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/********************************************************************/
/* */
/* L I QQ U U I DD W W A RR 555 */
/* L I Q Q U U I D D W W A A R R 5 */
/* L I Q Q U U I D D W W W AAA RR 55 */
/* L I Q Q U U I D D WW WW A A R R 5 */
/* LLL I Q Q U I DD W W A A R R 55 */
/* */
/* b */
/* bb y y */
/* b b yyy */
/* bb y */
/* yy */
/* */
/* U U FFF O O TTT */
/* U U F O O O O T */
/* U U TIRET FF O O O O T */
/* U U F O O O O T */
/* U F O O T */
/* */
/********************************************************************/
/*****************************************************************************/
/* Liquid War is a multiplayer wargame */
/* Copyright (C) 1998-2007 Christian Mauduit */
/* */
/* This program is free software; you can redistribute it and/or modify */
/* it under the terms of the GNU General Public License as published by */
/* the Free Software Foundation; either version 2 of the License, or */
/* (at your option) any later version. */
/* */
/* This program is distributed in the hope that it will be useful, */
/* but WITHOUT ANY WARRANTY; without even the implied warranty of */
/* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */
/* GNU General Public License for more details. */
/* */
/* You should have received a copy of the GNU General Public License */
/* along with this program; if not, write to the Free Software */
/* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */
/* */
/* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */
/* Contact author : ufoot@ufoot.org */
/*****************************************************************************/
/********************************************************************/
/* name : network.c */
/* content : various network related stuff */
/* last update : may 8th 2001 */
/********************************************************************/
/*==================================================================*/
/* includes */
/*==================================================================*/
#include <stdlib.h>
#include <allegro.h>
#include "network.h"
#include "config.h"
/*==================================================================*/
/* constants */
/*==================================================================*/
#define LW_NETWORK_COLOR_NB 12
#define LW_NETWORK_COLOR_DIST_MAXINT 1000000
#define LW_NETWORK_COLOR_DIST_SCALE 1000
/*==================================================================*/
/* globals */
/*==================================================================*/
int LW_NETWORK_ON = 0;
LW_WHO LW_NETWORK_INFO[NB_TEAMS];
int LW_NETWORK_ERROR_DETECTED = 0;
void *LW_NETWORK_RAW_MAP = NULL;
/*==================================================================*/
/* static funcs */
/*==================================================================*/
/*==================================================================*/
/* functions */
/*==================================================================*/
/*------------------------------------------------------------------*/
/*
* Returns the "distance" of 2 colors. For 2 adjacent which look
* about the sane, it is 1. For radicaly different colors, it is
* 6. If the colors are the same, it is 0.
*/
int
distance_between_colors (int col1, int col2)
{
int dist;
if (col1 < 0 || col2 < 0)
{
/*
* Now if one of the member was -1, we
* consider the colors are "far"
* from each other.
*/
dist = 6;
}
else
{
dist = abs (col1 - col2);
}
if (dist > LW_NETWORK_COLOR_NB)
{
/*
* Normally we should never get here...
*/
dist = LW_NETWORK_COLOR_NB / 2;
}
if (dist > LW_NETWORK_COLOR_NB / 2)
{
dist = LW_NETWORK_COLOR_NB - dist;
}
return dist;
}
/*------------------------------------------------------------------*/
/*
* Calculates the "most different color", considering the colors
* already chosen in LW_NETWORK_INFO.
*/
int
choose_different_color ()
{
int color;
int closeness[LW_NETWORK_COLOR_NB];
int closeness_min;
int dist;
int i, j;
/*
* We calculate the "closeness" of each color
*/
for (i = 0; i < LW_NETWORK_COLOR_NB; ++i)
{
closeness[i] = 0;
for (j = 0; j < NB_TEAMS; ++j)
{
if (LW_NETWORK_INFO[j].active)
{
dist = distance_between_colors (LW_NETWORK_INFO[j].color, i);
if (dist > 0)
{
if (LW_NETWORK_INFO[j].network)
{
/*
* We consider network color conflicts
* to be less important than conflicts with
* local colors, therefore we increase the
* distance for network teams.
*/
dist++;
}
closeness[i] += LW_NETWORK_COLOR_DIST_SCALE / (dist * dist);
}
else
{
closeness[i] = LW_NETWORK_COLOR_DIST_MAXINT;
}
}
}
}
/*
* And now we pick up the one that has the less common points
* with existing colors.
*/
closeness_min = LW_NETWORK_COLOR_DIST_MAXINT;
color = 0;
for (i = 0; i < LW_NETWORK_COLOR_NB; ++i)
{
if (closeness[i] < closeness_min)
{
color = i;
closeness_min = closeness[i];
}
}
return color;
}
/*------------------------------------------------------------------*/
/*
* Associates a color to each team
*/
void
lw_network_attribute_colors ()
{
int i, color;
for (i = 0; i < NB_TEAMS; ++i)
{
if (LW_NETWORK_INFO[i].active)
{
if (LW_NETWORK_INFO[i].network)
{
/*
* -1 is a temporary value which will be overwritten
* by the _real_ value later
*/
LW_NETWORK_INFO[i].color = -1;
}
else
{
LW_NETWORK_INFO[i].color = CONFIG_TEAM_COLOR[i];
}
}
}
for (i = 0; i < NB_TEAMS; ++i)
{
if (LW_NETWORK_INFO[i].active && LW_NETWORK_INFO[i].network)
{
color = choose_different_color ();
LW_NETWORK_INFO[i].color = color;
}
}
}
/*------------------------------------------------------------------*/
/*
* Associates a part to each team
*/
void
lw_network_attribute_parts ()
{
int i;
static int order[NB_TEAMS] = { 0, 5, 2, 3, 1, 4 };
for (i = 0; i < NB_TEAMS; ++i)
{
if (LW_NETWORK_INFO[i].active)
{
LW_NETWORK_INFO[i].part = order[LW_NETWORK_INFO[i].server_id];
}
}
}
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