static void druuge_preprocess (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (StarShipPtr->cur_status_flags & SPECIAL) { if (StarShipPtr->special_counter || ElementPtr->crew_level == 1 || StarShipPtr->RaceDescPtr->ship_info.energy_level == StarShipPtr->RaceDescPtr->ship_info.max_energy) StarShipPtr->cur_status_flags &= ~SPECIAL; else { ProcessSound (SetAbsSoundIndex ( /* BURN UP CREW */ StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr); DeltaCrew (ElementPtr, -1); DeltaEnergy (ElementPtr, SPECIAL_ENERGY_COST); StarShipPtr->special_counter = StarShipPtr->RaceDescPtr->characteristics.special_wait; } } }
void resetCrewBattle (void) { STARSHIP *StarShipPtr; COUNT delta; CONTEXT OldContext; if (!(GLOBAL (CurrentActivity) & IN_BATTLE) || (inHQSpace ())) return; StarShipPtr = findPlayerShip (RPG_PLAYER_NUM); if (StarShipPtr == NULL || StarShipPtr->RaceDescPtr == NULL) return; delta = StarShipPtr->RaceDescPtr->ship_info.max_crew - StarShipPtr->RaceDescPtr->ship_info.crew_level; OldContext = SetContext (StatusContext); DeltaCrew (StarShipPtr->hShip, delta); SetContext (OldContext); }
void do_damage (ELEMENT *ElementPtr, SIZE damage) { if (ElementPtr->state_flags & PLAYER_SHIP) { if (!DeltaCrew (ElementPtr, -damage)) { ElementPtr->life_span = 0; ElementPtr->state_flags |= NONSOLID; } } else if (!GRAVITY_MASS (ElementPtr->mass_points)) { if ((BYTE)damage < ElementPtr->hit_points) ElementPtr->hit_points -= (BYTE)damage; else { ElementPtr->hit_points = 0; ElementPtr->life_span = 0; ElementPtr->state_flags |= NONSOLID; } } }
void crew_collision (ELEMENT *ElementPtr0, POINT *pPt0, ELEMENT *ElementPtr1, POINT *pPt1) { if ((ElementPtr1->state_flags & PLAYER_SHIP) && ElementPtr1->life_span >= NORMAL_LIFE && ElementPtr0->hit_points > 0) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr1, &StarShipPtr); if (!(StarShipPtr->RaceDescPtr->ship_info.ship_flags & CREW_IMMUNE)) { ProcessSound (SetAbsSoundIndex (GameSounds, GRAB_CREW), ElementPtr1); DeltaCrew (ElementPtr1, 1); } } ElementPtr0->hit_points = 0; ElementPtr0->life_span = 0; ElementPtr0->state_flags |= COLLISION | DISAPPEARING | NONSOLID; (void) pPt0; /* Satisfying compiler (unused parameter) */ (void) pPt1; /* Satisfying compiler (unused parameter) */ }
static void self_destruct (PELEMENT ElementPtr) { STARSHIPPTR StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (ElementPtr->state_flags & PLAYER_SHIP) { HELEMENT hDestruct; hDestruct = AllocElement (); if (hDestruct) { ELEMENTPTR DestructPtr; LockElement (hDestruct, &DestructPtr); DestructPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE | (ElementPtr->state_flags & (GOOD_GUY | BAD_GUY)); DestructPtr->next.location = ElementPtr->next.location; DestructPtr->life_span = 0; DestructPtr->pParent = ElementPtr->pParent; DestructPtr->hTarget = 0; DestructPtr->death_func = self_destruct; UnlockElement (hDestruct); PutElement (hDestruct); } ElementPtr->state_flags |= NONSOLID; ElementPtr->life_span = 0; ElementPtr->preprocess_func = destruct_preprocess; } else { HELEMENT hElement, hNextElement; for (hElement = GetHeadElement (); hElement != 0; hElement = hNextElement) { ELEMENTPTR ObjPtr; LockElement (hElement, &ObjPtr); hNextElement = GetSuccElement (ObjPtr); if (CollidingElement (ObjPtr) || ORZ_MARINE (ObjPtr)) { #define DESTRUCT_RANGE 180 SIZE delta_x, delta_y; DWORD dist; if ((delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x) < 0) delta_x = -delta_x; if ((delta_y = ObjPtr->next.location.y - ElementPtr->next.location.y) < 0) delta_y = -delta_y; delta_x = WORLD_TO_DISPLAY (delta_x); delta_y = WORLD_TO_DISPLAY (delta_y); if (delta_x <= DESTRUCT_RANGE && delta_y <= DESTRUCT_RANGE && (dist = (DWORD)(delta_x * delta_x) + (DWORD)(delta_y * delta_y)) <= (DWORD)(DESTRUCT_RANGE * DESTRUCT_RANGE)) { #define MAX_DESTRUCTION (DESTRUCT_RANGE / 10) SIZE destruction; destruction = ((MAX_DESTRUCTION * (DESTRUCT_RANGE - square_root (dist))) / DESTRUCT_RANGE) + 1; if (ObjPtr->state_flags & PLAYER_SHIP) { if (!DeltaCrew (ObjPtr, -destruction)) ObjPtr->life_span = 0; } else if (!GRAVITY_MASS (ObjPtr->mass_points)) { if ((BYTE)destruction < ObjPtr->hit_points) ObjPtr->hit_points -= (BYTE)destruction; else { ObjPtr->hit_points = 0; ObjPtr->life_span = 0; } } } } UnlockElement (hElement); } } }
// When hit by Baul spray, gas clouds explodes transforming into a lethal shockwave. static void generate_shockwave (ELEMENT *ElementPtr, BYTE which_player) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); // Gas is still 'solid' when it's hit by the spray. Let's make a shockwave and kill the gas cloud. if (!(ElementPtr->state_flags & NONSOLID)) { HELEMENT hShockwave; hShockwave = AllocElement (); if (hShockwave) { ELEMENT *ShockwavePtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); PutElement (hShockwave); LockElement (hShockwave, &ShockwavePtr); SetElementStarShip (ShockwavePtr, StarShipPtr); ShockwavePtr->hit_points = ShockwavePtr->mass_points = 0; ShockwavePtr->playerNr = which_player; ShockwavePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID | IGNORE_SIMILAR; ShockwavePtr->life_span = SHOCKWAVE_FRAMES; SetPrimType (&(GLOBAL (DisplayArray))[ShockwavePtr->PrimIndex], STAMP_PRIM); ShockwavePtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special; ShockwavePtr->current.image.frame = SetAbsFrameIndex(StarShipPtr->RaceDescPtr->ship_data.special[0], LAST_GAS_INDEX); ShockwavePtr->next.image.frame = SetAbsFrameIndex(ElementPtr->current.image.frame, LAST_GAS_INDEX); ShockwavePtr->current.location = ElementPtr->current.location; ShockwavePtr->preprocess_func = shockwave_preprocess; ShockwavePtr->postprocess_func = NULL; ShockwavePtr->death_func = NULL; ZeroVelocityComponents (&ShockwavePtr->velocity); UnlockElement (hShockwave); } // Gas dies on the next turn. ElementPtr->state_flags |= NONSOLID; // Explosion sounds. ProcessSound (SetAbsSoundIndex (StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 2), ElementPtr); ProcessSound (SetAbsSoundIndex (GameSounds, TARGET_DAMAGED_FOR_6_PLUS_PT), ElementPtr); } { // This is called during PostProcessQueue(), close to or at the end, // for the temporary shockwave element to apply the damage. // The effects are not seen until the next frame. HELEMENT hElement, hNextElement; for (hElement = GetHeadElement (); hElement != 0; hElement = hNextElement) { ELEMENT *ObjPtr; LockElement (hElement, &ObjPtr); hNextElement = GetSuccElement (ObjPtr); if (IS_GAS (ObjPtr)) { SIZE delta_x, delta_y; DWORD dist; if ((delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x) < 