static void druuge_postprocess (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); /* if just fired cannon */ if ((StarShipPtr->cur_status_flags & WEAPON) && StarShipPtr->weapon_counter == StarShipPtr->RaceDescPtr->characteristics.weapon_wait) { COUNT angle; SIZE cur_delta_x, cur_delta_y; StarShipPtr->cur_status_flags &= ~SHIP_AT_MAX_SPEED; angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE; DeltaVelocityComponents (&ElementPtr->velocity, COSINE (angle, RECOIL_VELOCITY), SINE (angle, RECOIL_VELOCITY)); GetCurrentVelocityComponents (&ElementPtr->velocity, &cur_delta_x, &cur_delta_y); if ((long)cur_delta_x * (long)cur_delta_x + (long)cur_delta_y * (long)cur_delta_y > (long)MAX_RECOIL_VELOCITY * (long)MAX_RECOIL_VELOCITY) { angle = ARCTAN (cur_delta_x, cur_delta_y); SetVelocityComponents (&ElementPtr->velocity, COSINE (angle, MAX_RECOIL_VELOCITY), SINE (angle, MAX_RECOIL_VELOCITY)); } } }
static bool GenerateTrap_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; int planetArray[] = { PRIMORDIAL_WORLD, WATER_WORLD, TELLURIC_WORLD }; solarSys->SunDesc[0].NumPlanets = (BYTE)~0; solarSys->SunDesc[0].PlanetByte = 0; if(!PrimeSeed){ solarSys->SunDesc[0].NumPlanets = (RandomContext_Random (SysGenRNG) % (9 - 1) + 1); } FillOrbits (solarSys, solarSys->SunDesc[0].NumPlanets, solarSys->PlanetDesc, FALSE); GeneratePlanets (solarSys); solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].data_index = TELLURIC_WORLD; solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].alternate_colormap = NULL; solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].NumPlanets = 1; if(!PrimeSeed){ solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].data_index = planetArray[RandomContext_Random (SysGenRNG) % 2]; } else { solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].radius = EARTH_RADIUS * 203L / 100; angle = ARCTAN (solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].location.x, solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].location.y); solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].location.x = COSINE (angle, solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].radius); solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].location.y = SINE (angle, solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte].radius); ComputeSpeed(&solarSys->PlanetDesc[solarSys->SunDesc[0].PlanetByte], FALSE, 1); } return true; }
static bool GenerateVux_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; GenerateDefault_generatePlanets (solarSys); if (CurStarDescPtr->Index == MAIDENS_DEFINED) { GenerateDefault_generatePlanets (solarSys); // XXX: this is the second time that this function is // called. Is it safe to remove one, or does this change // the RNG so that the outcome is different? solarSys->PlanetDesc[0].data_index = REDUX_WORLD; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 212L / 100; angle = ARCTAN (solarSys->PlanetDesc[0].location.x, solarSys->PlanetDesc[0].location.y); solarSys->PlanetDesc[0].location.x = COSINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].location.y = SINE (angle, solarSys->PlanetDesc[0].radius); ComputeSpeed(&solarSys->PlanetDesc[0], FALSE, 1); } else { if (CurStarDescPtr->Index == VUX_DEFINED) { solarSys->PlanetDesc[0].data_index = REDUX_WORLD; solarSys->PlanetDesc[0].NumPlanets = 1; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 42L / 100; angle = HALF_CIRCLE + OCTANT; ComputeSpeed(&solarSys->PlanetDesc[0], FALSE, 1); } else /* if (CurStarDescPtr->Index == VUX_BEAST_DEFINED) */ { memmove (&solarSys->PlanetDesc[1], &solarSys->PlanetDesc[0], sizeof (solarSys->PlanetDesc[0]) * solarSys->SunDesc[0].NumPlanets); ++solarSys->SunDesc[0].NumPlanets; angle = HALF_CIRCLE - OCTANT; solarSys->PlanetDesc[0].data_index = WATER_WORLD; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 110L / 100; solarSys->PlanetDesc[0].NumPlanets = 0; ComputeSpeed(&solarSys->PlanetDesc[0], FALSE, 1); } solarSys->PlanetDesc[0].location.x = COSINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].location.y = SINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].rand_seed = MAKE_DWORD ( solarSys->PlanetDesc[0].location.x, solarSys->PlanetDesc[0].location.y); } return true; }
static bool GenerateSaMatra_reinitNpcs (SOLARSYS_STATE *solarSys) { BOOLEAN GuardEngaged; HIPGROUP hGroup; HIPGROUP hNextGroup; GetGroupInfo (GROUPS_RANDOM, GROUP_LOAD_IP); EncounterGroup = 0; EncounterRace = -1; // Do not want guards to chase the player GuardEngaged = FALSE; for (hGroup = GetHeadLink (&GLOBAL (ip_group_q)); hGroup; hGroup = hNextGroup) { IP_GROUP *GroupPtr; GroupPtr = LockIpGroup (&GLOBAL (ip_group_q), hGroup); hNextGroup = _GetSuccLink (GroupPtr); if (GET_GAME_STATE (URQUAN_MESSED_UP)) { GroupPtr->task &= REFORM_GROUP; GroupPtr->task |= FLEE | IGNORE_FLAGSHIP; GroupPtr->dest_loc = 0; } else if (GroupPtr->task & REFORM_GROUP) { // REFORM_GROUP was set in ipdisp.c:ip_group_collision // during a collision with the flagship. GroupPtr->task &= ~REFORM_GROUP; GroupPtr->group_counter = 0; GuardEngaged = TRUE; } UnlockIpGroup (&GLOBAL (ip_group_q), hGroup); } if (GuardEngaged) { COUNT angle; POINT org; org = planetOuterLocation (4); angle = ARCTAN (GLOBAL (ip_location.x) - org.x, GLOBAL (ip_location.y) - org.y); GLOBAL (ip_location.x) = org.x + COSINE (angle, 3000); GLOBAL (ip_location.y) = org.y + SINE (angle, 3000); XFormIPLoc (&GLOBAL (ip_location), &GLOBAL (ShipStamp.origin), TRUE); } (void) solarSys; return true; }
static void buzztrack_preprocess (PELEMENT ElementPtr) { if (ElementPtr->thrust_wait) --ElementPtr->thrust_wait; else { COUNT facing = 0; if (ElementPtr->hTarget == 0 && TrackShip (ElementPtr, &facing) < 0) { ZeroVelocityComponents (&ElementPtr->velocity); } else { #define ACTIVATE_RANGE 224 /* Originally SPACE_WIDTH */ SIZE delta_x, delta_y; ELEMENTPTR eptr; LockElement (ElementPtr->hTarget, &eptr); delta_x = eptr->current.location.x - ElementPtr->current.location.x; delta_y = eptr->current.location.y - ElementPtr->current.location.y; UnlockElement (ElementPtr->hTarget); delta_x = WRAP_DELTA_X (delta_x); delta_y = WRAP_DELTA_Y (delta_y); facing = NORMALIZE_FACING ( ANGLE_TO_FACING (ARCTAN (delta_x, delta_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 (delta_x >= ACTIVATE_RANGE || delta_y >= ACTIVATE_RANGE || (DWORD)((UWORD)delta_x * delta_x) + (DWORD)((UWORD)delta_y * delta_y) >= (DWORD)ACTIVATE_RANGE * ACTIVATE_RANGE) { ZeroVelocityComponents (&ElementPtr->velocity); } else { ElementPtr->thrust_wait = TRACK_WAIT; SetVelocityVector (&ElementPtr->velocity, DISPLAY_TO_WORLD (2), facing); } } } spin_preprocess (ElementPtr); }
