Example #1
0
static void
spawn_rubble (ELEMENT *AsteroidElementPtr)
{
	HELEMENT hRubbleElement;
	
	hRubbleElement = AllocElement ();
	if (hRubbleElement)
	{
		ELEMENT *RubbleElementPtr;

		PutElement (hRubbleElement);
		LockElement (hRubbleElement, &RubbleElementPtr);
		RubbleElementPtr->playerNr = AsteroidElementPtr->playerNr;
		RubbleElementPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
		RubbleElementPtr->life_span = 5;
		RubbleElementPtr->turn_wait = RubbleElementPtr->next_turn = 0;
		SetPrimType (&DisplayArray[RubbleElementPtr->PrimIndex], STAMP_PRIM);
		RubbleElementPtr->current.image.farray = asteroid;
		RubbleElementPtr->current.image.frame =
				SetAbsFrameIndex (asteroid[0], ANGLE_TO_FACING (FULL_CIRCLE));
		RubbleElementPtr->current.location = AsteroidElementPtr->current.location;
		RubbleElementPtr->preprocess_func = animation_preprocess;
		RubbleElementPtr->death_func = spawn_asteroid;
		UnlockElement (hRubbleElement);
	}
}
Example #2
0
static void
melnorme_postprocess (ELEMENT *ElementPtr)
{
    STARSHIP *StarShipPtr;

    GetElementStarShip (ElementPtr, &StarShipPtr);
    if ((StarShipPtr->cur_status_flags & SPECIAL)
            && StarShipPtr->special_counter == 0
            && DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST))
    {
        HELEMENT Confusion;

        initialize_confusion (ElementPtr, &Confusion);
        if (Confusion)
        {
            ELEMENT *CMissilePtr;
            LockElement (Confusion, &CMissilePtr);

            ProcessSound (SetAbsSoundIndex (
                              StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), CMissilePtr);

            UnlockElement (Confusion);
            PutElement (Confusion);
            StarShipPtr->special_counter =
                StarShipPtr->RaceDescPtr->characteristics.special_wait;
        }
    }
}
Example #3
0
static void
spawn_doggy (ELEMENT *ElementPtr)
{
	HELEMENT hDoggyElement;

	if ((hDoggyElement = AllocElement ()) != 0)
	{
		COUNT angle;
		ELEMENT *DoggyElementPtr;
		STARSHIP *StarShipPtr;

		ElementPtr->state_flags |= DEFY_PHYSICS;

		PutElement (hDoggyElement);
		LockElement (hDoggyElement, &DoggyElementPtr);
		DoggyElementPtr->hit_points = DOGGY_HITS;
		DoggyElementPtr->mass_points = DOGGY_MASS;
		DoggyElementPtr->thrust_wait = 0;
		DoggyElementPtr->playerNr = ElementPtr->playerNr;
		DoggyElementPtr->state_flags = APPEARING;
		DoggyElementPtr->life_span = NORMAL_LIFE;
		SetPrimType (&(GLOBAL (DisplayArray))[DoggyElementPtr->PrimIndex],
				STAMP_PRIM);
		{
			DoggyElementPtr->preprocess_func = doggy_preprocess;
			DoggyElementPtr->postprocess_func = NULL;
			DoggyElementPtr->collision_func = doggy_collision;
			DoggyElementPtr->death_func = doggy_death;
		}

		GetElementStarShip (ElementPtr, &StarShipPtr);
		angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE;
		DoggyElementPtr->current.location.x = ElementPtr->next.location.x
				+ COSINE (angle, DISPLAY_TO_WORLD (CHENJESU_OFFSET + DOGGY_OFFSET));
		DoggyElementPtr->current.location.y = ElementPtr->next.location.y
				+ SINE (angle, DISPLAY_TO_WORLD (CHENJESU_OFFSET + DOGGY_OFFSET));
		DoggyElementPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
		DoggyElementPtr->current.image.frame = StarShipPtr->RaceDescPtr->ship_data.special[0];

		SetVelocityVector (&DoggyElementPtr->velocity,
				DOGGY_SPEED, NORMALIZE_FACING (ANGLE_TO_FACING (angle)));

		SetElementStarShip (DoggyElementPtr, StarShipPtr);

