static void butt_missile_preprocess (ELEMENT *ElementPtr) { if (ElementPtr->turn_wait > 0) --ElementPtr->turn_wait; else { COUNT facing; // COUNT num_frames; SIZE delta_x, delta_y, delta_facing; ELEMENT *EnemyPtr; facing = GetFrameIndex (ElementPtr->next.image.frame); if (ElementPtr->hTarget) { LockElement (ElementPtr->hTarget, &EnemyPtr); delta_x = EnemyPtr->current.location.x - ElementPtr->current.location.x; delta_x = WRAP_DELTA_X (delta_x); delta_y = EnemyPtr->current.location.y - ElementPtr->current.location.y; delta_y = WRAP_DELTA_Y (delta_y); /* num_frames = (square_root ((long)delta_x * delta_x + (long)delta_y * delta_y)) / DISCRIMINATOR_SPEED; if (num_frames == 0) num_frames = 1; GetNextVelocityComponents (&EnemyPtr->velocity, &delta_x, &delta_y, num_frames); // Lead the target by its apparent trajectory. delta_x = (EnemyPtr->current.location.x + (delta_x / 2)) - ElementPtr->current.location.x; delta_y = (EnemyPtr->current.location.y + (delta_y / 2)) - ElementPtr->current.location.y; */ delta_facing = NORMALIZE_FACING ( ANGLE_TO_FACING (ARCTAN (delta_x, delta_y)) - facing); if (delta_facing > 0 && !OBJECT_CLOAKED(EnemyPtr)) { if (delta_facing == ANGLE_TO_FACING (HALF_CIRCLE)) facing += (((BYTE)TFB_Random () & 1) << 1) - 1; else if (delta_facing < ANGLE_TO_FACING (HALF_CIRCLE)) ++facing; else --facing; } ElementPtr->next.image.frame = SetAbsFrameIndex (ElementPtr->next.image.frame, facing); ElementPtr->state_flags |= CHANGING; SetVelocityVector (&ElementPtr->velocity, DISCRIMINATOR_SPEED, facing); UnlockElement (ElementPtr->hTarget); } else if (TrackShip (ElementPtr, &facing) > 0) { ElementPtr->next.image.frame = SetAbsFrameIndex (ElementPtr->next.image.frame, facing); ElementPtr->state_flags |= CHANGING; SetVelocityVector (&ElementPtr->velocity, DISCRIMINATOR_SPEED, facing); } ElementPtr->turn_wait = TRACK_WAIT; } }
static COUNT initialize_flak (ELEMENT *ShipPtr, HELEMENT MissileArray[]) { COUNT i; STARSHIP *StarShipPtr; MISSILE_BLOCK MissileBlock; GetElementStarShip (ShipPtr, &StarShipPtr); MissileBlock.cx = ShipPtr->next.location.x; MissileBlock.cy = ShipPtr->next.location.y; MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon; MissileBlock.face = MissileBlock.index = StarShipPtr->ShipFacing; MissileBlock.sender = ShipPtr->playerNr; MissileBlock.flags = IGNORE_SIMILAR; MissileBlock.pixoffs = SPATHI_FORWARD_OFFSET; MissileBlock.speed = (MISSILE_SPEED << RESOLUTION_FACTOR); MissileBlock.hit_points = MISSILE_HITS; MissileBlock.damage = MISSILE_DAMAGE; MissileBlock.life = MISSILE_LIFE; MissileBlock.preprocess_func = flak_preprocess; MissileBlock.blast_offs = MISSILE_OFFSET; for(i = 0; i < 3; ++i) { if (i == 0) { MissileBlock.cx = ShipPtr->next.location.x; MissileBlock.cy = ShipPtr->next.location.y; } else if (i == 1) { MissileBlock.cx = ShipPtr->next.location.x + COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 12); MissileBlock.cy = ShipPtr->next.location.y + SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 12); } else if (i == 2) { MissileBlock.cx = ShipPtr->next.location.x + COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -12); MissileBlock.cy = ShipPtr->next.location.y + SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -12); } if ((MissileArray[i] = initialize_missile (&MissileBlock))) { SIZE dx, dy, angle, speed; ELEMENT *MissilePtr; LockElement (MissileArray[i], &MissilePtr); if (i > 0) { angle = GetVelocityTravelAngle (&MissilePtr->velocity); GetCurrentVelocityComponents(&MissilePtr->velocity, &dx, &dy); speed = square_root (dx*dx + dy*dy); if (i == 1) angle += 1; else if (i == 2) angle -= 1; SetVelocityComponents(&MissilePtr->velocity, COSINE(angle, speed), SINE(angle, speed)); } GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy); // Add the Eluder's velocity to its projectiles. DeltaVelocityComponents (&MissilePtr->velocity, dx, dy); MissilePtr->current.location.x -= VELOCITY_TO_WORLD (dx); MissilePtr->current.location.y -= VELOCITY_TO_WORLD (dy); MissilePtr->turn_wait = 1; UnlockElement (MissileArray[i]); } } return (3); }
static void destruct_preprocess (ELEMENT *ElementPtr) { #define DESTRUCT_SWITCH ((NUM_EXPLOSION_FRAMES * 3) - 3) PRIMITIVE *lpPrim; // ship_death() set the ship element's life_span to // (NUM_EXPLOSION_FRAMES * 3) lpPrim = &(GLOBAL (DisplayArray))[ElementPtr->PrimIndex]; ElementPtr->state_flags |= CHANGING; if (ElementPtr->life_span > DESTRUCT_SWITCH) { // First, stamp-fill the ship's own element with changing colors // for 3 frames. No explosion element yet. SetPrimType (lpPrim, STAMPFILL_PRIM); if (ElementPtr->life_span == DESTRUCT_SWITCH + 2) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E)); else SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)); } else if (ElementPtr->life_span < DESTRUCT_SWITCH) { // Stamp-fill the explosion element with cycling colors for the // remainder of the glory explosion frames. Color color = GetPrimColor (lpPrim); ElementPtr->next.image.frame = IncFrameIndex (ElementPtr->current.image.frame); if (sameColor (color, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F))) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E)); else if (sameColor (color, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E))) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C)); else if (sameColor (color, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C))) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06)); else if (sameColor (color, BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06))) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x14, 0x00, 0x00), 0x04)); } else { HELEMENT hDestruct; SetPrimType (lpPrim, NO_PRIM); // The ship's own element will not be drawn anymore but will remain // alive all through the glory explosion. ElementPtr->preprocess_func = NULL; // Spawn a separate glory explosion element. // XXX: Why? Why not keep using the ship's element? // Is it because of conflicting state_flags, hit_points or // mass_points? hDestruct = AllocElement (); if (hDestruct) { ELEMENT *DestructPtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); PutElement (hDestruct); LockElement (hDestruct, &DestructPtr); SetElementStarShip (DestructPtr, StarShipPtr); DestructPtr->hit_points = DestructPtr->mass_points = 0; DestructPtr->playerNr = NEUTRAL_PLAYER_NUM; DestructPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID; DestructPtr->life_span = (NUM_EXPLOSION_FRAMES - 3) - 1; SetPrimType (&(GLOBAL (DisplayArray))[DestructPtr->PrimIndex], STAMPFILL_PRIM); SetPrimColor (&(GLOBAL (DisplayArray))[DestructPtr->PrimIndex], BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)); DestructPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special; DestructPtr->current.image.frame = StarShipPtr->RaceDescPtr->ship_data.special[0]; DestructPtr->current.location = ElementPtr->current.location; DestructPtr->preprocess_func = destruct_preprocess; DestructPtr->postprocess_func = NULL; DestructPtr->death_func = NULL; ZeroVelocityComponents (&DestructPtr->velocity); UnlockElement (hDestruct); } } }
// 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 spawn_ion_trail (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; SHIP_INFO *ShipInfoPtr; HELEMENT hIonElement; assert (ElementPtr->state_flags & PLAYER_SHIP); // JMS: Get the pointers to element's owner ship. // They are needed to see if the ship's thrust is damaged GetElementStarShip (ElementPtr, &StarShipPtr); ShipInfoPtr = &StarShipPtr->RaceDescPtr->ship_info; hIonElement = AllocElement (); if (hIonElement) { #define ION_LIFE 1 COUNT angle; RECT r; ELEMENT *IonElementPtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE; GetFrameRect (StarShipPtr->RaceDescPtr->ship_data.ship[0], &r); r.extent.height = DISPLAY_TO_WORLD (r.extent.height + r.corner.y); InsertElement (hIonElement, GetHeadElement ()); LockElement (hIonElement, &IonElementPtr); IonElementPtr->playerNr = NEUTRAL_PLAYER_NUM; IonElementPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID; IonElementPtr->thrust_wait = ION_LIFE; IonElementPtr->life_span = IonElementPtr->thrust_wait; // When the element "dies", in the death_func // 'cycle_ion_trail', it is given new life a number of // times, by setting life_span to thrust_wait. SetPrimType (&DisplayArray[IonElementPtr->PrimIndex], POINT_PRIM); // JMS: Damaged thruster emits differently colored particles if (ShipInfoPtr->damage_flags & DAMAGE_THRUST) { SetPrimColor (&DisplayArray[IonElementPtr->PrimIndex], START_ION_COLOR_DAMAGED); } else { SetPrimColor (&DisplayArray[IonElementPtr->PrimIndex], START_ION_COLOR); } IonElementPtr->colorCycleIndex = 0; IonElementPtr->current.image.frame = DecFrameIndex (stars_in_space); IonElementPtr->current.image.farray = &stars_in_space; IonElementPtr->current.location = ElementPtr->current.location; IonElementPtr->current.location.x += (COORD)COSINE (angle, r.extent.height); IonElementPtr->current.location.y += (COORD)SINE (angle, r.extent.height); IonElementPtr->death_func = cycle_ion_trail; SetElementStarShip (IonElementPtr, StarShipPtr); { /* normally done during preprocess, but because * object is being inserted at head rather than * appended after tail it may never get preprocessed. */ IonElementPtr->next = IonElementPtr->current; --IonElementPtr->life_span; IonElementPtr->state_flags |= PRE_PROCESS; } UnlockElement (hIonElement); } }
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)
static void spawn_crew (PELEMENT ElementPtr) { if (ElementPtr->state_flags & PLAYER_SHIP) { HELEMENT hCrew; hCrew = AllocElement (); if (hCrew != 0) { ELEMENTPTR CrewPtr; LockElement (hCrew, &CrewPtr); CrewPtr->next.location = ElementPtr->next.location; CrewPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE | (ElementPtr->state_flags & (GOOD_GUY | BAD_GUY)); CrewPtr->life_span = 0; CrewPtr->death_func = spawn_crew; CrewPtr->pParent = ElementPtr->pParent; CrewPtr->hTarget = 0; UnlockElement (hCrew); PutElement (hCrew); } } else { HELEMENT hElement, hNextElement; for (hElement = GetHeadElement (); hElement != 0; hElement = hNextElement) { ELEMENTPTR ObjPtr; LockElement (hElement, &ObjPtr); hNextElement = GetSuccElement (ObjPtr); if ((ObjPtr->state_flags & PLAYER_SHIP) && (ObjPtr->state_flags & (GOOD_GUY | BAD_GUY)) != (ElementPtr->state_flags & (GOOD_GUY | BAD_GUY)) && ObjPtr->crew_level > 1) { SIZE dx, dy; DWORD d_squared; dx = ObjPtr->next.location.x - ElementPtr->next.location.x; if (dx < 0) dx = -dx; dy = ObjPtr->next.location.y - ElementPtr->next.location.y; if (dy < 0) dy = -dy; dx = WORLD_TO_DISPLAY (dx); dy = WORLD_TO_DISPLAY (dy); #define ABANDONER_RANGE 208 /* originally SPACE_HEIGHT */ if (dx <= ABANDONER_RANGE && dy <= ABANDONER_RANGE && (d_squared = (DWORD)((UWORD)dx * (UWORD)dx) + (DWORD)((UWORD)dy * (UWORD)dy)) <= (DWORD)((UWORD)ABANDONER_RANGE * (UWORD)ABANDONER_RANGE)) { #define MAX_ABANDONERS 8 COUNT crew_loss; crew_loss = ((MAX_ABANDONERS * (ABANDONER_RANGE - square_root (d_squared))) / ABANDONER_RANGE) + 1; if (crew_loss >= ObjPtr->crew_level) crew_loss = ObjPtr->crew_level - 1; AbandonShip (ObjPtr, ElementPtr, crew_loss); } } UnlockElement (hElement); } } }