/*---------------------------------------------------------------------- ComputePropandAngle : interpolate proportion of each point over total list of point float length; total length ThotPath *Path; The Path float *Proportion; per segment % of total length ----------------------------------------------------------------------*/ static void ComputePropandAngle (AnimPath *pop_path) { int i, npoints = 0; float x, y, totallength, length; ThotPoint *points; float *proportion, *angle; points = pop_path->Path; npoints = pop_path->npoints; proportion = (float *) TtaGetMemory (npoints * sizeof(float)); angle = (float *) TtaGetMemory (npoints * sizeof(float)); totallength = 0; proportion[0] = 0; for (i = 1; i < npoints; i++) { x = (float)(points[i].x - points[i-1].x); y = (float)(points[i].y - points[i-1].y); length = (float)sqrt(x*x + y*y); /* /| / | / | / | / | / | / | / _| / angle| | +-------+-+ <--- x --> cos j = a1 / square root(a1*a1 + a2*a2) if (length > 0) angle[i] = acos (x / length) else angle[i] = 90; */ if (fabs (y) < 0.0001) angle[i] = (float)ARCTAN (x/y); else angle[i] = 90.; totallength += length; proportion[i] = totallength; } if (totallength == 0) totallength = 1; for (i = 1; i < npoints; i++) { proportion[i] = proportion[i] / totallength; } pop_path->Proportion = proportion; pop_path->length = totallength; pop_path->Tangent_angle = angle; }
int main() { double a, r; a = __VERIFIER_nondet_double(); __VERIFIER_assume(a >= -1.79e308 && a <= 1.79e308); r = ARCTAN(a); __VERIFIER_assert(r >= -1.571 && r <= 1.571); return 0; }
static void doggy_preprocess (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); ++StarShipPtr->special_counter; if (ElementPtr->thrust_wait > 0) /* could be non-zero after a collision */ --ElementPtr->thrust_wait; else { COUNT facing, orig_facing; SIZE delta_facing; facing = orig_facing = NORMALIZE_FACING (ANGLE_TO_FACING ( GetVelocityTravelAngle (&ElementPtr->velocity) )); if ((delta_facing = TrackShip (ElementPtr, &facing)) < 0) facing = NORMALIZE_FACING (TFB_Random ()); else { ELEMENT *ShipPtr; LockElement (ElementPtr->hTarget, &ShipPtr); facing = NORMALIZE_FACING (ANGLE_TO_FACING ( ARCTAN (ShipPtr->current.location.x - ElementPtr->current.location.x, ShipPtr->current.location.y - ElementPtr->current.location.y) )); delta_facing = NORMALIZE_FACING (facing - GetFrameIndex (ShipPtr->current.image.frame)); UnlockElement (ElementPtr->hTarget); if (delta_facing > ANGLE_TO_FACING (HALF_CIRCLE - OCTANT) && delta_facing < ANGLE_TO_FACING (HALF_CIRCLE + OCTANT)) { if (delta_facing >= ANGLE_TO_FACING (HALF_CIRCLE)) facing -= ANGLE_TO_FACING (QUADRANT); else facing += ANGLE_TO_FACING (QUADRANT); } facing = NORMALIZE_FACING (facing); } if (facing != orig_facing) SetVelocityVector (&ElementPtr->velocity, DOGGY_SPEED, facing); } }
static void spathi_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern, COUNT ConcernCounter) { STARSHIP *StarShipPtr; EVALUATE_DESC *lpEvalDesc; ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); GetElementStarShip (ShipPtr, &StarShipPtr); StarShipPtr->ship_input_state &= ~SPECIAL; lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX]; if (StarShipPtr->special_counter == 0 && lpEvalDesc->ObjectPtr && lpEvalDesc->which_turn <= 24) { COUNT travel_facing, direction_facing; SIZE delta_x, delta_y; travel_facing = NORMALIZE_FACING ( ANGLE_TO_FACING (GetVelocityTravelAngle (&ShipPtr->velocity) + HALF_CIRCLE) ); delta_x = lpEvalDesc->ObjectPtr->current.location.x - ShipPtr->current.location.x; delta_y = lpEvalDesc->ObjectPtr->current.location.y - ShipPtr->current.location.y; direction_facing = NORMALIZE_FACING ( ANGLE_TO_FACING (ARCTAN (delta_x, delta_y)) ); if (NORMALIZE_FACING (direction_facing - (StarShipPtr->ShipFacing + ANGLE_TO_FACING (HALF_CIRCLE)) + ANGLE_TO_FACING (QUADRANT)) <= ANGLE_TO_FACING (HALF_CIRCLE) && (lpEvalDesc->which_turn <= 8 || NORMALIZE_FACING (direction_facing + ANGLE_TO_FACING (HALF_CIRCLE) - ANGLE_TO_FACING (GetVelocityTravelAngle ( &lpEvalDesc->ObjectPtr->velocity )) + ANGLE_TO_FACING (QUADRANT)) <= ANGLE_TO_FACING (HALF_CIRCLE)) && (!