		ProcessSound (SetAbsSoundIndex (
						/* RELEASE_DOGGY */
				StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 4), DoggyElementPtr);

		UnlockElement (hDoggyElement);
	}
}
Example #4
0
static void
crystal_postprocess (ELEMENT *ElementPtr)
{
#define FRAGMENT_HITS 1
#define FRAGMENT_DAMAGE 2
#define FRAGMENT_OFFSET 2
#define NUM_FRAGMENTS 8
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	MissileBlock.cx = ElementPtr->next.location.x;
	MissileBlock.cy = ElementPtr->next.location.y;
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
	MissileBlock.index = 1;
	MissileBlock.sender = ElementPtr->playerNr;
	MissileBlock.flags = IGNORE_SIMILAR;
	MissileBlock.pixoffs = 0;
	MissileBlock.speed = FRAGMENT_SPEED;
	MissileBlock.hit_points = FRAGMENT_HITS;
	MissileBlock.damage = FRAGMENT_DAMAGE;
	MissileBlock.life = FRAGMENT_LIFE;
	MissileBlock.preprocess_func = NULL;
	MissileBlock.blast_offs = FRAGMENT_OFFSET;

	for (MissileBlock.face = 0;
			MissileBlock.face < ANGLE_TO_FACING (FULL_CIRCLE);
			MissileBlock.face +=
			(ANGLE_TO_FACING (FULL_CIRCLE) / NUM_FRAGMENTS))
	{
		HELEMENT hFragment;

		hFragment = initialize_missile (&MissileBlock);
		if (hFragment)
		{
			ELEMENT *FragPtr;

			LockElement (hFragment, &FragPtr);
			SetElementStarShip (FragPtr, StarShipPtr);
			UnlockElement (hFragment);
			PutElement (hFragment);
		}
	}

	ProcessSound (SetAbsSoundIndex (
					/* CRYSTAL_FRAGMENTS */
			StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr);
}
Example #5
0
static void
spawn_butt_missile (ELEMENT *ShipPtr)
{
#define SPATHI_REAR_OFFSET 20
#define DISCRIMINATOR_LIFE 30
#define DISCRIMINATOR_HITS 1
#define DISCRIMINATOR_DAMAGE 2
#define DISCRIMINATOR_OFFSET 4
	HELEMENT ButtMissile;
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK ButtMissileBlock;

	GetElementStarShip (ShipPtr, &StarShipPtr);
	ButtMissileBlock.cx = ShipPtr->next.location.x;
	ButtMissileBlock.cy = ShipPtr->next.location.y;
	ButtMissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.special;
	ButtMissileBlock.face = ButtMissileBlock.index =
			NORMALIZE_FACING (StarShipPtr->ShipFacing
			+ ANGLE_TO_FACING (HALF_CIRCLE));
	ButtMissileBlock.sender = ShipPtr->playerNr;
	ButtMissileBlock.flags = 0;
	ButtMissileBlock.pixoffs = SPATHI_REAR_OFFSET;
	ButtMissileBlock.speed = DISCRIMINATOR_SPEED;
	ButtMissileBlock.hit_points = DISCRIMINATOR_HITS;
	ButtMissileBlock.damage = DISCRIMINATOR_DAMAGE;
	ButtMissileBlock.life = DISCRIMINATOR_LIFE;
	ButtMissileBlock.preprocess_func = butt_missile_preprocess;
	ButtMissileBlock.blast_offs = DISCRIMINATOR_OFFSET;
	ButtMissile = initialize_missile (&ButtMissileBlock);
	if (ButtMissile)
	{
		ELEMENT *ButtPtr;

		LockElement (ButtMissile, &ButtPtr);
		ButtPtr->turn_wait = TRACK_WAIT;
		SetElementStarShip (ButtPtr, StarShipPtr);

		ProcessSound (SetAbsSoundIndex (
					/* LAUNCH_BUTT_MISSILE */
				StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ButtPtr);

		UnlockElement (ButtMissile);
		PutElement (ButtMissile);
	}
}
Example #6
0
void
spawn_planet (void)
{
	HELEMENT hPlanetElement;
	
	hPlanetElement = AllocElement ();
	if (hPlanetElement)
	{
		ELEMENT *PlanetElementPtr;
		extern FRAME planet[];

