Beispiel #1
0
static void
UninitKernel (BOOLEAN ships)
{
	UninitSpace ();

	DestroySound (ReleaseSound (MenuSounds));
	DestroyFont (MicroFont);
	DestroyStringTable (ReleaseStringTable (GameStrings));
	DestroyDrawable (ReleaseDrawable (StatusFrame));
	DestroyDrawable (ReleaseDrawable (ActivityFrame));
	DestroyFont (TinyFont);
	DestroyFont (StarConFont);

	UninitQueue (&race_q[0]);
	UninitQueue (&race_q[1]);

	if (ships)
		FreeMasterShipList ();
	
	ActivityFrame = 0;
}
Beispiel #2
0
void
UninitShips (void)
{
	COUNT crew_retrieved;
	int i;
	HELEMENT hElement, hNextElement;
	STARSHIP *SPtr[NUM_PLAYERS];

	StopSound ();

	UninitSpace ();

	for (i = 0; i < NUM_PLAYERS; ++i)
		SPtr[i] = 0;

	// Count the crew floating in space.
	crew_retrieved = CountCrewElements();

	for (hElement = GetHeadElement ();
			hElement != 0; hElement = hNextElement)
	{
		ELEMENT *ElementPtr;

		LockElement (hElement, &ElementPtr);
		hNextElement = GetSuccElement (ElementPtr);
		if ((ElementPtr->state_flags & PLAYER_SHIP)
				|| ElementPtr->death_func == new_ship)
		{
			STARSHIP *StarShipPtr;

			GetElementStarShip (ElementPtr, &StarShipPtr);

			// There should only be one ship left in battle.
			// He gets the crew still floating in space.
			if (StarShipPtr->RaceDescPtr->ship_info.crew_level)
			{
				if (crew_retrieved >=
						StarShipPtr->RaceDescPtr->ship_info.max_crew -
						StarShipPtr->RaceDescPtr->ship_info.crew_level)
					StarShipPtr->RaceDescPtr->ship_info.crew_level =
							StarShipPtr->RaceDescPtr->ship_info.max_crew;
				else
					StarShipPtr->RaceDescPtr->ship_info.crew_level +=
							crew_retrieved;
			}

			/* Record crew left after battle */
			StarShipPtr->crew_level =
					StarShipPtr->RaceDescPtr->ship_info.crew_level;
			SPtr[StarShipPtr->playerNr] = StarShipPtr;
			free_ship (StarShipPtr->RaceDescPtr, TRUE, TRUE);
			StarShipPtr->RaceDescPtr = 0;
		}
		UnlockElement (hElement);
	}

	GLOBAL (CurrentActivity) &= ~IN_BATTLE;

	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_ENCOUNTER
			&& !(GLOBAL (CurrentActivity) & CHECK_ABORT))
	{
		// Encounter battle in full game.
		//   Record the crew left in the last ship standing. The crew left
		//   is first recorded into STARSHIP.crew_level just a few lines
		//   above here.
		for (i = NUM_PLAYERS - 1; i >= 0; --i)
		{
			if (SPtr[i] && !FleetIsInfinite (i))
				UpdateShipFragCrew (SPtr[i]);
		}
	}

	if (LOBYTE (GLOBAL (CurrentActivity)) != IN_ENCOUNTER)
	{
		// Remove any ships left from the race queue.
		for (i = 0; i < NUM_PLAYERS; i++)
			ReinitQueue (&race_q[i]);

		if (inHQSpace ())
			FreeHyperspace ();
	}
}
Beispiel #3
0
void
UninitShips (void)
{
	COUNT crew_retrieved;
	SIZE i;
	HELEMENT hElement, hNextElement;
	STARSHIP *SPtr[NUM_PLAYERS];

	StopSound ();

	UninitSpace ();

	for (i = 0; i < NUM_PLAYERS; ++i)
		SPtr[i] = 0;

	// Count the crew floating in space.
	crew_retrieved = CountCrewElements();

	for (hElement = GetHeadElement ();
			hElement != 0; hElement = hNextElement)
	{
		ELEMENT *ElementPtr;
		extern void new_ship (ELEMENT *ElementPtr);

		LockElement (hElement, &ElementPtr);
		hNextElement = GetSuccElement (ElementPtr);
		if ((ElementPtr->state_flags & PLAYER_SHIP)
				|| ElementPtr->death_func == new_ship)
		{
			STARSHIP *StarShipPtr;

			GetElementStarShip (ElementPtr, &StarShipPtr);

			// There should only be one ship left in battle.
			// He gets the crew still floating in space.
			if (StarShipPtr->RaceDescPtr->ship_info.crew_level)
			{
				if (crew_retrieved >=
						StarShipPtr->RaceDescPtr->ship_info.max_crew -
						StarShipPtr->RaceDescPtr->ship_info.crew_level)
					StarShipPtr->RaceDescPtr->ship_info.crew_level =
							StarShipPtr->RaceDescPtr->ship_info.max_crew;
				else
					StarShipPtr->RaceDescPtr->ship_info.crew_level +=
							crew_retrieved;
			}

			if (StarShipPtr->RaceDescPtr->uninit_func != NULL)
				(*StarShipPtr->RaceDescPtr->uninit_func) (
						StarShipPtr->RaceDescPtr);
			/* Record crew left after battle */
			StarShipPtr->crew_level =
					StarShipPtr->RaceDescPtr->ship_info.crew_level;
			SPtr[WHICH_SIDE (ElementPtr->state_flags)] = StarShipPtr;
			free_ship (StarShipPtr->RaceDescPtr, TRUE, TRUE);
			StarShipPtr->RaceDescPtr = 0;
		}
		UnlockElement (hElement);
	}