(StarShipPtr->cur_status_flags & (SHIP_BEYOND_MAX_SPEED | SHIP_IN_GRAVITY_WELL)) || NORMALIZE_FACING (direction_facing - travel_facing + ANGLE_TO_FACING (QUADRANT)) <= ANGLE_TO_FACING (HALF_CIRCLE))) StarShipPtr->ship_input_state |= SPECIAL; } }
static bool GenerateColony_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; PLANET_DESC *pMinPlanet; pMinPlanet = &solarSys->PlanetDesc[0]; FillOrbits (solarSys, (BYTE)~0, pMinPlanet, FALSE); pMinPlanet->radius = EARTH_RADIUS * 115L / 100; angle = ARCTAN (pMinPlanet->location.x, pMinPlanet->location.y); pMinPlanet->location.x = COSINE (angle, pMinPlanet->radius); pMinPlanet->location.y = SINE (angle, pMinPlanet->radius); pMinPlanet->data_index = WATER_WORLD | PLANET_SHIELDED; return true; }
static bool GenerateBurvixese_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; GenerateDefault_generatePlanets (solarSys); solarSys->PlanetDesc[0].data_index = REDUX_WORLD; solarSys->PlanetDesc[0].NumPlanets = 1; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 39L / 100; angle = ARCTAN (solarSys->PlanetDesc[0].location.x, solarSys->PlanetDesc[0].location.y); solarSys->PlanetDesc[0].location.x = COSINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].location.y = SINE (angle, solarSys->PlanetDesc[0].radius); return true; }
static bool GenerateAndrosynth_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; GenerateDefault_generatePlanets (solarSys); solarSys->PlanetDesc[1].data_index = TELLURIC_WORLD; solarSys->PlanetDesc[1].radius = EARTH_RADIUS * 204L / 100; angle = ARCTAN (solarSys->PlanetDesc[1].location.x, solarSys->PlanetDesc[1].location.y); solarSys->PlanetDesc[1].location.x = COSINE (angle, solarSys->PlanetDesc[1].radius); solarSys->PlanetDesc[1].location.y = SINE (angle, solarSys->PlanetDesc[1].radius); ComputeSpeed(&solarSys->PlanetDesc[1], FALSE, 1); return true; }
static bool GenerateSupox_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; GenerateDefault_generatePlanets (solarSys); solarSys->PlanetDesc[0].data_index = WATER_WORLD; solarSys->PlanetDesc[0].NumPlanets = 2; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 152L / 100; angle = ARCTAN (solarSys->PlanetDesc[0].location.x, solarSys->PlanetDesc[0].location.y); solarSys->PlanetDesc[0].location.x = COSINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].location.y = SINE (angle, solarSys->PlanetDesc[0].radius); ComputeSpeed(&solarSys->PlanetDesc[0], FALSE, 1); return true; }
static bool GenerateUtwig_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; GenerateDefault_generatePlanets (solarSys); if (CurStarDescPtr->Index == UTWIG_DEFINED) { solarSys->PlanetDesc[0].data_index = WATER_WORLD; solarSys->PlanetDesc[0].NumPlanets = 1; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 174L / 100; angle = ARCTAN (solarSys->PlanetDesc[0].location.x, solarSys->PlanetDesc[0].location.y); solarSys->PlanetDesc[0].location.x = COSINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].location.y = SINE (angle, solarSys->PlanetDesc[0].radius); ComputeSpeed(&solarSys->PlanetDesc[0], FALSE, 1); } return true; }