		LockElement (hPlanetElement, &PlanetElementPtr);
		PlanetElementPtr->playerNr = NEUTRAL_PLAYER_NUM;
		PlanetElementPtr->hit_points = 200;
		PlanetElementPtr->state_flags = APPEARING;
		PlanetElementPtr->life_span = NORMAL_LIFE + 1;
		SetPrimType (&DisplayArray[PlanetElementPtr->PrimIndex], STAMP_PRIM);
		PlanetElementPtr->current.image.farray = planet;
		PlanetElementPtr->current.image.frame =
				PlanetElementPtr->current.image.farray[0];
		PlanetElementPtr->collision_func = collision;
		PlanetElementPtr->postprocess_func =
				(void (*) (struct element *ElementPtr))CalculateGravity;
		ZeroVelocityComponents (&PlanetElementPtr->velocity);
		do
		{
			PlanetElementPtr->current.location.x =
					WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
			PlanetElementPtr->current.location.y =
					WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
		} while (CalculateGravity (PlanetElementPtr)
				|| Overlap (PlanetElementPtr));
		PlanetElementPtr->mass_points = PlanetElementPtr->hit_points;

		PlanetElementPtr->triggers_teleport_safety = TRUE;

		UnlockElement (hPlanetElement);

		PutElement (hPlanetElement);
	}
}
Example #7
0
// When gas expires, display animation of the gas dissolving.
static void
gas_death (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;
	
	GetElementStarShip (ElementPtr, &StarShipPtr);
	
	if (StarShipPtr->hShip)
	{
		HELEMENT hDissolve;
		ELEMENT *ShipPtr;
		
		LockElement (StarShipPtr->hShip, &ShipPtr);
	
		if ((hDissolve = AllocElement ()))
		{
			ELEMENT *DissolvePtr;
			
			LockElement (hDissolve, &DissolvePtr);
			DissolvePtr->playerNr = ElementPtr->playerNr;
			DissolvePtr->state_flags = FINITE_LIFE | NONSOLID | IGNORE_SIMILAR | APPEARING;
			DissolvePtr->turn_wait = 0;
			DissolvePtr->life_span = NUM_DISSOLVE_FRAMES;
			DissolvePtr->current.location.x = ElementPtr->current.location.x;
			DissolvePtr->current.location.y = ElementPtr->current.location.y;
			DissolvePtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
			DissolvePtr->current.image.frame = SetAbsFrameIndex (ElementPtr->current.image.frame, LAST_SHOCKWAVE_INDEX);
			DissolvePtr->preprocess_func = gas_death_animation;
			SetElementStarShip (DissolvePtr, StarShipPtr);
			SetPrimType (&(GLOBAL (DisplayArray))[DissolvePtr->PrimIndex], STAMP_PRIM);
			
			UnlockElement (hDissolve);
			PutElement (hDissolve);
		}
		
		UnlockElement (StarShipPtr->hShip);
	}
}
static void
spawn_crew (ELEMENT *ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		HELEMENT hCrew;

		hCrew = AllocElement ();
		if (hCrew != 0)
		{
			ELEMENT *CrewPtr;

			LockElement (hCrew, &CrewPtr);
			CrewPtr->next.location = ElementPtr->next.location;
			CrewPtr->playerNr = ElementPtr->playerNr;
			CrewPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE;
			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)
		{
			ELEMENT *ObjPtr;
            STARSHIP *EnemyStarShipPtr;

			LockElement (hElement, &ObjPtr);
            GetElementStarShip (ObjPtr, &EnemyStarShipPtr);
			hNextElement = GetSuccElement (ObjPtr);

			if ((ObjPtr->state_flags & PLAYER_SHIP)
					&& !elementsOfSamePlayer (ObjPtr, ElementPtr)
					&& 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);
                
