship->s_desdir, p->p_ship->s_dir) > 64)
X			p->p_ship->s_desspeed = 3;
X		    else
X			p->p_ship->s_desspeed = 5;
X			
X		    shield_up(p);
X		    if (debug > 1)
X			fprintf(stderr, "evading to dir = %d\n", p->p_ship->s_desdir);
X		    return;
X		}
X	    }
X	}
X
X	/*
X	** Trying another scheme.
X	** Robot will keep track of the number of torps a player has
X	** launched.  If they are greater than say four, the robot will
X	** veer off immediately.  Seems more humanlike to me.
X	*/
X
X	else if (enemy_buf->e_dist < 15000) {
X	    if (--p->p_ship->s_timer > 0) {	/* we may still be avoiding */
X		if (angdist(p->p_ship->s_desdir, p->p_ship->s_dir) > 64)
X		    p->p_ship->s_desspeed = 3;
X		else
X		    p->p_ship->s_desspeed = 5;
X		return;
X	    }
X	    if (random() % 2) {
X		p->p_ship->s_desdir = NORMALIZE(enemy_buf->e_course - 64);
X		p->p_ship->s_timer = AVOID_TIME;
X	    }
X	    else {
X		p->p_ship->s_desdir = NORMALIZE(enemy_buf->e_course + 64);
X		p->p_ship->s_timer = AVOID_TIME;
X	    }
X	    if (angdist(p->p_ship->s_desdir, p->p_ship->s_dir) > 64)
X		p->p_ship->s_desspeed = 3;
X	    else
X		p->p_ship->s_desspeed = 5;
X	    shield_up(p);
X	    return;
X	}
X    }
X	    
X    /* Run away */
X    /*
X    ** The robot has taken damage.  He will now attempt to run away from
X    ** the closest player.  This obviously won't do him any good if there
X    ** is another player in the direction he wants to go.
X    ** Note that the robot will not run away if he dodged torps, above.
X    ** The robot will lower his shields in hopes of repairing some damage.
X    */
X
X    if ((enemy_buf->e_flags & (E_TEAMRED|E_TEAMYELLOW|E_PLANETPROT)) == 0 && (p->p_ship->s_damage > 0 && enemy_buf->e_dist < 13000)) {
X	if (p->p_ship->s_etemp > 900)		/* 90% of 1000 */
X	    p->p_ship->s_desspeed = 5;
X	else
X	    p->p_ship->s_desspeed = 6;
X	if (!no_cloak)
X	    cloak_on(p);
X	repair_off(p);
X	shield_down(p);
X	p->p_ship->s_desdir = enemy_buf->e_course - 128;
X	if (debug > 1)
X	    fprintf(stderr, "%d(%d)(%d/%d) running from %c%d %16s damage (%d/%d) dist %d\n",
X		p->p_ship->s_no,
X		(int) p->p_ship->s_stats.st_kills,
X		p->p_ship->s_damage,
X		p->p_ship->s_shield,
X		teamlet[enemy->p_ship->s_team],
X		enemy->p_ship->s_no,
X		enemy->p_login,
X		enemy->p_ship->s_damage,
X		enemy->p_ship->s_shield,
X		enemy_buf->e_dist);
X	return;
X    }
X
X    /* Repair if necessary (we are safe) */
X    /*
X    ** The robot is safely away from players.  It can now repair in peace.
X    ** It will try to do so now.