static bool GenerateRainbowWorld_generatePlanets (SOLARSYS_STATE *solarSys) { COUNT angle; GenerateDefault_generatePlanets (solarSys); solarSys->PlanetDesc[0].data_index = RAINBOW_WORLD; solarSys->PlanetDesc[0].NumPlanets = 0; solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 50L / 100; angle = ARCTAN (solarSys->PlanetDesc[0].location.x, solarSys->PlanetDesc[0].location.y); if (angle <= QUADRANT) angle += QUADRANT; else if (angle >= FULL_CIRCLE - QUADRANT) angle -= QUADRANT; solarSys->PlanetDesc[0].location.x = COSINE (angle, solarSys->PlanetDesc[0].radius); solarSys->PlanetDesc[0].location.y = SINE (angle, solarSys->PlanetDesc[0].radius); return true; }
static bool GenerateSpathi_generatePlanets (SOLARSYS_STATE *solarSys) { PLANET_DESC *pMinPlanet; COUNT angle; pMinPlanet = &solarSys->PlanetDesc[0]; solarSys->SunDesc[0].NumPlanets = 1; FillOrbits (solarSys, solarSys->SunDesc[0].NumPlanets, pMinPlanet, FALSE); pMinPlanet->radius = EARTH_RADIUS * 1150L / 100; angle = ARCTAN (pMinPlanet->location.x, pMinPlanet->location.y); pMinPlanet->location.x = COSINE (angle, pMinPlanet->radius); pMinPlanet->location.y = SINE (angle, pMinPlanet->radius); pMinPlanet->data_index = WATER_WORLD; pMinPlanet->alternate_colormap = NULL; if (GET_GAME_STATE (SPATHI_SHIELDED_SELVES)) pMinPlanet->data_index |= PLANET_SHIELDED; pMinPlanet->NumPlanets = 1; ComputeSpeed(pMinPlanet, FALSE, 1); return true; }
static void cannon_collision (ELEMENT *ElementPtr0, POINT *pPt0, ELEMENT *ElementPtr1, POINT *pPt1) { weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1); if ((ElementPtr1->state_flags & PLAYER_SHIP) && ElementPtr1->crew_level && !GRAVITY_MASS (ElementPtr1->mass_points + 1)) { COUNT angle; SIZE cur_delta_x, cur_delta_y; STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr1, &StarShipPtr); StarShipPtr->cur_status_flags &= ~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED); angle = FACING_TO_ANGLE ( GetFrameIndex (ElementPtr0->next.image.frame) ); DeltaVelocityComponents (&ElementPtr1->velocity, COSINE (angle, RECOIL_VELOCITY), SINE (angle, RECOIL_VELOCITY)); GetCurrentVelocityComponents (&ElementPtr1->velocity, &cur_delta_x, &cur_delta_y); if ((long)cur_delta_x * (long)cur_delta_x + (long)cur_delta_y * (long)cur_delta_y > (long)MAX_RECOIL_VELOCITY * (long)MAX_RECOIL_VELOCITY) { angle = ARCTAN (cur_delta_x, cur_delta_y); SetVelocityComponents (&ElementPtr1->velocity, COSINE (angle, MAX_RECOIL_VELOCITY), SINE (angle, MAX_RECOIL_VELOCITY)); } } }
void GeneratePkunk (BYTE control) { switch (control) { case GENERATE_ENERGY: if (pSolarSysState->pOrbitalDesc == &pSolarSysState->PlanetDesc[0]) { COUNT i, which_node; DWORD rand_val, old_rand; old_rand = TFB_SeedRandom ( pSolarSysState->SysInfo.PlanetInfo.ScanSeed[ENERGY_SCAN] ); which_node = i = 0; do { rand_val = TFB_Random (); pSolarSysState->SysInfo.PlanetInfo.CurPt.x = (LOBYTE (LOWORD (rand_val)) % (MAP_WIDTH - (8 << 1))) + 8; pSolarSysState->SysInfo.PlanetInfo.CurPt.y = (HIBYTE (LOWORD (rand_val)) % (MAP_HEIGHT - (8 << 1))) + 8; if (!GET_GAME_STATE (CLEAR_SPINDLE)) pSolarSysState->SysInfo.PlanetInfo.CurType = 0; else pSolarSysState->SysInfo.PlanetInfo.CurType = 1; pSolarSysState->SysInfo.PlanetInfo.CurDensity = 0; if (pSolarSysState->SysInfo.PlanetInfo.ScanRetrieveMask[ENERGY_SCAN] & (1L << i)) { pSolarSysState->SysInfo.PlanetInfo.ScanRetrieveMask[ENERGY_SCAN] &= ~(1L << i); if (!GET_GAME_STATE (CLEAR_SPINDLE)) { ((PPLANETSIDE_DESC)pMenuState->ModuleFrame)->InTransit = TRUE; SET_GAME_STATE (CLEAR_SPINDLE, 1); SET_GAME_STATE (CLEAR_SPINDLE_ON_SHIP, 1); } } if (which_node >= pSolarSysState->CurNode && !