	GLOBAL (CurrentActivity) &= ~IN_BATTLE;

	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_LAST_BATTLE)
	{
	}
	else if (LOBYTE (GLOBAL (CurrentActivity)) <= IN_ENCOUNTER
			&& !(GLOBAL (CurrentActivity) & CHECK_ABORT))
	{
		// XXX: This has no purpose for SuperMelee
		//   In full-game, the sole purpose of this is to record the crew
		//   left in the last ship standing. The crew left is first recorded
		//   into STARSHIP.crew_level just a few lines above here.
		for (i = NUM_PLAYERS - 1; i >= 0; --i)
		{
			if (SPtr[i])
				GetEncounterStarShip (SPtr[i], i);
		}
	}

	if (LOBYTE (GLOBAL (CurrentActivity)) != IN_ENCOUNTER)
	{
		// Remove any ships left from the race queue.
		for (i = 0; i < NUM_PLAYERS; i++)
			ReinitQueue (&race_q[i]);

		if (LOBYTE (GLOBAL (CurrentActivity)) == IN_HYPERSPACE)
			FreeHyperspace ();
	}
}
Beispiel #4
0
void
UninitShips (void)
{
	BYTE crew_retrieved;
	SIZE i;
	HELEMENT hElement, hNextElement;
	STARSHIPPTR SPtr[NUM_PLAYERS];

	StopSound ();

	UninitSpace ();

	for (i = 0; i < NUM_PLAYERS; ++i)
		SPtr[i] = 0;

	// Count the crew floating in space.
	crew_retrieved = 0;
	for (hElement = GetHeadElement ();
			hElement != 0; hElement = hNextElement)
	{
		ELEMENTPTR ElementPtr;
		LockElement (hElement, &ElementPtr);
		hNextElement = GetSuccElement (ElementPtr);
		if (ElementPtr->state_flags & CREW_OBJECT)
			++crew_retrieved;
		UnlockElement (hElement);
	}

	for (hElement = GetHeadElement ();
			hElement != 0; hElement = hNextElement)
	{
		ELEMENTPTR ElementPtr;
		extern void new_ship (PELEMENT ElementPtr);

		LockElement (hElement, &ElementPtr);
		hNextElement = GetSuccElement (ElementPtr);
		if ((ElementPtr->state_flags & PLAYER_SHIP)
				|| ElementPtr->death_func == new_ship)
		{
			STARSHIPPTR StarShipPtr;

			GetElementStarShip (ElementPtr, &StarShipPtr);

			// There should only be one ship left in battle.
			// He gets the crew still floating in space.
			if (StarShipPtr->RaceDescPtr->ship_info.crew_level)
			{
				if (crew_retrieved >=
						StarShipPtr->RaceDescPtr->ship_info.max_crew -
						StarShipPtr->RaceDescPtr->ship_info.crew_level)
					StarShipPtr->RaceDescPtr->ship_info.crew_level =
							StarShipPtr->RaceDescPtr->ship_info.max_crew;
				else
					StarShipPtr->RaceDescPtr->ship_info.crew_level +=
							crew_retrieved;
			}

			if (StarShipPtr->RaceDescPtr->uninit_func != NULL)
				(*StarShipPtr->RaceDescPtr->uninit_func) (
						StarShipPtr->RaceDescPtr);
			StarShipPtr->ShipFacing =
					StarShipPtr->RaceDescPtr->ship_info.var2;
			StarShipPtr->special_counter =
					StarShipPtr->RaceDescPtr->ship_info.crew_level;
			SPtr[WHICH_SIDE (ElementPtr->state_flags)] = StarShipPtr;
			free_ship (StarShipPtr, TRUE);
		}
		UnlockElement (hElement);
	}

	GLOBAL (CurrentActivity) &= ~IN_BATTLE;

	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_LAST_BATTLE)
	{
	}
	else if (LOBYTE (GLOBAL (CurrentActivity)) <= IN_ENCOUNTER
			&& !(GLOBAL (CurrentActivity) & CHECK_ABORT))
	{
		for (i = NUM_PLAYERS - 1; i >= 0; --i)
		{
			if (SPtr[i])
				GetEncounterStarShip (SPtr[i], i);
		}
	}

	if (LOBYTE (GLOBAL (CurrentActivity)) != IN_ENCOUNTER)
	{
		ReinitQueue (&race_q[0]);
		ReinitQueue (&race_q[1]);

		if (LOBYTE (GLOBAL (CurrentActivity)) == IN_HYPERSPACE)
			FreeHyperspace ();
	}
}