X    */
X
X    if (do_repair(p)) {
X	return;
X    }
X
X    /* Defend. */
X    if (enemy_buf->e_flags & (E_TEAMRED|E_TEAMYELLOW)) {
X	if (enemy_buf->e_flags & E_TEAMRED) {
X		set_course(p, enemy_buf->e_pcourse);
X		cloak_off(p);
X		set_speed(p, p->p_ship->s_maxspeed);
X		if (debug > 1)
X		    fprintf(stderr, "%d) Code RED, defending %s (%c%d)\n",
X			p->p_ship->s_no, enemy->p_name,
X			teamlet[enemy->p_ship->s_team], enemy->p_ship->s_no);
X	} else if (enemy_buf->e_flags & E_TEAMYELLOW) {
X		set_course(p, enemy_buf->e_pcourse);
X		cloak_off(p);
X		set_speed(p, p->p_ship->s_maxspeed - 2);
X		if (debug > 1)
X		    fprintf(stderr, "%d) Code YELLOW, defending %s (%c%d)\n",
X			p->p_ship->s_no, enemy->p_name,
X			teamlet[enemy->p_ship->s_team], enemy->p_ship->s_no);
X	}
X    }
X
X    /* Attack. */
X    /*
X    ** The robot has nothing to do.  It will check and see if the nearest
X    ** enemy fits any of its criterion for attack.  If it does, the robot
X    ** will speed in and deliver a punishing blow.  (Well, maybe)
X    */
X
X    if ((enemy_buf->e_dist < 25000) || (p->p_flags & PFRHOSTILE)) {
X	if ((!no_cloak) && (enemy_buf->e_dist < 10000))
X	    cloak_on(p);
X	p->p_ship->s_flags &= ~SFPLANETPROT;
X	p->p_ship->s_planetprot = 0;
X	shield_up(p);
X	if (debug > 1)
X	    fprintf(stderr, "%d(%d)(%d/%d) attacking %c%d %16s damage (%d/%d) dist %d\n",
X		p->p_ship->s_no,
X		(int) p->p_ship->s_stats.st_kills,
X		p->p_ship->s_damage,
X		p->p_ship->s_shield,
X		teamlet[enemy->p_ship->s_team],
X		enemy->p_ship->s_no,
X		enemy->p_login,
X		enemy->p_ship->s_damage,
X		enemy->p_ship->s_shield,
X		enemy_buf->e_dist);
X
X	if (enemy_buf->e_dist < 15000) {
X	    p->p_ship->s_desdir = enemy_buf->e_course + 
X		    avoid[(p->p_ship->s_updates / AVOID_CLICKS) % SIZEOF(avoid)];
X	    if (angdist(p->p_ship->s_desdir, p->p_ship->s_dir) > 64)
X		p->p_ship->s_desspeed = 3;
X	    else
X		p->p_ship->s_desspeed = 4;
X	} else {
X	    p->p_ship->s_desdir = enemy_buf->e_course;
X	    if (angdist(p->p_ship->s_desdir, p->p_ship->s_dir) > 64)
X		p->p_ship->s_desspeed = 3;
X	    else if (p->p_ship->s_etemp > 900)		/* 90% of 1000 */
X		p->p_ship->s_desspeed = 5;
X	    else
X		p->p_ship->s_desspeed = 6;
X	}
X    } else {
X	if ((enemy_buf->e_flags & (E_TEAMRED|E_TEAMYELLOW|E_PLANETPROT)) == 0)
X		go_home(p);
X    }
X}
X
X/*
X * Stupid Sun 3.2 tan routine calls matherr and *prints* a message if
X * it returns something other than 1.
X */
Xint matherr()
X{
X  return(1);
X}
X
X/* This function will send the robot back to it's home planet
X   when it has nothing better to do.
X*/
Xgo_home(p)
Xstruct player	*p;
X{
X	int x, y;
X	double dx, dy;
X	register struct planet	*l;
X	register int		n;
X
X	/* Find the home planet... */
X	for (n = 0, l = &pdata[n]; n < MAXPLANETS; n++, l++) {
X		if ((l->pl_flags & PLHOME) && l->pl_owner == p->p_ship->s_team)
X			break;
X	}
X
X	if (n < MAXPLANETS) {
X		l = &planets[n];	/* switch to current info */
X		x = l->pl_x;
X		y = l->pl_y;
X		dx = x - p->p_ship->s_x;
X		dy = y - p->p_ship->s_y;
X		go_planet(p, l, (hypot(dx, dy) / 10000) + 1);
X	}
X}
X
X/* This function will send the robot to a specified planet
X   to protect it from bombing & beaming.
X*/
Xgo_planet(p, l, s)
Xstruct player	*p;
Xstruct planet	*l;
Xint		s;
X{
X    int x, y;
X    double dx, dy;
X
X    x = l->pl_x;
X    y = l->pl_y;
X
X    if ((ABS(x - p->p_ship->s_x) < ORBDIST) && (ABS(y - p->p_ship->s_y) < ORBDIST)) {
X	p->p_ship->s_desspeed = 0;
X	p->p_ship->s_flags |= SFORBIT;
X	p->p_ship->s_planet = l->pl_no;
X    } else {
X	p->p_ship->s_flags &= ~SFORBIT;
X	p->p_ship->s_desdir = newcourse(p, x, y);