(pSolarSysState->SysInfo.PlanetInfo.ScanRetrieveMask[ENERGY_SCAN] & (1L << i))) break; ++which_node; } while (++i < 16); pSolarSysState->CurNode = which_node; TFB_SeedRandom (old_rand); break; } pSolarSysState->CurNode = 0; break; case GENERATE_PLANETS: { COUNT angle; GenerateRandomIP (GENERATE_PLANETS); pSolarSysState->PlanetDesc[0].data_index = WATER_WORLD; pSolarSysState->PlanetDesc[0].NumPlanets = 1; pSolarSysState->PlanetDesc[0].radius = EARTH_RADIUS * 104L / 100; angle = ARCTAN ( pSolarSysState->PlanetDesc[0].location.x, pSolarSysState->PlanetDesc[0].location.y ); pSolarSysState->PlanetDesc[0].location.x = COSINE (angle, pSolarSysState->PlanetDesc[0].radius); pSolarSysState->PlanetDesc[0].location.y = SINE (angle, pSolarSysState->PlanetDesc[0].radius); break; } case GENERATE_ORBITAL: if (pSolarSysState->pOrbitalDesc == &pSolarSysState->PlanetDesc[0]) { if (ActivateStarShip (PKUNK_SHIP, SPHERE_TRACKING)) { NotifyOthers (PKUNK_SHIP, (BYTE)~0); PutGroupInfo (GROUPS_RANDOM, GROUP_SAVE_IP); ReinitQueue (&GLOBAL (npc_built_ship_q)); CloneShipFragment (PKUNK_SHIP, &GLOBAL (npc_built_ship_q), INFINITE_FLEET); pSolarSysState->MenuState.Initialized += 2; GLOBAL (CurrentActivity) |= START_INTERPLANETARY; SET_GAME_STATE (GLOBAL_FLAGS_AND_DATA, 1 << 7); InitCommunication (PKUNK_CONVERSATION); pSolarSysState->MenuState.Initialized -= 2; if (!(GLOBAL (CurrentActivity) & (CHECK_ABORT | CHECK_LOAD))) { GLOBAL (CurrentActivity) &= ~START_INTERPLANETARY; ReinitQueue (&GLOBAL (npc_built_ship_q)); GetGroupInfo (GROUPS_RANDOM, GROUP_LOAD_IP); } break; } else { LoadStdLanderFont (&pSolarSysState->SysInfo.PlanetInfo); pSolarSysState->PlanetSideFrame[1] = CaptureDrawable ( LoadGraphic (RUINS_MASK_PMAP_ANIM) ); pSolarSysState->SysInfo.PlanetInfo.DiscoveryString = CaptureStringTable ( LoadStringTable (PKUNK_RUINS_STRTAB) ); if (GET_GAME_STATE (CLEAR_SPINDLE)) pSolarSysState->SysInfo.PlanetInfo.DiscoveryString = SetAbsStringTableIndex ( pSolarSysState->SysInfo.PlanetInfo.DiscoveryString, 1 ); } } default: GenerateRandomIP (control); break; } }
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 supox_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern, COUNT ConcernCounter) { STARSHIP *StarShipPtr; EVALUATE_DESC *lpEvalDesc; GetElementStarShip (ShipPtr, &StarShipPtr); lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX]; if (StarShipPtr->special_counter || lpEvalDesc->ObjectPtr == 0) StarShipPtr->ship_input_state &= ~SPECIAL; else { BOOLEAN LinedUp; COUNT direction_angle; SIZE delta_x, delta_y; delta_x = lpEvalDesc->ObjectPtr->next.location.x - ShipPtr->next.location.x; delta_y = lpEvalDesc->ObjectPtr->next.location.y - ShipPtr->next.location.y; direction_angle = ARCTAN (delta_x, delta_y); LinedUp = (BOOLEAN)(NORMALIZE_ANGLE (NORMALIZE_ANGLE (direction_angle - FACING_TO_ANGLE (StarShipPtr->ShipFacing)) + QUADRANT) <= HALF_CIRCLE); if (!LinedUp || lpEvalDesc->which_turn > 20 || NORMALIZE_ANGLE ( lpEvalDesc->facing - (FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE) + OCTANT ) > QUADRANT) StarShipPtr->ship_input_state &= ~SPECIAL; else if (LinedUp && lpEvalDesc->which_turn <= 12) StarShipPtr->ship_input_state |= SPECIAL; if (StarShipPtr->ship_input_state & SPECIAL) lpEvalDesc->MoveState = PURSUE; } ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); if (StarShipPtr->ship_input_state & SPECIAL) StarShipPtr->ship_input_state |= THRUST | WEAPON; lpEvalDesc = &ObjectsOfConcern[ENEMY_WEAPON_INDEX]; if (StarShipPtr->special_counter == 0 && lpEvalDesc->ObjectPtr && lpEvalDesc->MoveState == AVOID && ShipPtr->turn_wait == 0) { StarShipPtr->ship_input_state &= ~THRUST; StarShipPtr->ship_input_state |= SPECIAL; if (!(StarShipPtr->cur_status_flags & (LEFT | RIGHT))) StarShipPtr->ship_input_state |= 1 << ((BYTE)TFB_Random () & 1); else StarShipPtr->ship_input_state |= StarShipPtr->cur_status_flags & (LEFT | RIGHT); } }
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 void androsynth_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern, COUNT ConcernCounter) { EVALUATE_DESC *lpEvalDesc; STARSHIP *StarShipPtr; GetElementStarShip (ShipPtr, &StarShipPtr); lpEvalDesc = &ObjectsOfConcern[ENEMY_WEAPON_INDEX]; /* in blazer form */ if (ShipPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.special) { ObjectsOfConcern[CREW_OBJECT_INDEX].ObjectPtr = 0; if (lpEvalDesc->ObjectPtr && lpEvalDesc->MoveState == ENTICE) { if ((lpEvalDesc->ObjectPtr->state_flags & FINITE_LIFE) && !(lpEvalDesc->ObjectPtr->state_flags & CREW_OBJECT)) lpEvalDesc->MoveState = AVOID; else lpEvalDesc->ObjectPtr = 0; } ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); } else { STARSHIP *pEnemyStarShip = NULL; lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX]; if (lpEvalDesc->ObjectPtr) { GetElementStarShip (lpEvalDesc->ObjectPtr, &pEnemyStarShip); // JMS_GFX if (lpEvalDesc->which_turn <= 16 && (StarShipPtr->special_counter > 0 || StarShipPtr->RaceDescPtr->ship_info.energy_level < MAX_ENERGY / 3 || ((WEAPON_RANGE (&pEnemyStarShip->RaceDescPtr->cyborg_control) <= (CLOSE_RANGE_WEAPON << RESOLUTION_FACTOR) && lpEvalDesc->ObjectPtr->crew_level > BLAZER_DAMAGE) || (lpEvalDesc->ObjectPtr->crew_level > (BLAZER_DAMAGE * 3) && MANEUVERABILITY (&pEnemyStarShip->RaceDescPtr->cyborg_control) > SLOW_SHIP)))) lpEvalDesc->MoveState = ENTICE; } ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); if (StarShipPtr->special_counter == 0) { StarShipPtr->ship_input_state &= ~SPECIAL; // JMS_GFX if ((ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr && ObjectsOfConcern[ENEMY_WEAPON_INDEX].which_turn <= 4) || (lpEvalDesc->ObjectPtr && StarShipPtr->RaceDescPtr->ship_info.energy_level >= MAX_ENERGY / 3 && (WEAPON_RANGE (&pEnemyStarShip->RaceDescPtr->cyborg_control) >= WEAPON_RANGE (&StarShipPtr->RaceDescPtr->cyborg_control) << 1 || (lpEvalDesc->which_turn < 16 && (WEAPON_RANGE (&pEnemyStarShip->RaceDescPtr->cyborg_control) > (CLOSE_RANGE_WEAPON << RESOLUTION_FACTOR) || lpEvalDesc->ObjectPtr->crew_level <= BLAZER_DAMAGE) && (lpEvalDesc->ObjectPtr->crew_level <= (BLAZER_DAMAGE * 3) || MANEUVERABILITY (&pEnemyStarShip->RaceDescPtr->cyborg_control) <= SLOW_SHIP))))) StarShipPtr->ship_input_state |= SPECIAL; } if (!