static void explosion_preprocess (ELEMENT *ShipPtr) { BYTE i; i = (NUM_EXPLOSION_FRAMES * 3) - ShipPtr->life_span; switch (i) { case 25: ShipPtr->preprocess_func = NULL; case 0: case 1: case 2: case 20: case 21: case 22: case 23: case 24: i = 1; break; case 3: case 4: case 5: case 18: case 19: i = 2; break; case 15: SetPrimType (&DisplayArray[ShipPtr->PrimIndex], NO_PRIM); ShipPtr->state_flags |= CHANGING; default: i = 3; break; } do { HELEMENT hElement; hElement = AllocElement (); if (hElement) { COUNT angle, dist; DWORD rand_val; ELEMENT *ElementPtr; extern FRAME explosion[]; PutElement (hElement); LockElement (hElement, &ElementPtr); ElementPtr->playerNr = NEUTRAL_PLAYER_NUM; ElementPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID; ElementPtr->life_span = 9; SetPrimType (&DisplayArray[ElementPtr->PrimIndex], STAMP_PRIM); ElementPtr->current.image.farray = explosion; ElementPtr->current.image.frame = explosion[0]; rand_val = TFB_Random (); angle = LOBYTE (HIWORD (rand_val)); dist = DISPLAY_TO_WORLD (LOBYTE (LOWORD (rand_val)) % 8); if (HIBYTE (LOWORD (rand_val)) < 256 * 1 / 3) dist += DISPLAY_TO_WORLD (8); ElementPtr->current.location.x = ShipPtr->current.location.x + COSINE (angle, dist); ElementPtr->current.location.y = ShipPtr->current.location.y + SINE (angle, dist); ElementPtr->preprocess_func = animation_preprocess; rand_val = TFB_Random (); angle = LOBYTE (LOWORD (rand_val)); dist = WORLD_TO_VELOCITY ( DISPLAY_TO_WORLD (HIBYTE (LOWORD (rand_val)) % 5)); SetVelocityComponents (&ElementPtr->velocity, COSINE (angle, dist), SINE (angle, dist)); UnlockElement (hElement); } } while (--i); }
static void spawn_point_defense (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (ElementPtr->state_flags & PLAYER_SHIP) { HELEMENT hDefense; hDefense = AllocElement (); if (hDefense) { ELEMENT *DefensePtr; LockElement (hDefense, &DefensePtr); DefensePtr->playerNr = ElementPtr->playerNr; DefensePtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE; DefensePtr->death_func = spawn_point_defense; GetElementStarShip (ElementPtr, &StarShipPtr); SetElementStarShip (DefensePtr, StarShipPtr); UnlockElement (hDefense); PutElement (hDefense); } } else { BOOLEAN PaidFor; HELEMENT hObject, hNextObject; ELEMENT *ShipPtr; PaidFor = FALSE; LockElement (StarShipPtr->hShip, &ShipPtr); for (hObject = GetTailElement (); hObject; hObject = hNextObject) { ELEMENT *ObjectPtr; LockElement (hObject, &ObjectPtr); hNextObject = GetPredElement (ObjectPtr); if (ObjectPtr != ShipPtr && CollidingElement (ObjectPtr) && !OBJECT_CLOAKED (ObjectPtr)) { #define LASER_RANGE (UWORD)(100 << RESOLUTION_FACTOR) // JMS_GFX SIZE delta_x, delta_y; delta_x = ObjectPtr->next.location.x - ShipPtr->next.location.x; delta_y = ObjectPtr->next.location.y - ShipPtr->next.location.y; if (delta_x < 0) delta_x = -delta_x; if (delta_y < 0) delta_y = -delta_y; delta_x = WORLD_TO_DISPLAY (delta_x); delta_y = WORLD_TO_DISPLAY (delta_y); if ((UWORD)delta_x <= LASER_RANGE && (UWORD)delta_y <= LASER_RANGE && (UWORD)delta_x * (UWORD)delta_x + (UWORD)delta_y * (UWORD)delta_y <= LASER_RANGE * LASER_RANGE) { HELEMENT hPointDefense; LASER_BLOCK LaserBlock; if (!PaidFor) { if (!DeltaEnergy (ShipPtr, -SPECIAL_ENERGY_COST)) break; ProcessSound (SetAbsSoundIndex ( /* POINT_DEFENSE_LASER */ StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr); StarShipPtr->special_counter = StarShipPtr->RaceDescPtr->characteristics.special_wait; PaidFor = TRUE; } LaserBlock.cx = ShipPtr->next.location.x; LaserBlock.cy = ShipPtr->next.location.y; LaserBlock.face = 0; LaserBlock.ex = ObjectPtr->next.location.x - ShipPtr->next.location.x; LaserBlock.ey = ObjectPtr->next.location.y - ShipPtr->next.location.y; LaserBlock.sender = ShipPtr->playerNr; LaserBlock.flags = IGNORE_SIMILAR; LaserBlock.pixoffs = 0; LaserBlock.color = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F); hPointDefense = initialize_laser (&LaserBlock); if (hPointDefense) { ELEMENT *PDPtr; LockElement (hPointDefense, &PDPtr); SetElementStarShip (PDPtr, StarShipPtr); PDPtr->hTarget = 0; UnlockElement (hPointDefense); PutElement (hPointDefense); } } } UnlockElement (hObject); } UnlockElement (StarShipPtr->hShip); } }