X	p->p_ship->s_desspeed = s;
X    }
X	if (p->p_ship->s_status != EXPLODE) {
X		/* Self-destruct if there isn't anyone around but us robots... */
X		/* or if we are not sticky */
X		if (!(p->p_flags & PFRSTICKY) || (nplayers - nrobots) == 0) {
X		    if (p->p_ship->s_explode == 0)
X			p->p_ship->s_explode = p->p_ship->s_updates + RGIVEUPTIME;
X		} else
X			p->p_ship->s_explode = 0;
X	}
X}
X
XprojectDamage(p, eNum, dirP)
Xstruct player	*p;
X	int	*dirP;
X{
X	register int		i, j, numHits = 0, mx, my, tx, ty, dx, dy;
X	long			tdx, tdy, mdx, mdy;
X	register struct torp	*t;
X
X	*dirP = 0;
X
X/* XX Fix this like the tcourse computation above */
X	for (i = 0, t = &torps[eNum * MAXTORP]; i < MAXTORP; i++, t++) {
X		if (t->t_status == TFREE)
X			continue;
X		tx = t->t_x; ty = t->t_y;
X		mx = p->p_ship->s_x; my = p->p_ship->s_y;
X		tdx = (t->t_speed * icos[t->t_dir] * WARP1) >> TRIGSCALE;
X		tdy = (t->t_speed * isin[t->t_dir] * WARP1) >> TRIGSCALE;
X		mdx = (p->p_ship->s_speed * icos[p->p_ship->s_dir] * WARP1) >> TRIGSCALE;
X		mdy = (p->p_ship->s_speed * isin[p->p_ship->s_dir] * WARP1) >> TRIGSCALE;
X		for (j = t->t_fuse; j > 0; j--) {
X			tx += tdx; ty += tdy;
X			mx += mdx; my += mdy;
X			dx = tx - mx; dy = ty - my;
X			if (ABS(dx) < EXPDIST && ABS(dy) < EXPDIST) {
X				numHits++;
X				*dirP += t->t_dir;
X				break;
X			}
X		}
X
X	}
X	if (numHits > 0)
X		*dirP /= numHits;
X	return (numHits);
X}
X
Xunsigned char
Xrgetcourse(p, x, y)
Xstruct player	*p;
Xint	x, y;
X{
X	return(iatan2(x - p->p_ship->s_x, p->p_ship->s_y - y));
X}
X
Xstatic struct Enemy ebuf;
X
Xstruct Enemy *
Xget_nearest(p)
Xregister struct player *p;
X{
X    register struct player *j;
X    register struct planet *l;
X    int pcount = 0;
X    register int i;
X    int tdist;
X    int	k;
X    double dx, dy;
X
X    /* Find an enemy */
X    ebuf.e_info = p->p_ship->s_no;
X    ebuf.e_dist = GWIDTH + 1;
X    ebuf.e_flags = 0;
X
X    pcount = 0;  /* number of human players in game */
X
X    /* avoid dead slots, me */
X    for (i = 0, j = &players[i]; i < MAXPLAYER; i++, j++) {
X	if ((j->p_status != PALIVE) || (j == p))
X	    continue;
X	else
X	    pcount++;	/* Other players in the game */
X
X	/* Can we see them? */
X	if (iscloaked(j->p_ship) && !(p->p_flags & PFRVHARD))
X		continue;
X
X	if (((j->p_ship->s_swar | j->p_ship->s_hostile) & (1 << p->p_ship->s_team))
X		|| ((p->p_ship->s_swar | p->p_ship->s_hostile) & (1 << j->p_ship->s_team))) {
X	    /* We have an enemy */
X	    /* Get his range */
X	    dx = j->p_ship->s_x - p->p_ship->s_x;
X	    dy = j->p_ship->s_y - p->p_ship->s_y;
X	    tdist = hypot(dx, dy);
X
X	    if (tdist < ebuf.e_dist) {
X		ebuf.e_info = i;
X		ebuf.e_dist = tdist;
X	    }
X	}
X    }
X    if (pcount == 0)
X	return ((struct Enemy *) NO_PLAYERS);	/* no players in game */
X
X    if (ebuf.e_info == p->p_ship->s_no) {
X	return (0);			/* no hostile players in the game */
X    }
X
X
X	j = &players[ebuf.e_info];
X
X	/* Get torpedo course to nearest enemy */
X	ebuf.e_flags &= ~(E_TSHOT);
X	for (i = 0; i < 50; i++) {
X	    double  he_x, he_y, area;
X
X	    he_x = j->p_ship->s_x + ((icos[j->p_ship->s_dir] * j->p_ship->s_speed * WARP1) >> TRIGSCALE) * i;
X	    he_y = j->p_ship->s_y + ((isin[j->p_ship->s_dir] * j->p_ship->s_speed * WARP1) >> TRIGSCALE) * i;
X	    area = i * p->p_ship->s_torpspeed * WARP1;
X	    if (hypot(he_x - p->p_ship->s_x, he_y - p->p_ship->s_y) < area) {
X		ebuf.e_flags |= E_TSHOT;
X		ebuf.e_tcourse = rgetcourse(p, (int) he_x, (int) he_y);
X		break;
X	    }
X	}
X	if (debug > 1)
X	    fprintf(stderr, "torpedo course to enemy %d is %d (%d) - %s\n", 
X		    j->p_ship->s_no,
X		    (int) ebuf.e_tcourse,