				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))
				{
					COUNT crew_loss;

					if (EnemyStarShipPtr && EnemyStarShipPtr->SpeciesID == SYREEN_ID)
					{
						crew_loss = ((LIMITED_MAX_ABANDONERS
							* (ABANDONER_RANGE - square_root (d_squared)))
							/ ABANDONER_RANGE) + 1;
					}
					else
					{
						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);
		}
	}
}
Example #9
0
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);
		}
	}
}
Example #10
0
static void
destruct_preprocess (PELEMENT ElementPtr)
{
#define DESTRUCT_SWITCH ((NUM_EXPLOSION_FRAMES * 3) - 3)
	PPRIMITIVE lpPrim;

	lpPrim = &(GLOBAL (DisplayArray))[ElementPtr->PrimIndex];
	ElementPtr->state_flags |= CHANGING;
	if (ElementPtr->life_span > DESTRUCT_SWITCH)
	{
		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)
	{
		ElementPtr->next.image.frame =
				IncFrameIndex (ElementPtr->current.image.frame);
		if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E));
		else if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C));
		else if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06));
		else if (GetPrimColor (lpPrim) == 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);
		ElementPtr->preprocess_func = NULL_PTR;

		hDestruct = AllocElement ();
		if (hDestruct)
		{
			ELEMENTPTR DestructPtr;
			STARSHIPPTR StarShipPtr;

			GetElementStarShip (ElementPtr, &StarShipPtr);

			PutElement (hDestruct);
			LockElement (hDestruct, &DestructPtr);
			SetElementStarShip (DestructPtr, StarShipPtr);
			DestructPtr->hit_points = DestructPtr->mass_points = 0;
			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 =
					DestructPtr->death_func = NULL_PTR;
			ZeroVelocityComponents (&DestructPtr->velocity);
			UnlockElement (hDestruct);
		}
	}
}
static void
initialize_diagonal_flame (ELEMENT *ElementPtr)
{
	COUNT i;
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
	MissileBlock.index = 0;
	MissileBlock.sender = ElementPtr->playerNr;
	MissileBlock.flags = IGNORE_SIMILAR;
	MissileBlock.pixoffs = ILWRATH_OFFSET;
	MissileBlock.speed = MISSILE_SPEED;
	MissileBlock.hit_points = MISSILE_HITS;
	MissileBlock.damage = MISSILE_DAMAGE;
	MissileBlock.life = MISSILE_LIFE;
	MissileBlock.preprocess_func = flame_preprocess;
	MissileBlock.blast_offs = MISSILE_OFFSET;

	for(i = 0; i < 2; ++i)
	{
		HELEMENT hFlame;
	
		if (i == 0)
		{
			MissileBlock.cx = ElementPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -32);
			MissileBlock.cy = ElementPtr->next.location.y
				+ SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -32);

			MissileBlock.face = NORMALIZE_FACING (StarShipPtr->ShipFacing + 2);
		}
		else
		{
			MissileBlock.cx = ElementPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 32);
			MissileBlock.cy = ElementPtr->next.location.y
				+ SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 32);

			MissileBlock.face = NORMALIZE_FACING (StarShipPtr->ShipFacing - 2);
		}

		hFlame = initialize_missile (&MissileBlock);
		if (hFlame)
		{
			SIZE dx, dy;
			ELEMENT *FlamePtr;
	
			LockElement (hFlame, &FlamePtr);
			SetElementStarShip (FlamePtr, StarShipPtr);
			FlamePtr->hTarget = 0;
			GetCurrentVelocityComponents (&ElementPtr->velocity, &dx, &dy);
			DeltaVelocityComponents (&FlamePtr->velocity, dx, dy);
			FlamePtr->current.location.x -= VELOCITY_TO_WORLD (dx);
			FlamePtr->current.location.y -= VELOCITY_TO_WORLD (dy);
	
			FlamePtr->collision_func = flame_collision;
			FlamePtr->turn_wait = 0;
			UnlockElement (hFlame);
			PutElement (hFlame);
		}
	}
}
Example #12
0
static void
gas_preprocess (ELEMENT *ElementPtr)
{	
	STARSHIP *StarShipPtr;
	SDWORD dx, dy;
	
	// Baul's gas now flies forward. Slow down the gas smoothly.
	GetCurrentVelocityComponentsSdword (&ElementPtr->velocity, &dx, &dy);
	if (dx != 0 || dy != 0)
	{
		dx = (SDWORD)(dx * 9 / 10);
		dy = (SDWORD)(dy * 9 / 10);
		SetVelocityComponents (&ElementPtr->velocity, dx, dy);
	}
		
	GetElementStarShip (ElementPtr, &StarShipPtr);
	