0) delta_x = -delta_x; if ((delta_y = ObjPtr->next.location.y - ElementPtr->next.location.y) < 0) delta_y = -delta_y; delta_x = WORLD_TO_DISPLAY (delta_x); delta_y = WORLD_TO_DISPLAY (delta_y); if (delta_x <= SHOCKWAVE_RANGE && delta_y <= SHOCKWAVE_RANGE && (dist = (DWORD)(delta_x * delta_x) + (DWORD)(delta_y * delta_y)) <= (DWORD)(SHOCKWAVE_RANGE * SHOCKWAVE_RANGE)) { SIZE destruction; destruction = ((MAX_DESTRUCTION * (SHOCKWAVE_RANGE - square_root (dist))) / SHOCKWAVE_RANGE) + 1; // The shockwave is delayed according to how far it is from the shockwave that set it off. ObjPtr->life_span = (10 / destruction); ObjPtr->death_func = generate_shockwave_2; ObjPtr->playerNr = which_player; } } else if (CollidingElement (ObjPtr) || ORZ_MARINE (ObjPtr)) { SIZE delta_x, delta_y; DWORD dist; if ((delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x) < 0) delta_x = -delta_x; if ((delta_y = ObjPtr->next.location.y - ElementPtr->next.location.y) < 0) delta_y = -delta_y; delta_x = WORLD_TO_DISPLAY (delta_x); delta_y = WORLD_TO_DISPLAY (delta_y); if (delta_x <= SHOCKWAVE_RANGE && delta_y <= SHOCKWAVE_RANGE && (dist = (DWORD)(delta_x * delta_x) + (DWORD)(delta_y * delta_y)) <= (DWORD)(SHOCKWAVE_RANGE * SHOCKWAVE_RANGE)) { SIZE destruction; destruction = ((MAX_DESTRUCTION * (SHOCKWAVE_RANGE - square_root (dist))) / SHOCKWAVE_RANGE) + 1; if (ObjPtr->state_flags & PLAYER_SHIP && ObjPtr->playerNr != which_player) { STARSHIP *EnemyShipPtr; GetElementStarShip (ObjPtr, &EnemyShipPtr); // Deal damage to ships except shield-using Yehat & Utwig. if (!((EnemyShipPtr->SpeciesID == YEHAT_ID || EnemyShipPtr->SpeciesID == UTWIG_ID) && ObjPtr->life_span > NORMAL_LIFE)) { if (!DeltaCrew (ObjPtr, -destruction)) ObjPtr->life_span = 0; } // Charge Utwig shield. else if (EnemyShipPtr->SpeciesID == UTWIG_ID && ObjPtr->life_span > NORMAL_LIFE) ObjPtr->life_span += destruction; } else if (!GRAVITY_MASS (ObjPtr->mass_points) && ObjPtr->playerNr != which_player) { if ((BYTE)destruction < ObjPtr->hit_points) ObjPtr->hit_points -= (BYTE)destruction; else { ObjPtr->hit_points = 0; ObjPtr->life_span = 0; } } } } UnlockElement (hElement); } } }
void ship_death (ELEMENT *ShipPtr) { STARSHIP *StarShipPtr; STARSHIP *VictoriousStarShipPtr; HELEMENT hElement, hNextElement; ELEMENT *ElementPtr; StopDitty (); StopMusic (); GetElementStarShip (ShipPtr, &StarShipPtr); // JMS: Make sure the Foon-foon's spinning blade sound ends when the ship dies. if (StarShipPtr->SpeciesID == FOONFOON_ID) { COUNT i; for (i = FIRST_SFX_CHANNEL; i <= LAST_SFX_CHANNEL; ++i) { ELEMENT *posobj; if (!ChannelPlaying(i)) continue; posobj = GetPositionalObject (i); if (posobj) StopSource (i); } } if (ShipPtr->mass_points <= MAX_SHIP_MASS) { // Not running away and not reincarnating (Pkunk) // When a ship tries to run away, it is (dis)counted in DoRunAway(), // so when it dies while running away, we will not count it again assert (StarShipPtr->playerNr >= 0); battle_counter[StarShipPtr->playerNr]--; } VictoriousStarShipPtr = NULL; for (hElement = GetHeadElement (); hElement; hElement = hNextElement) { LockElement (hElement, &ElementPtr); if ((ElementPtr->state_flags & PLAYER_SHIP) && ElementPtr != ShipPtr /* and not running away */ && ElementPtr->mass_points <= MAX_SHIP_MASS) { GetElementStarShip (ElementPtr, &VictoriousStarShipPtr); if (VictoriousStarShipPtr->RaceDescPtr->ship_info.crew_level == 0) VictoriousStarShipPtr = NULL; UnlockElement (hElement); break; } hNextElement = GetSuccElement (ElementPtr); UnlockElement (hElement); } StarShipPtr->cur_status_flags &= ~PLAY_VICTORY_DITTY; DeltaEnergy (ShipPtr, -(SIZE)StarShipPtr->RaceDescPtr->ship_info.energy_level); ShipPtr->life_span = NUM_EXPLOSION_FRAMES * 3; ShipPtr->state_flags &= ~DISAPPEARING; ShipPtr->state_flags |= FINITE_LIFE | NONSOLID; ShipPtr->postprocess_func = PostProcessStatus; ShipPtr->death_func = cleanup_dead_ship; ShipPtr->hTarget = 0; ZeroVelocityComponents (&ShipPtr->velocity); if (ShipPtr->crew_level) /* only happens for shofixti self-destruct */ { PlaySound (SetAbsSoundIndex ( StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), CalcSoundPosition (ShipPtr), ShipPtr, GAME_SOUND_PRIORITY + 1); DeltaCrew (ShipPtr, -(SIZE)ShipPtr->crew_level); if (VictoriousStarShipPtr == NULL) { // No ships left alive after a Shofixti Glory device, // thus Shofixti wins VictoriousStarShipPtr = StarShipPtr; } } else { ShipPtr->preprocess_func = explosion_preprocess; PlaySound (SetAbsSoundIndex (GameSounds, SHIP_EXPLODES), CalcSoundPosition (ShipPtr), ShipPtr, GAME_SOUND_PRIORITY + 1); } if (VictoriousStarShipPtr != NULL) VictoriousStarShipPtr->cur_status_flags |= PLAY_VICTORY_DITTY; // The winner is set once per battle. If both ships die, this function is // called twice, once for each ship. We need to preserve the winner // determined on the first call. if (winnerStarShip == NULL) winnerStarShip = VictoriousStarShipPtr; if (LOBYTE (GLOBAL (CurrentActivity)) == SUPER_MELEE) MeleeShipDeath (StarShipPtr); }
// XXX: This function should be split into two static void self_destruct (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (ElementPtr->state_flags & PLAYER_SHIP) { HELEMENT hDestruct; // Spawn a temporary element, which dies in this same frame, in order // to defer the effects of the glory explosion. // It will be the last element (or one of the last) for which the // death_func will be called from PostProcessQueue() in this frame. hDestruct = AllocElement (); if (hDestruct) { ELEMENT *DestructPtr; LockElement (hDestruct, &DestructPtr); DestructPtr->playerNr = ElementPtr->playerNr; DestructPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE; DestructPtr->next.location = ElementPtr->next.location; DestructPtr->life_span = 0; DestructPtr->pParent = ElementPtr->pParent; DestructPtr->hTarget = 0; DestructPtr->death_func = self_destruct; UnlockElement (hDestruct); PutElement (hDestruct); } ElementPtr->state_flags |= NONSOLID; // The ship is now dead. It's death_func, i.e. ship_death(), will be // called the next frame. ElementPtr->life_span = 0; ElementPtr->preprocess_func = destruct_preprocess; } else { // This is called during PostProcessQueue(), close to or at the end, // for the temporary destruct element to apply the effects of glory // explosion. The effects are not seen until the next frame. HELEMENT hElement, hNextElement; for (hElement = GetHeadElement (); hElement != 0; hElement = hNextElement) { ELEMENT *ObjPtr; LockElement (hElement, &ObjPtr); hNextElement = GetSuccElement (ObjPtr); if (CollidingElement (ObjPtr) || ORZ_MARINE (ObjPtr)) { #define DESTRUCT_RANGE 180 SIZE delta_x, delta_y; DWORD dist; if ((delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x) < 0) delta_x = -delta_x; if ((delta_y = ObjPtr->next.location.y - ElementPtr->next.location.y) < 0) delta_y = -delta_y; delta_x = WORLD_TO_DISPLAY (delta_x); delta_y = WORLD_TO_DISPLAY (delta_y); if (delta_x <= DESTRUCT_RANGE && delta_y <= DESTRUCT_RANGE && (dist = (DWORD)(delta_x * delta_x) + (DWORD)(delta_y * delta_y)) <= (DWORD)(DESTRUCT_RANGE * DESTRUCT_RANGE)) { #define MAX_DESTRUCTION (DESTRUCT_RANGE / 10) SIZE destruction; destruction = ((MAX_DESTRUCTION * (DESTRUCT_RANGE - square_root (dist))) / DESTRUCT_RANGE) + 1; if (ObjPtr->state_flags & PLAYER_SHIP) { if (!DeltaCrew (ObjPtr, -destruction)) ObjPtr->life_span = 0; } else if (!GRAVITY_MASS (ObjPtr->mass_points)) { if ((BYTE)destruction < ObjPtr->hit_points) ObjPtr->hit_points -= (BYTE)destruction; else { ObjPtr->hit_points = 0; ObjPtr->life_span = 0; } } } } UnlockElement (hElement); } } }
void AbandonShip (ELEMENT *ShipPtr, ELEMENT *TargetPtr, COUNT crew_loss) { SIZE dx, dy; COUNT direction; RECT r; STARSHIP *StarShipPtr; HELEMENT hCrew; INTERSECT_CONTROL ShipIntersect; GetElementStarShip (ShipPtr, &StarShipPtr); if (StarShipPtr->RaceDescPtr->ship_info.ship_flags & CREW_IMMUNE) return; ShipIntersect = ShipPtr->IntersectControl; GetFrameRect (ShipIntersect.IntersectStamp.frame, &r); if ((direction = GetVelocityTravelAngle ( &ShipPtr->velocity)) == FULL_CIRCLE) dx = dy = 0; else { #define MORE_THAN_ENOUGH 100 direction += HALF_CIRCLE; dx = COSINE (direction, MORE_THAN_ENOUGH); dy = SINE (direction, MORE_THAN_ENOUGH); } while (crew_loss-- && (hCrew = AllocElement ())) { #define CREW_LIFE 300 ELEMENT *CrewPtr; DeltaCrew (ShipPtr, -1); PutElement (hCrew); LockElement (hCrew, &CrewPtr); CrewPtr->playerNr = NEUTRAL_PLAYER_NUM; CrewPtr->hit_points = 1; CrewPtr->state_flags = APPEARING | FINITE_LIFE | CREW_OBJECT; CrewPtr->life_span = CREW_LIFE; SetPrimType (&DisplayArray[CrewPtr->PrimIndex], POINT_PRIM); SetPrimColor (&DisplayArray[CrewPtr->PrimIndex], BUILD_COLOR (MAKE_RGB15 (0x00, 0x14, 0x00), 0x02)); CrewPtr->current.image.frame = DecFrameIndex (stars_in_space); CrewPtr->current.image.farray = &stars_in_space; CrewPtr->preprocess_func = crew_preprocess; CrewPtr->collision_func = crew_collision; SetElementStarShip (CrewPtr, StarShipPtr); GetElementStarShip (TargetPtr, &StarShipPtr); CrewPtr->hTarget = StarShipPtr->hShip; { SIZE w, h; INTERSECT_CONTROL CrewIntersect; ShipIntersect.IntersectStamp.origin = ShipPtr->IntersectControl.EndPoint; w = (SIZE)((COUNT)TFB_Random () % r.extent.width); h = (SIZE)((COUNT)TFB_Random () % r.extent.height); CrewIntersect.EndPoint = ShipIntersect.EndPoint; CrewIntersect.IntersectStamp.frame = DecFrameIndex (stars_in_space); if (dx == 0 && dy == 0) { CrewIntersect.EndPoint.x += w - (r.extent.width >> 1); CrewIntersect.EndPoint.y += h - (r.extent.height >> 1); CrewIntersect.IntersectStamp.origin = TargetPtr->IntersectControl.EndPoint; } else { if (dx == 0) CrewIntersect.EndPoint.x += w - (r.extent.width >> 1); else if (dx > 0) CrewIntersect.EndPoint.x += w; else CrewIntersect.EndPoint.x -= w; if (dy == 0) CrewIntersect.EndPoint.y += h - (r.extent.height >> 1); else if (dy > 0)