BOOLEAN CalculateGravity (ELEMENT *ElementPtr) { BOOLEAN retval, HasGravity; HELEMENT hTestElement, hSuccElement; retval = FALSE; HasGravity = (BOOLEAN)(CollidingElement (ElementPtr) && GRAVITY_MASS (ElementPtr->mass_points + 1)); for (hTestElement = GetHeadElement (); hTestElement != 0; hTestElement = hSuccElement) { BOOLEAN TestHasGravity; ELEMENT *TestElementPtr; LockElement (hTestElement, &TestElementPtr); if (TestElementPtr != ElementPtr && CollidingElement (TestElementPtr) && (TestHasGravity = GRAVITY_MASS (TestElementPtr->mass_points + 1)) != HasGravity) { COUNT abs_dx, abs_dy; SIZE dx, dy; if (!(ElementPtr->state_flags & PRE_PROCESS)) { dx = ElementPtr->current.location.x - TestElementPtr->current.location.x; dy = ElementPtr->current.location.y - TestElementPtr->current.location.y; } else { dx = ElementPtr->next.location.x - TestElementPtr->next.location.x; dy = ElementPtr->next.location.y - TestElementPtr->next.location.y; } #ifdef DEBUG_GRAVITY if (TestElementPtr->state_flags & PLAYER_SHIP) { log_add (log_Debug, "CalculateGravity:"); log_add (log_Debug, "\tdx = %d, dy = %d", dx, dy); } #endif /* DEBUG_GRAVITY */ dx = WRAP_DELTA_X (dx); dy = WRAP_DELTA_Y (dy); #ifdef DEBUG_GRAVITY if (TestElementPtr->state_flags & PLAYER_SHIP) log_add (log_Debug, "\twrap_dx = %d, wrap_dy = %d", dx, dy); #endif /* DEBUG_GRAVITY */ abs_dx = dx >= 0 ? dx : -dx; abs_dy = dy >= 0 ? dy : -dy; abs_dx = WORLD_TO_DISPLAY (abs_dx); abs_dy = WORLD_TO_DISPLAY (abs_dy); #ifdef DEBUG_GRAVITY if (TestElementPtr->state_flags & PLAYER_SHIP) log_add (log_Debug, "\tdisplay_dx = %d, display_dy = %d", abs_dx, abs_dy); #endif /* DEBUG_GRAVITY */ if (abs_dx <= GRAVITY_THRESHOLD && abs_dy <= GRAVITY_THRESHOLD) { DWORD dist_squared; dist_squared = (DWORD)(abs_dx * abs_dx) + (DWORD)(abs_dy * abs_dy); if (dist_squared <= (DWORD)(GRAVITY_THRESHOLD * GRAVITY_THRESHOLD)) { #ifdef NEVER COUNT magnitude; #define DIFUSE_GRAVITY RES_SCALE(175) // JMS_GFX: Because of the ifdef NEVER this is actually never run. Well, changed it for consistency dist_squared += (DWORD)abs_dx * (DIFUSE_GRAVITY << 1) + (DWORD)abs_dy * (DIFUSE_GRAVITY << 1) + ((DWORD)(DIFUSE_GRAVITY * DIFUSE_GRAVITY) << 1); if ((magnitude = (COUNT)((DWORD)(GRAVITY_THRESHOLD * GRAVITY_THRESHOLD) / dist_squared)) == 0) magnitude = 1; #define MAX_MAGNITUDE RES_SCALE(6) // JMS_GFX: Because of the ifdef NEVER this is actually never run. Well, changed it for consistency else if (magnitude > MAX_MAGNITUDE) magnitude = MAX_MAGNITUDE; log_add (log_Debug, "magnitude = %u", magnitude); #endif /* NEVER */ #ifdef DEBUG_GRAVITY if (TestElementPtr->state_flags & PLAYER_SHIP) log_add (log_Debug, "dist_squared = %lu", dist_squared); #endif /* DEBUG_GRAVITY */ if (TestHasGravity) { retval = TRUE; UnlockElement (hTestElement); break; } else { COUNT angle; angle = ARCTAN (dx, dy); DeltaVelocityComponents (&TestElementPtr->velocity, COSINE (angle, WORLD_TO_VELOCITY (RES_SCALE(1))), SINE (angle, WORLD_TO_VELOCITY (RES_SCALE(1)))); // JMS_GFX if (TestElementPtr->state_flags & PLAYER_SHIP) { STARSHIP *StarShipPtr; GetElementStarShip (TestElementPtr, &StarShipPtr); StarShipPtr->cur_status_flags &= ~SHIP_AT_MAX_SPEED; StarShipPtr->cur_status_flags |= SHIP_IN_GRAVITY_WELL; } } } } } hSuccElement = GetSuccElement (TestElementPtr); UnlockElement (hTestElement); } return (retval); }
static void confusion_collision (ELEMENT *ElementPtr0, POINT *pPt0, ELEMENT *ElementPtr1, POINT *pPt1) { if (ElementPtr1->state_flags & PLAYER_SHIP) { HELEMENT hConfusionElement, hNextElement; ELEMENT *ConfusionPtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr0, &StarShipPtr); for (hConfusionElement = GetHeadElement (); hConfusionElement; hConfusionElement = hNextElement) { LockElement (hConfusionElement, &ConfusionPtr); if (elementsOfSamePlayer (ConfusionPtr, ElementPtr0) && ConfusionPtr->current.image.farray == StarShipPtr->RaceDescPtr->ship_data.special && (ConfusionPtr->state_flags & NONSOLID)) { UnlockElement (hConfusionElement); break; } hNextElement = GetSuccElement (ConfusionPtr); UnlockElement (hConfusionElement); } if (hConfusionElement || (hConfusionElement = AllocElement ())) { LockElement (hConfusionElement, &ConfusionPtr); if (ConfusionPtr->state_flags == 0) /* not allocated before */ { InsertElement (hConfusionElement, GetHeadElement ()); ConfusionPtr->current = ElementPtr0->next; ConfusionPtr->current.image.frame = SetAbsFrameIndex ( ConfusionPtr->current.image.frame, 8 ); ConfusionPtr->next = ConfusionPtr->current; ConfusionPtr->playerNr = ElementPtr0->playerNr; ConfusionPtr->state_flags = FINITE_LIFE | NONSOLID | CHANGING; ConfusionPtr->preprocess_func = confuse_preprocess; SetPrimType ( &(GLOBAL (DisplayArray))[ConfusionPtr->PrimIndex], NO_PRIM ); SetElementStarShip (ConfusionPtr, StarShipPtr); GetElementStarShip (ElementPtr1, &StarShipPtr); ConfusionPtr->hTarget = StarShipPtr->hShip; } if (!antiCheat(ElementPtr1, FALSE)) { ConfusionPtr->life_span = 400; } ConfusionPtr->turn_wait = (BYTE)(1 << ((BYTE)TFB_Random () & 1)); /* LEFT or RIGHT */ UnlockElement (hConfusionElement); } ElementPtr0->hit_points = 0; ElementPtr0->life_span = 0; ElementPtr0->state_flags |= DISAPPEARING | COLLISION | NONSOLID; } (void) pPt0; /* Satisfying compiler (unused parameter) */ (void) pPt1; /* Satisfying compiler (unused parameter) */ }