	// Move to next image frame. (Abusing thrust_wait to slow down the anim.)
	if (ElementPtr->thrust_wait > 0)
		--ElementPtr->thrust_wait;
	else
	{
		// Abusing thrust_wait to slow down the anim. (Should help performance a bit.)
		ElementPtr->thrust_wait = 1;
		
		// This makes the gas animate even if the ships are not moving and the screen is stationary.
		ElementPtr->state_flags |= CHANGING;
		
		if (GetFrameIndex (ElementPtr->current.image.frame) >= LAST_DISSOLVE_INDEX
			&& GetFrameIndex (ElementPtr->current.image.frame) < LAST_DISSOLVE_INDEX + NUM_EMERGE_FRAMES)
			ElementPtr->next.image.frame = IncFrameIndex (ElementPtr->current.image.frame);
		else if (GetFrameIndex (ElementPtr->current.image.frame) < LAST_GAS_INDEX - 1)
			ElementPtr->next.image.frame = IncFrameIndex (ElementPtr->current.image.frame);
		else
			ElementPtr->next.image.frame = SetAbsFrameIndex (ElementPtr->current.image.frame, 0);
	}
	
	// If enemy ship dies, remove the gas (this prevents game crashing upon enemy ship dying with gas on it).
	if ((!(ElementPtr->state_flags & IGNORE_VELOCITY) && ElementPtr->hTarget == 0)
		|| StarShipPtr->RaceDescPtr->ship_info.crew_level == 0)
	{
		ElementPtr->life_span = 0;
		ElementPtr->state_flags |= DISAPPEARING;
	}
	// When the gas has collided with enemy ship, it sticks to the ship until expires.
	// (When the gas is sticking to enemy ship, the gas's IGNORE_VELOCITY flag is disabled.)
	else if (!(ElementPtr->state_flags & IGNORE_VELOCITY) && !(ElementPtr->state_flags & DISAPPEARING))
	{
		ELEMENT *eptr;
		SIZE offs_x, offs_y;
		SBYTE leftOrRight, upOrDown;
		COUNT angle, angleCorrect;
		static BYTE alignment[NUM_SIDES]={0,0};
		
		// eptr points to enemy ship now.
		LockElement (ElementPtr->hTarget, &eptr);
		
		// Make gas's location the same as the enemy ship's.
		ElementPtr->next.location = eptr->next.location;
		
		// Randomize the gas's location so every gas cloud doesn't stick to the same place on the enemy ship.
		GetElementStarShip (eptr, &StarShipPtr);
		angle = (ElementPtr->weapon_element_index) % 16;
		alignment[ElementPtr->playerNr] = ElementPtr->weapon_element_index % 4;
		if (alignment[ElementPtr->playerNr] == 0)
		{
			leftOrRight = -1;
			upOrDown = 1;
			angleCorrect = 0;
		}
		else if (alignment[ElementPtr->playerNr] == 1)
		{
			leftOrRight = 1;
			upOrDown = -1;
			angleCorrect = 0;
		}
		else if (alignment[ElementPtr->playerNr] == 2)
		{
			leftOrRight = -1;
			upOrDown = 1;
			angleCorrect = HALF_CIRCLE / 2;
		}
		else
		{
			leftOrRight = 1;
			upOrDown = -1;
			angleCorrect = HALF_CIRCLE / 2;
		}
		offs_x = SINE (angle - angleCorrect, (ElementPtr->weapon_element_index % 16) * (5 << RESOLUTION_FACTOR));
		offs_y = COSINE (angle - angleCorrect, (ElementPtr->weapon_element_index % 16) * (5 << RESOLUTION_FACTOR));
		ElementPtr->next.location.x = ElementPtr->next.location.x + leftOrRight * offs_x;
		ElementPtr->next.location.y = ElementPtr->next.location.y + upOrDown * offs_y;
	
		if (ElementPtr->turn_wait)
		{
			HELEMENT hEffect;
			
			hEffect = AllocElement ();
			if (hEffect)
			{
				// eptr points to the new gas element now.
				LockElement (hEffect, &eptr);
				eptr->playerNr = ElementPtr->playerNr;
				eptr->state_flags = FINITE_LIFE | GASSY_SUBSTANCE | CHANGING;
				eptr->life_span = 1;
				eptr->thrust_wait = 1;
				eptr->weapon_element_index = ElementPtr->weapon_element_index;
				eptr->current = eptr->next = ElementPtr->next;
				eptr->preprocess_func = gas_preprocess;
				eptr->collision_func = gas_collision;
				// No need to have death_func here: It carries on from the declaration in gas_collision.
				// In fact, if gas_death is put here as death_func, it just messes up the graphics.
				