X		    (int) ebuf.e_tcourse * 360 / 256,
X		    (ebuf.e_flags & E_TSHOT) ? "aiming to hit" :
X		    "no hit possible");
X
X	/* Get phaser shot status */
X	if (ebuf.e_dist < p->p_ship->s_phasedist)
X		ebuf.e_flags |= E_PSHOT;
X	else
X		ebuf.e_flags &= ~(E_PSHOT);
X
X	/* get course info */
X	ebuf.e_course = rgetcourse(p, j->p_ship->s_x, j->p_ship->s_y);
X	if (debug > 1)
X	    fprintf(stderr, "Set course to enemy is %d (%d)\n",
X		    (int) ebuf.e_course, 
X		    (int) ebuf.e_course * 360 / 256);
X
X	/* Determine if there is a team member we should protect. */
X	for (i = 0, j = &players[0]; i < MAXPLAYER; i++, j++) {
X		if ((j->p_status != PALIVE) || j->p_ship->s_team != p->p_ship->s_team || j == p)
X			continue;
X
X		if (j->p_ship->s_flags & SFRED) {
X			ebuf.e_flags |= E_TEAMRED;
X			p->p_ship->s_flags &= ~SFPLANETPROT;
X			p->p_ship->s_planetprot = 0;
X			/* Get his range */
X			dx = j->p_ship->s_x - p->p_ship->s_x;
X			dy = j->p_ship->s_y - p->p_ship->s_y;
X			tdist = hypot(dx, dy);
X
X			if (tdist < ebuf.e_dist) {
X				ebuf.e_info = i;
X				ebuf.e_dist = tdist;
X				ebuf.e_pcourse = rgetcourse(p, j->p_ship->s_x, j->p_ship->s_y);
X			}
X		}
X		if (ebuf.e_flags & E_TEAMRED)
X			continue;
X		if (j->p_ship->s_flags & SFYELLOW) {
X			ebuf.e_flags |= E_TEAMYELLOW;
X			p->p_ship->s_flags &= ~SFPLANETPROT;
X			p->p_ship->s_planetprot = 0;
X			/* Get his range */
X			dx = j->p_ship->s_x - p->p_ship->s_x;
X			dy = j->p_ship->s_y - p->p_ship->s_y;
X			tdist = hypot(dx, dy);
X
X			if (tdist < ebuf.e_dist) {
X				ebuf.e_info = i;
X				ebuf.e_dist = tdist;
X				ebuf.e_pcourse = rgetcourse(p, j->p_ship->s_x, j->p_ship->s_y);
X			}
X		}
X	}
X
X	/* Determine if there is a planet that we should protect. */
X	for (i = 0, l = &planets[0]; i < MAXPLANETS; i++, l++) {
X		/* Our planet? */
X		if (l->pl_owner != p->p_ship->s_team)
X			continue;
X		if (l->pl_flags & PLINVIS)
X			continue;
X		/* Ok, find planet that is being bombed. */
X		/* This "simulates" a reponse to plea for help. */
X		for (i = 0, j = &players[0]; i < MAXPLAYER; i++, j++) {
X			if ((j->p_status != PALIVE))
X				continue;
X			if (j->p_ship->s_planet == l->pl_no &&
X			    ((j->p_ship->s_flags & SFBOMB) ||
X			    ((j->p_ship->s_flags & SFBEAMDOWN) && j->p_ship->s_team != l->pl_owner))) {
X				ebuf.e_planetprot = l->pl_no;
X				ebuf.e_flags |= E_PLANETPROT;
X				/* NOTE: We should find closest planet*/
X				/* relative to our current position. */
X				goto searchdone;
X			}
X		}
X	}
X
X	/* No planet to protect, but keep going if there WAS one that we */
X	/* found earlier. */
X	if (p->p_ship->s_flags & SFPLANETPROT) {
X		ebuf.e_planetprot = p->p_ship->s_planetprot;
X		ebuf.e_flags |= E_PLANETPROT;
X	}
X
Xsearchdone:
X	if ((ebuf.e_flags & (E_TSHOT|E_PSHOT)) == 0)
X		ebuf.e_dist = GWIDTH;
X
X	return (&ebuf);
X}
X
Xdo_repair(p)
Xstruct player	*p;
X{
X/* Repair if necessary (we are safe) */
X
X    if (p->p_ship->s_damage > 0) {
X	p->p_ship->s_desspeed = 0;
X	cloak_off(p);
X	shield_down(p);
X	p->p_ship->s_desspeed = 0;
X	if (p->p_ship->s_speed == 0)
X	    repair(p);
X	if (debug > 1)
X	    fprintf(stderr, "%d) repairing damage at %d\n",
X		p->p_ship->s_no,
X		p->p_ship->s_damage);
X	return(1);
X    } else {
X	return (0);
X    }
X}
END_OF_rmove.c
if test 19425 -ne `wc -c <rmove.c`; then
    echo shar: \"rmove.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 6 \(of 11\).
cp /dev/null ark6isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 11 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0

dan
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Opinions expressed reflect those of the author only.