static void flak_preprocess (ELEMENT *ElementPtr) { if (ElementPtr->turn_wait > 0) --ElementPtr->turn_wait; else { SIZE angle, delta_speed; angle = GetVelocityTravelAngle (&ElementPtr->velocity); delta_speed = WORLD_TO_VELOCITY (MISSILE_DECELERATION); DeltaVelocityComponents (&ElementPtr->velocity, (SIZE)COSINE (angle, -delta_speed), (SIZE)SINE (angle, -delta_speed)); ElementPtr->turn_wait = MISSILE_DECEL_WAIT; ElementPtr->state_flags |= CHANGING; } }
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; } }
static void sis_hyper_preprocess (ELEMENT *ElementPtr) { SIZE udx, udy, dx, dy; SIZE AccelerateDirection; STARSHIP *StarShipPtr; if (ElementPtr->state_flags & APPEARING) ElementPtr->velocity = GLOBAL (velocity); AccelerateDirection = 0; GetElementStarShip (ElementPtr, &StarShipPtr); ++StarShipPtr->weapon_counter; /* no shooting in hyperspace! */ if ((GLOBAL (autopilot)).x == ~0 || (GLOBAL (autopilot)).y == ~0 || (StarShipPtr->cur_status_flags & (LEFT | RIGHT | THRUST))) { LeaveAutoPilot: (GLOBAL (autopilot)).x = (GLOBAL (autopilot)).y = ~0; if (!(StarShipPtr->cur_status_flags & THRUST) || (GLOBAL_SIS (FuelOnBoard) == 0 && GET_GAME_STATE (ARILOU_SPACE_SIDE) <= 1)) { AccelerateDirection = -1; GetCurrentVelocityComponents (&ElementPtr->velocity, &dx, &dy); udx = dx << 4; udy = dy << 4; StarShipPtr->cur_status_flags &= ~THRUST; } } else { SIZE facing; POINT universe; universe.x = LOGX_TO_UNIVERSE (GLOBAL_SIS (log_x)); universe.y = LOGY_TO_UNIVERSE (GLOBAL_SIS (log_y)); udx = (GLOBAL (autopilot)).x - universe.x; udy = -((GLOBAL (autopilot)).y - universe.y); if ((dx = udx) < 0) dx = -dx; if ((dy = udy) < 0) dy = -dy; if (dx <= 1 && dy <= 1) goto LeaveAutoPilot; facing = NORMALIZE_FACING (ANGLE_TO_FACING (ARCTAN (udx, udy))); /* This prevents ship from flying backwards on auto-pilot. * It could also theoretically abort autopilot in a bad savegame */ if ((StarShipPtr->cur_status_flags & SHIP_AT_MAX_SPEED) /*|| (ElementPtr->state_flags & APPEARING)*/ ) { if (NORMALIZE_FACING (StarShipPtr->ShipFacing + ANGLE_TO_FACING (QUADRANT) - facing) > ANGLE_TO_FACING (HALF_CIRCLE)) goto LeaveAutoPilot; facing = StarShipPtr->ShipFacing; } else if ((int)facing != (int)StarShipPtr->ShipFacing && ElementPtr->turn_wait == 0) { if (NORMALIZE_FACING ( StarShipPtr->ShipFacing - facing ) >= ANGLE_TO_FACING (HALF_CIRCLE)) { facing = NORMALIZE_FACING (facing - 1); StarShipPtr->cur_status_flags |= RIGHT; } else if ((int)StarShipPtr->ShipFacing != (int)facing) { facing = NORMALIZE_FACING (facing + 1); StarShipPtr->cur_status_flags |= LEFT; } if ((int)facing == (int)StarShipPtr->ShipFacing) { ZeroVelocityComponents (&ElementPtr->velocity); } } GetCurrentVelocityComponents (&ElementPtr->velocity, &dx, &dy); if ((GLOBAL_SIS (FuelOnBoard) || GET_GAME_STATE (ARILOU_SPACE_SIDE) > 1) && (int)facing == (int)StarShipPtr->ShipFacing) { StarShipPtr->cur_status_flags |= SHIP_AT_MAX_SPEED; AccelerateDirection = 1; } else { AccelerateDirection = -1; udx = dx << 4; udy = dy << 4; } } if (ElementPtr->thrust_wait == 0 && AccelerateDirection) { COUNT dist; SIZE speed, velocity_increment; velocity_increment = WORLD_TO_VELOCITY ( StarShipPtr->RaceDescPtr->characteristics.thrust_increment); if ((dist = square_root ((long)udx * udx + (long)udy * udy)) == 0) dist = 1; /* prevent divide by zero */ speed = square_root ((long)dx * dx + (long)dy * dy); if (AccelerateDirection < 0) { dy = (speed / velocity_increment - 1) * velocity_increment; if (dy < speed - velocity_increment) dy = speed - velocity_increment; if ((speed = dy) < 0) speed = 0; StarShipPtr->cur_status_flags &= ~SHIP_AT_MAX_SPEED; } else { SIZE max_velocity; AccelerateDirection = 0; max_velocity = WORLD_TO_VELOCITY ( StarShipPtr->RaceDescPtr->characteristics.max_thrust); dy = (speed / velocity_increment + 1) * velocity_increment; if (dy < speed + velocity_increment) dy = speed + velocity_increment; if ((speed = dy) > max_velocity) { speed = max_velocity; StarShipPtr->cur_status_flags |= SHIP_AT_MAX_SPEED; } } dx = (SIZE)((long)udx * speed / (long)dist); dy = (SIZE)((long)udy * speed / (long)dist); SetVelocityComponents (&ElementPtr->velocity, dx, dy); ElementPtr->thrust_wait = StarShipPtr->RaceDescPtr->characteristics.thrust_wait; } }
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); }
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); }