				SetPrimType (&(GLOBAL (DisplayArray))[eptr->PrimIndex], STAMP_PRIM);
				GetElementStarShip (ElementPtr, &StarShipPtr);
				SetElementStarShip (eptr, StarShipPtr);
				eptr->hTarget = ElementPtr->hTarget;
				
				UnlockElement (hEffect);
				PutElement (hEffect);
			}
		}
		
		UnlockElement (ElementPtr->hTarget);
	}
}
Example #13
0
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);
}
Example #14
0
static void
spawn_point_defense (PELEMENT ElementPtr)
{
	STARSHIPPTR StarShipPtr;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		HELEMENT hDefense;

		hDefense = AllocElement ();
		if (hDefense)
		{
			ELEMENTPTR DefensePtr;

			LockElement (hDefense, &DefensePtr);
			DefensePtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE |
					(ElementPtr->state_flags & (GOOD_GUY | BAD_GUY));
			{
				DefensePtr->death_func = spawn_point_defense;
			}
			GetElementStarShip (ElementPtr, &StarShipPtr);
			SetElementStarShip (DefensePtr, StarShipPtr);
			UnlockElement (hDefense);

			PutElement (hDefense);
		}
	}
	else
	{
		BOOLEAN PaidFor;
		HELEMENT hObject, hNextObject;
		ELEMENTPTR ShipPtr;

		PaidFor = FALSE;

		LockElement (StarShipPtr->hShip, &ShipPtr);
		for (hObject = GetTailElement (); hObject; hObject = hNextObject)
		{
			ELEMENTPTR ObjectPtr;

			LockElement (hObject, &ObjectPtr);
			hNextObject = GetPredElement (ObjectPtr);
			if (ObjectPtr != ShipPtr && CollidingElement (ObjectPtr) &&
					!OBJECT_CLOAKED (ObjectPtr))
			{
#define LASER_RANGE (UWORD)100
				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));
						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->state_flags & (GOOD_GUY | BAD_GUY))
							| IGNORE_SIMILAR;
					LaserBlock.pixoffs = 0;
					LaserBlock.color = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F);
					hPointDefense = initialize_laser (&LaserBlock);
					if (hPointDefense)
					{
						ELEMENTPTR PDPtr;

						LockElement (hPointDefense, &PDPtr);
						SetElementStarShip (PDPtr, StarShipPtr);
						PDPtr->hTarget = 0;
						UnlockElement (hPointDefense);

						PutElement (hPointDefense);
					}
				}
			}
			UnlockElement (hObject);
		}
		UnlockElement (StarShipPtr->hShip);
	}
}
Example #15
0
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;

            // Disable Ur-Quan autoturret.
            if (StarShipPtr && StarShipPtr->SpeciesID == UR_QUAN_ID)
                ++StarShipPtr->auxiliary_counter;

            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);
    }
}
Example #16
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);
	}
}
Example #17
0
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);
}
Example #18
0
// 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);
        }
    }
}
Example #19
0
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);
        }
    }
}
Example #20
0
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);
            }
            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
        {
            SIZE dx, dy;
            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 (PUMPUP_SPEED)),
                                   SINE (angle, WORLD_TO_VELOCITY (PUMPUP_SPEED)));
            GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy);
            dx = dx * 1/2;
            dy = dy * 1/2;

            // Add some of the Trader's velocity to its projectiles.
            DeltaVelocityComponents (&EPtr->velocity, dx, dy);
            EPtr->current.location.x -= VELOCITY_TO_WORLD (dx);
            EPtr->current.location.y -= VELOCITY_TO_WORLD (dy);