static void confuse_preprocess (ELEMENT *ElementPtr) { if (!(ElementPtr->state_flags & NONSOLID)) { ElementPtr->next.image.frame = SetAbsFrameIndex ( ElementPtr->current.image.frame, (GetFrameIndex (ElementPtr->current.image.frame) + 1) & 7); ElementPtr->state_flags |= CHANGING; } else if (ElementPtr->hTarget == 0) { ElementPtr->life_span = 0; ElementPtr->state_flags |= DISAPPEARING; } else { ELEMENT *eptr; LockElement (ElementPtr->hTarget, &eptr); ElementPtr->next.location = eptr->next.location; if (ElementPtr->turn_wait) { HELEMENT hEffect; STARSHIP *StarShipPtr; if (GetFrameIndex (ElementPtr->next.image.frame = IncFrameIndex (ElementPtr->current.image.frame)) == 0) ElementPtr->next.image.frame = SetRelFrameIndex (ElementPtr->next.image.frame, -8); GetElementStarShip (eptr, &StarShipPtr); StarShipPtr->ship_input_state = (StarShipPtr->ship_input_state & ~(LEFT | RIGHT | SPECIAL)) | ElementPtr->turn_wait; hEffect = AllocElement (); if (hEffect) { LockElement (hEffect, &eptr); eptr->playerNr = ElementPtr->playerNr; eptr->state_flags = FINITE_LIFE | NONSOLID | CHANGING; eptr->life_span = 1; eptr->current = eptr->next = ElementPtr->next; eptr->preprocess_func = confuse_preprocess; SetPrimType (&(GLOBAL (DisplayArray))[eptr->PrimIndex], STAMP_PRIM); GetElementStarShip (ElementPtr, &StarShipPtr); SetElementStarShip (eptr, StarShipPtr); eptr->hTarget = ElementPtr->hTarget; UnlockElement (hEffect); PutElement (hEffect); } } UnlockElement (ElementPtr->hTarget); } }
static void pump_up_postprocess (ELEMENT *ElementPtr) { if (ElementPtr->state_flags & APPEARING) { ZeroVelocityComponents (&ElementPtr->velocity); } else { HELEMENT hPumpUp; ELEMENT *EPtr; ELEMENT *ShipPtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); LockElement (StarShipPtr->hShip, &ShipPtr); initialize_pump_up (ShipPtr, &hPumpUp); DeltaEnergy (ShipPtr, 0); UnlockElement (StarShipPtr->hShip); LockElement (hPumpUp, &EPtr); EPtr->current.image.frame = ElementPtr->current.image.frame; EPtr->turn_wait = ElementPtr->turn_wait; EPtr->thrust_wait = ElementPtr->thrust_wait; if (--EPtr->thrust_wait == 0) { if ((EPtr->turn_wait & ~REVERSE_DIR) < MAX_PUMP - 1) { ++EPtr->turn_wait; EPtr->current.image.frame = SetRelFrameIndex ( EPtr->current.image.frame, NUM_PUMP_ANIMS); ProcessSound (SetAbsSoundIndex ( StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 2), EPtr); } if (antiCheat(ElementPtr, FALSE)) { EPtr->thrust_wait = 5; } else { EPtr->thrust_wait = LEVEL_COUNTER; } } EPtr->mass_points = EPtr->hit_points = (PUMPUP_DAMAGE << (ElementPtr->turn_wait & ~REVERSE_DIR)); SetElementStarShip (EPtr, StarShipPtr); if (EPtr->thrust_wait & 1) { COUNT frame_index; frame_index = GetFrameIndex (EPtr->current.image.frame); if (((EPtr->turn_wait & REVERSE_DIR) && (frame_index % NUM_PUMP_ANIMS) != 0) || (!(EPtr->turn_wait & REVERSE_DIR) && ((frame_index + 1) % NUM_PUMP_ANIMS) == 0)) { --frame_index; EPtr->turn_wait |= REVERSE_DIR; } else { ++frame_index; EPtr->turn_wait &= ~REVERSE_DIR; } EPtr->current.image.frame = SetAbsFrameIndex ( EPtr->current.image.frame, frame_index); } if (StarShipPtr->cur_status_flags & StarShipPtr->old_status_flags & WEAPON) { StarShipPtr->weapon_counter = WEAPON_WAIT; } else { COUNT angle; EPtr->life_span = PUMPUP_LIFE; EPtr->preprocess_func = pump_up_preprocess; EPtr->postprocess_func = 0; angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing); SetVelocityComponents (&EPtr->velocity, COSINE (angle, WORLD_TO_VELOCITY (RES_SCALE(PUMPUP_SPEED))), SINE (angle, WORLD_TO_VELOCITY (RES_SCALE(PUMPUP_SPEED)))); ProcessSound (SetAbsSoundIndex ( StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 3), EPtr); } UnlockElement (hPumpUp); PutElement (hPumpUp); SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex], NO_PRIM); ElementPtr->state_flags |= NONSOLID; } }
static void thraddash_preprocess (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (!(StarShipPtr->cur_status_flags & SPECIAL)) { if ((StarShipPtr->old_status_flags & SPECIAL) && (StarShipPtr->cur_status_flags & SHIP_AT_MAX_SPEED)) StarShipPtr->cur_status_flags |= SHIP_BEYOND_MAX_SPEED; } else if (DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST)) { COUNT max_thrust, thrust_increment; STATUS_FLAGS thrust_status; HELEMENT hTrailElement; if (!(StarShipPtr->old_status_flags & SPECIAL)) StarShipPtr->cur_status_flags &= ~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED); if (ElementPtr->thrust_wait == 0) ++ElementPtr->thrust_wait; thrust_increment = StarShipPtr->RaceDescPtr->characteristics.thrust_increment; max_thrust = StarShipPtr->RaceDescPtr->characteristics.max_thrust; StarShipPtr->RaceDescPtr->characteristics.thrust_increment = SPECIAL_THRUST_INCREMENT; StarShipPtr->RaceDescPtr->characteristics.max_thrust = SPECIAL_MAX_THRUST; thrust_status = inertial_thrust (ElementPtr); StarShipPtr->cur_status_flags &= ~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED | SHIP_IN_GRAVITY_WELL); StarShipPtr->cur_status_flags |= thrust_status; StarShipPtr->RaceDescPtr->characteristics.thrust_increment = thrust_increment; StarShipPtr->RaceDescPtr->characteristics.max_thrust = max_thrust; { MISSILE_BLOCK MissileBlock; MissileBlock.cx = ElementPtr->next.location.x; MissileBlock.cy = ElementPtr->next.location.y; MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.special; MissileBlock.face = 0; MissileBlock.index = GetFrameCount ( StarShipPtr->RaceDescPtr->ship_data.special[0] ) - 1; MissileBlock.sender = ElementPtr->playerNr; MissileBlock.flags = IGNORE_SIMILAR; MissileBlock.pixoffs = 0; MissileBlock.speed = 0; MissileBlock.hit_points = NAPALM_HITS; MissileBlock.damage = NAPALM_DAMAGE; MissileBlock.life = NAPALM_LIFE; MissileBlock.preprocess_func = flame_napalm_preprocess; MissileBlock.blast_offs = NAPALM_OFFSET; hTrailElement = initialize_missile (&MissileBlock); if (hTrailElement) { ELEMENT *TrailElementPtr; LockElement (hTrailElement, &TrailElementPtr); SetElementStarShip (TrailElementPtr, StarShipPtr); TrailElementPtr->hTarget = 0; /* turn_wait is abused here to store the speed of the decay * animation */ TrailElementPtr->turn_wait = NAPALM_DECAY_RATE; TrailElementPtr->state_flags |= NONSOLID; SetPrimType ( &(GLOBAL (DisplayArray))[TrailElementPtr->PrimIndex], NO_PRIM ); /* normally done during preprocess, but because * object is being inserted at head rather than * appended after tail it may never get preprocessed. */ TrailElementPtr->next = TrailElementPtr->current; TrailElementPtr->state_flags |= PRE_PROCESS; UnlockElement (hTrailElement); InsertElement (hTrailElement, GetHeadElement ()); ProcessSound (SetAbsSoundIndex ( StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr); } } } }
static void new_pkunk (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (!(ElementPtr->state_flags & PLAYER_SHIP)) { ELEMENT *ShipPtr; LockElement (StarShipPtr->hShip, &ShipPtr); ShipPtr->death_func = new_pkunk; UnlockElement (StarShipPtr->hShip); } else { ElementPtr->state_flags = APPEARING | PLAYER_SHIP | IGNORE_SIMILAR; ElementPtr->mass_points = SHIP_MASS; ElementPtr->preprocess_func = StarShipPtr->RaceDescPtr->preprocess_func; ElementPtr->postprocess_func = StarShipPtr->RaceDescPtr->postprocess_func; ElementPtr->death_func = (void (*) (ELEMENT *ElementPtr)) StarShipPtr->RaceDescPtr->init_weapon_func; StarShipPtr->RaceDescPtr->preprocess_func = pkunk_preprocess; StarShipPtr->RaceDescPtr->postprocess_func = pkunk_postprocess; StarShipPtr->RaceDescPtr->init_weapon_func = initialize_bug_missile; StarShipPtr->RaceDescPtr->ship_info.crew_level = MAX_CREW; StarShipPtr->RaceDescPtr->ship_info.energy_level = MAX_ENERGY; /* fix vux impairment */ StarShipPtr->RaceDescPtr->characteristics.max_thrust = MAX_THRUST; StarShipPtr->RaceDescPtr->characteristics.thrust_increment = THRUST_INCREMENT; StarShipPtr->RaceDescPtr->characteristics.turn_wait = TURN_WAIT; StarShipPtr->RaceDescPtr->characteristics.thrust_wait = THRUST_WAIT; StarShipPtr->RaceDescPtr->characteristics.special_wait = 0; StarShipPtr->ship_input_state = 0; StarShipPtr->cur_status_flags = 0; StarShipPtr->old_status_flags = 0; StarShipPtr->energy_counter = 0; StarShipPtr->weapon_counter = 0; StarShipPtr->special_counter = 0; ElementPtr->crew_level = 0; ElementPtr->turn_wait = 0; ElementPtr->thrust_wait = 0; ElementPtr->life_span = NORMAL_LIFE; StarShipPtr->ShipFacing = NORMALIZE_FACING (TFB_Random ()); ElementPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.ship; ElementPtr->current.image.frame = SetAbsFrameIndex (StarShipPtr->RaceDescPtr->ship_data.ship[0], StarShipPtr->ShipFacing); SetPrimType (&(GLOBAL (DisplayArray))[ ElementPtr->PrimIndex ], STAMP_PRIM); do { ElementPtr->current.location.x = WRAP_X (DISPLAY_ALIGN_X (TFB_Random ())); ElementPtr->current.location.y = WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ())); } while (CalculateGravity (ElementPtr) || TimeSpaceMatterConflict (ElementPtr)); ElementPtr->hTarget = StarShipPtr->hShip; } }
void cleanup_dead_ship (ELEMENT *DeadShipPtr) { STARSHIP *DeadStarShipPtr; ProcessSound ((SOUND)~0, NULL); GetElementStarShip (DeadShipPtr, &DeadStarShipPtr); { // Ship explosion has finished, or ship has just warped out // if DeadStarShipPtr->crew_level != 0 BOOLEAN MusicStarted; HELEMENT hElement, hSuccElement; /* Record crew left after the battle */ DeadStarShipPtr->crew_level = DeadStarShipPtr->RaceDescPtr->ship_info.crew_level; MusicStarted = FALSE; for (hElement = GetHeadElement (); hElement; hElement = hSuccElement) { ELEMENT *ElementPtr; STARSHIP *StarShipPtr; LockElement (hElement, &ElementPtr); hSuccElement = GetSuccElement (ElementPtr); GetElementStarShip (ElementPtr, &StarShipPtr); // Get the STARSHIP that this ELEMENT belongs to. if (StarShipPtr == DeadStarShipPtr) { // This element belongs to the dead ship; it may be the // ship's own element. SetElementStarShip (ElementPtr, 0); if (!(ElementPtr->state_flags & CREW_OBJECT) || ElementPtr->preprocess_func != crew_preprocess) { // Set the element up for deletion. SetPrimType (&DisplayArray[ElementPtr->PrimIndex], NO_PRIM); ElementPtr->life_span = 0; ElementPtr->state_flags = NONSOLID | DISAPPEARING | FINITE_LIFE; ElementPtr->preprocess_func = 0; ElementPtr->postprocess_func = 0; ElementPtr->death_func = 0; ElementPtr->collision_func = 0; } } if (StarShipPtr && (StarShipPtr->cur_status_flags & PLAY_VICTORY_DITTY)) { // StarShipPtr points to the remaining ship. MusicStarted = TRUE; PlayDitty (StarShipPtr); StarShipPtr->cur_status_flags &= ~PLAY_VICTORY_DITTY; } UnlockElement (hElement); } DeadShipPtr->state_flags |= DeadShipPtr->turn_wait; #define MIN_DITTY_FRAME_COUNT ((ONE_SECOND * 3) / BATTLE_FRAME_RATE) // The ship will be "alive" for at least 2 more frames to make sure // the elements it owns (set up for deletion above) expire first. // Ditty does NOT play in the following circumstances: // * The winning ship dies before the loser finishes exploding // * At the moment the losing ship dies, the winner has started // the warp out sequence DeadShipPtr->life_span = MusicStarted ? MIN_DITTY_FRAME_COUNT : 1; if (DeadStarShipPtr == winnerStarShip) { // This ship died but won the battle. We need to keep it alive // longer than the dead opponent ship so that the winning player // picks last. DeadShipPtr->life_span = MIN_DITTY_FRAME_COUNT + 1; } DeadShipPtr->death_func = new_ship; DeadShipPtr->preprocess_func = preprocess_dead_ship; DeadShipPtr->state_flags &= ~DISAPPEARING; // XXX: this increment was originally done by another piece of code // just below this one. I am almost sure it is not needed, but it // keeps the original framecount. ++DeadShipPtr->life_span; SetElementStarShip (DeadShipPtr, DeadStarShipPtr); } }
static void phoenix_transition (ELEMENT *ElementPtr) { HELEMENT hShipImage; ELEMENT *ShipImagePtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); LockElement (StarShipPtr->hShip, &ShipImagePtr); if (!(ShipImagePtr->state_flags & NONSOLID)) { ElementPtr->preprocess_func = NULL; } else if ((hShipImage = AllocElement ())) { #define TRANSITION_SPEED DISPLAY_TO_WORLD (20) COUNT angle; PutElement (hShipImage); LockElement (hShipImage, &ShipImagePtr); ShipImagePtr->playerNr = NEUTRAL_PLAYER_NUM; ShipImagePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID; ShipImagePtr->life_span = TRANSITION_LIFE; SetPrimType (&(GLOBAL (DisplayArray))[ShipImagePtr->PrimIndex], STAMPFILL_PRIM); SetPrimColor ( &(GLOBAL (DisplayArray))[ShipImagePtr->PrimIndex], START_PHOENIX_COLOR); ShipImagePtr->colorCycleIndex = 0; ShipImagePtr->current.image = ElementPtr->current.image; ShipImagePtr->current.location = ElementPtr->current.location; if (!(ElementPtr->state_flags & PLAYER_SHIP)) { angle = ElementPtr->mass_points; ShipImagePtr->current.location.x += COSINE (angle, TRANSITION_SPEED); ShipImagePtr->current.location.y += SINE (angle, TRANSITION_SPEED); ElementPtr->preprocess_func = NULL; } else { angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing); ShipImagePtr->current.location.x -= COSINE (angle, TRANSITION_SPEED) * (ElementPtr->life_span - 1); ShipImagePtr->current.location.y -= SINE (angle, TRANSITION_SPEED) * (ElementPtr->life_span - 1); ShipImagePtr->current.location.x = WRAP_X (ShipImagePtr->current.location.x); ShipImagePtr->current.location.y = WRAP_Y (ShipImagePtr->current.location.y); } ShipImagePtr->mass_points = (BYTE)angle; ShipImagePtr->preprocess_func = phoenix_transition; ShipImagePtr->death_func = spawn_phoenix_trail; SetElementStarShip (ShipImagePtr, StarShipPtr); UnlockElement (hShipImage); } UnlockElement (StarShipPtr->hShip); }
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); }
static void pkunk_preprocess (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (ElementPtr->state_flags & APPEARING) { HELEMENT hPhoenix = 0; if ((BYTE)TFB_Random () & 1) hPhoenix = AllocElement (); if (hPhoenix) { ELEMENT *PhoenixPtr; LockElement (hPhoenix, &PhoenixPtr); PhoenixPtr->playerNr = ElementPtr->playerNr; PhoenixPtr->state_flags = FINITE_LIFE | NONSOLID | IGNORE_SIMILAR; PhoenixPtr->life_span = 1; PhoenixPtr->death_func = intercept_pkunk_death; SetElementStarShip (PhoenixPtr, StarShipPtr); UnlockElement (hPhoenix); InsertElement (hPhoenix, GetHeadElement ()); } StarShipPtr->RaceDescPtr->data = (intptr_t) hPhoenix; if (ElementPtr->hTarget == 0) StarShipPtr->RaceDescPtr->preprocess_func = 0; else { COUNT angle, facing; ProcessSound (SetAbsSoundIndex ( StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1 ), ElementPtr); ElementPtr->life_span = PHOENIX_LIFE; SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex], NO_PRIM); ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING; facing = StarShipPtr->ShipFacing; for (angle = OCTANT; angle < FULL_CIRCLE; angle += QUADRANT) { StarShipPtr->ShipFacing = NORMALIZE_FACING ( facing + ANGLE_TO_FACING (angle) ); phoenix_transition (ElementPtr); } StarShipPtr->ShipFacing = facing; } } if (StarShipPtr->RaceDescPtr->preprocess_func) { StarShipPtr->cur_status_flags &= ~(LEFT | RIGHT | THRUST | WEAPON | SPECIAL); if (ElementPtr->life_span == NORMAL_LIFE) { ElementPtr->current.image.frame = ElementPtr->next.image.frame = SetEquFrameIndex ( ElementPtr->current.image.farray[0], ElementPtr->current.image.frame); SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex], STAMP_PRIM); InitIntersectStartPoint (ElementPtr); InitIntersectEndPoint (ElementPtr); InitIntersectFrame (ElementPtr); ZeroVelocityComponents (&ElementPtr->velocity); ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE); ElementPtr->state_flags |= CHANGING; StarShipPtr->RaceDescPtr->preprocess_func = 0; } } }