            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;
    }
}
Example #21
0
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)
Example #22
0
// Secondary weapon: Gas cloud.
// The IGNORE_VELOCITY flag is very important: It doesn't only stop the gas from reacting to gravity,
// (see collide.h) but it also makes it possible for the gas to stick to enemy ship (see this file's other gas functions).
static void spawn_gas (ELEMENT *ShipPtr)
{	
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;
	HELEMENT Missile;
	SIZE offs_x, offs_y;
	COUNT angle;
	static COUNT gas_side[NUM_SIDES]   = {0, 0};
	static COUNT gas_number[NUM_SIDES] = {0, 0};
	
	GetElementStarShip (ShipPtr, &StarShipPtr);
	
	gas_number[ShipPtr->playerNr] = (gas_number[ShipPtr->playerNr] + 1) % 32;
	gas_side[ShipPtr->playerNr] = (gas_side[ShipPtr->playerNr] + 1) % 2;
	angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);
	
	// This mechanism can be used to alter the "pipe" from which the gas clouds come.
	if(gas_side[ShipPtr->playerNr])
	{
		offs_x = -SINE (angle, GAS_HORZ_OFFSET);
		offs_y = COSINE (angle, GAS_HORZ_OFFSET);
	}
	else
	{
		offs_x = -SINE (angle, GAS_HORZ_OFFSET);
		offs_y = COSINE (angle, GAS_HORZ_OFFSET);
	}
		
	MissileBlock.cx = ShipPtr->next.location.x + offs_x;
	MissileBlock.cy = ShipPtr->next.location.y + offs_y;
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.special;
	MissileBlock.face = StarShipPtr->ShipFacing;// Baul's gas now flies forward. (this was: (StarShipPtr->ShipFacing - 8) % 16;)
	MissileBlock.index = LAST_DISSOLVE_INDEX; // Start with the gas emerge animation which is the last .pngs in gasXX.ani
	MissileBlock.sender = ShipPtr->playerNr;
	MissileBlock.flags = GASSY_SUBSTANCE | IGNORE_VELOCITY; // Don't erase the IGNORE_VELOCITY. It's very important.
	MissileBlock.pixoffs = GAS_OFFSET;
	MissileBlock.speed = GAS_INIT_SPEED;
	MissileBlock.hit_points = GAS_HITS;
	MissileBlock.damage = GAS_DAMAGE;
	MissileBlock.life = GAS_LIFE;
	MissileBlock.preprocess_func = gas_preprocess;
	MissileBlock.blast_offs = 0;
	Missile = initialize_missile (&MissileBlock);
	
	if (Missile)
	{
		ELEMENT *GasPtr;
		SIZE	dx, dy; // Baul's gas now flies forward.
		
		LockElement (Missile, &GasPtr);
		
		// Baul's gas now flies forward.
		GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy);
		DeltaVelocityComponents (&GasPtr->velocity, dx, dy);
		GasPtr->current.location.x -= VELOCITY_TO_WORLD (dx);
		GasPtr->current.location.y -= VELOCITY_TO_WORLD (dy);
		
		GasPtr->collision_func = gas_collision;
		GasPtr->death_func = gas_death;
		GasPtr->thrust_wait = 1;
		GasPtr->weapon_element_index = gas_number[ShipPtr->playerNr];
		SetElementStarShip (GasPtr, StarShipPtr);
		ProcessSound (SetAbsSoundIndex (StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), GasPtr);
		UnlockElement (Missile);
		PutElement (Missile);
	}
}
Example #23
0
// 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);
		}
	}
}
Example #24
0
static void
spawn_crew (ELEMENT *ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		HELEMENT hCrew;

		hCrew = AllocElement ();
		if (hCrew != 0)
		{
			ELEMENT *CrewPtr;

			LockElement (hCrew, &CrewPtr);
			CrewPtr->next.location = ElementPtr->next.location;
			CrewPtr->playerNr = ElementPtr->playerNr;
			CrewPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE;
			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)
		{
			ELEMENT *ObjPtr;

			LockElement (hElement, &ObjPtr);
			hNextElement = GetSuccElement (ObjPtr);

			if ((ObjPtr->state_flags & PLAYER_SHIP)
					&& !elementsOfSamePlayer (ObjPtr, ElementPtr)
					&& 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 << RESOLUTION_FACTOR) // JMS_GFX /* 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);
		}
	}
}
Example #25
0
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);
	}
}