// Preprocess function for spawning a ship into or out of battle. // Used when a new ship warps in, or a ship escapes by warping out, but not // when a Pkunk ship is reborn. void ship_transition (ELEMENT *ElementPtr) { if (ElementPtr->state_flags & PLAYER_SHIP) { if (ElementPtr->state_flags & APPEARING) { ElementPtr->life_span = HYPERJUMP_LIFE; ElementPtr->preprocess_func = ship_transition; ElementPtr->postprocess_func = NULL; SetPrimType (&DisplayArray[ElementPtr->PrimIndex], NO_PRIM); ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING; } else if (ElementPtr->life_span < HYPERJUMP_LIFE) { if (ElementPtr->life_span == NORMAL_LIFE && ElementPtr->crew_level) { ElementPtr->current.image.frame = ElementPtr->next.image.frame = SetEquFrameIndex ( ElementPtr->current.image.farray[0], ElementPtr->current.image.frame); SetPrimType (&DisplayArray[ElementPtr->PrimIndex], STAMP_PRIM); InitIntersectStartPoint (ElementPtr); InitIntersectEndPoint (ElementPtr); InitIntersectFrame (ElementPtr); ZeroVelocityComponents (&ElementPtr->velocity); ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE); ElementPtr->state_flags |= CHANGING; ElementPtr->preprocess_func = ship_preprocess; ElementPtr->postprocess_func = ship_postprocess; } return; } } { HELEMENT hShipImage; ELEMENT *ShipImagePtr; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); LockElement (StarShipPtr->hShip, &ShipImagePtr); if (!(ShipImagePtr->state_flags & NONSOLID)) { ElementPtr->preprocess_func = NULL; } else if ((hShipImage = AllocElement ())) { #define TRANSITION_SPEED DISPLAY_TO_WORLD (40 << RESOLUTION_FACTOR) // JMS_GFX #define TRANSITION_LIFE 1 COUNT angle; PutElement (hShipImage); angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing); LockElement (hShipImage, &ShipImagePtr); ShipImagePtr->playerNr = NEUTRAL_PLAYER_NUM; ShipImagePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID; ShipImagePtr->thrust_wait = TRANSITION_LIFE; ShipImagePtr->life_span = ShipImagePtr->thrust_wait; // When the element "dies", in the death_func // 'cycle_ion_trail', it is given new life a number of // times, by setting life_span to thrust_wait. SetPrimType (&DisplayArray[ShipImagePtr->PrimIndex], STAMPFILL_PRIM); SetPrimColor (&DisplayArray[ShipImagePtr->PrimIndex], START_ION_COLOR); ShipImagePtr->colorCycleIndex = 0; ShipImagePtr->current.image = ElementPtr->current.image; ShipImagePtr->current.location = ElementPtr->current.location; if (!(ElementPtr->state_flags & PLAYER_SHIP)) { ShipImagePtr->current.location.x += COSINE (angle, TRANSITION_SPEED); ShipImagePtr->current.location.y += SINE (angle, TRANSITION_SPEED); ElementPtr->preprocess_func = NULL; } else if (ElementPtr->crew_level) { ShipImagePtr->current.location.x -= COSINE (angle, TRANSITION_SPEED) * (ElementPtr->life_span - 1); ShipImagePtr->current.location.y -= SINE (angle, TRANSITION_SPEED) * (ElementPtr->life_span - 1); ShipImagePtr->current.location.x = WRAP_X (ShipImagePtr->current.location.x); ShipImagePtr->current.location.y = WRAP_Y (ShipImagePtr->current.location.y); } ShipImagePtr->preprocess_func = ship_transition; ShipImagePtr->death_func = cycle_ion_trail; SetElementStarShip (ShipImagePtr, StarShipPtr); UnlockElement (hShipImage); } UnlockElement (StarShipPtr->hShip); } }
void spawn_asteroid (ELEMENT *ElementPtr) { HELEMENT hAsteroidElement; if ((hAsteroidElement = AllocElement ()) == 0) { if (ElementPtr != 0) { ElementPtr->state_flags &= ~DISAPPEARING; SetPrimType (&DisplayArray[ElementPtr->PrimIndex], NO_PRIM); ElementPtr->life_span = 1; } } else { ELEMENT *AsteroidElementPtr; COUNT val; LockElement (hAsteroidElement, &AsteroidElementPtr); AsteroidElementPtr->playerNr = NEUTRAL_PLAYER_NUM; AsteroidElementPtr->hit_points = 1; AsteroidElementPtr->mass_points = 3; AsteroidElementPtr->state_flags = APPEARING; AsteroidElementPtr->life_span = NORMAL_LIFE; SetPrimType (&DisplayArray[AsteroidElementPtr->PrimIndex], STAMP_PRIM); if ((val = (COUNT)TFB_Random ()) & (1 << 0)) { if (!(val & (1 << 1))) AsteroidElementPtr->current.location.x = 0; else AsteroidElementPtr->current.location.x = LOG_SPACE_WIDTH; AsteroidElementPtr->current.location.y = WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ())); } else { AsteroidElementPtr->current.location.x = WRAP_X (DISPLAY_ALIGN_X (TFB_Random ())); if (!(val & (1 << 1))) AsteroidElementPtr->current.location.y = 0; else AsteroidElementPtr->current.location.y = LOG_SPACE_HEIGHT; } { // Using these temporary variables because the execution order // of function arguments may vary per system, which may break // synchronisation on network games. SIZE magnitude = DISPLAY_TO_WORLD (((SIZE)TFB_Random () & 7) + 4); COUNT facing = (COUNT)TFB_Random (); SetVelocityVector (&AsteroidElementPtr->velocity, magnitude, facing); } AsteroidElementPtr->current.image.farray = asteroid; AsteroidElementPtr->current.image.frame = SetAbsFrameIndex (asteroid[0], NORMALIZE_FACING (TFB_Random ())); AsteroidElementPtr->turn_wait = AsteroidElementPtr->thrust_wait = (BYTE)TFB_Random () & (BYTE)((1 << 2) - 1); AsteroidElementPtr->thrust_wait |= (BYTE)TFB_Random () & (BYTE)(1 << 7); AsteroidElementPtr->preprocess_func = asteroid_preprocess; AsteroidElementPtr->death_func = spawn_rubble; AsteroidElementPtr->collision_func = collision; AsteroidElementPtr->triggers_teleport_safety = TRUE; UnlockElement (hAsteroidElement); PutElement (hAsteroidElement); } }