(StarShipPtr->ship_input_state & SPECIAL) && StarShipPtr->weapon_counter == 0 && lpEvalDesc->ObjectPtr) { if (lpEvalDesc->which_turn <= 4) StarShipPtr->ship_input_state |= WEAPON; else if (lpEvalDesc->MoveState != PURSUE && lpEvalDesc->which_turn <= 12) { COUNT travel_facing, direction_facing; SIZE delta_x, delta_y, ship_delta_x, ship_delta_y, other_delta_x, other_delta_y; GetCurrentVelocityComponents (&ShipPtr->velocity, &ship_delta_x, &ship_delta_y); GetCurrentVelocityComponents (&lpEvalDesc->ObjectPtr->velocity, &other_delta_x, &other_delta_y); delta_x = ship_delta_x - other_delta_x; delta_y = ship_delta_y - other_delta_y; travel_facing = ARCTAN (delta_x, delta_y); delta_x = lpEvalDesc->ObjectPtr->next.location.x - ShipPtr->next.location.x; delta_y = lpEvalDesc->ObjectPtr->next.location.y - ShipPtr->next.location.y; direction_facing = ARCTAN (delta_x, delta_y); if (NORMALIZE_ANGLE (travel_facing - direction_facing + OCTANT) <= QUADRANT) StarShipPtr->ship_input_state |= WEAPON; } } } }
static void mmrnmhrm_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern, COUNT ConcernCounter) { BOOLEAN CanTransform; EVALUATE_DESC *lpEvalDesc; STARSHIP *StarShipPtr; STARSHIP *EnemyStarShipPtr; GetElementStarShip (ShipPtr, &StarShipPtr); CanTransform = (BOOLEAN)(StarShipPtr->special_counter == 0 && StarShipPtr->RaceDescPtr->ship_info.energy_level >= StarShipPtr->RaceDescPtr->characteristics.special_energy_cost); lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX]; if (lpEvalDesc->ObjectPtr) { GetElementStarShip (lpEvalDesc->ObjectPtr, &EnemyStarShipPtr); } ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); StarShipPtr->ship_input_state &= ~SPECIAL; if (CanTransform && lpEvalDesc->ObjectPtr && !(StarShipPtr->ship_input_state & WEAPON)) { SIZE delta_x, delta_y; COUNT travel_angle, direction_angle; GetCurrentVelocityComponents (&lpEvalDesc->ObjectPtr->velocity, &delta_x, &delta_y); if (delta_x == 0 && delta_y == 0) direction_angle = travel_angle = 0; else { delta_x = lpEvalDesc->ObjectPtr->current.location.x - ShipPtr->current.location.x; delta_y = lpEvalDesc->ObjectPtr->current.location.y - ShipPtr->current.location.y; direction_angle = ARCTAN (-delta_x, -delta_y); travel_angle = GetVelocityTravelAngle ( &lpEvalDesc->ObjectPtr->velocity ); } if (ShipPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.ship) { if (lpEvalDesc->which_turn > 8) { if (MANEUVERABILITY (&EnemyStarShipPtr->RaceDescPtr->cyborg_control) <= SLOW_SHIP || NORMALIZE_ANGLE ( direction_angle - travel_angle + QUADRANT ) > HALF_CIRCLE) StarShipPtr->ship_input_state |= SPECIAL; } } else { SIZE ship_delta_x, ship_delta_y; GetCurrentVelocityComponents (&ShipPtr->velocity, &ship_delta_x, &ship_delta_y); delta_x -= ship_delta_x; delta_y -= ship_delta_y; travel_angle = ARCTAN (delta_x, delta_y); if (lpEvalDesc->which_turn < 16) { if (lpEvalDesc->which_turn <= 8 || NORMALIZE_ANGLE ( direction_angle - travel_angle + OCTANT ) <= QUADRANT) StarShipPtr->ship_input_state |= SPECIAL; } else if (lpEvalDesc->which_turn > 32 && NORMALIZE_ANGLE ( direction_angle - travel_angle + QUADRANT ) > HALF_CIRCLE) StarShipPtr->ship_input_state |= SPECIAL; } } if (ShipPtr->current.image.farray == StarShipPtr->RaceDescPtr->ship_data.special) { if (!(StarShipPtr->ship_input_state & SPECIAL) && lpEvalDesc->ObjectPtr) StarShipPtr->ship_input_state |= WEAPON; else StarShipPtr->ship_input_state &= ~WEAPON; } }
void GenerateBurvixes (BYTE control) { COUNT i; DWORD rand_val; switch (control) { case GENERATE_ENERGY: { DWORD rand_val, old_rand; if (pSolarSysState->pOrbitalDesc == &pSolarSysState->PlanetDesc[0]) { COUNT which_node; old_rand = TFB_SeedRandom ( pSolarSysState->SysInfo.PlanetInfo.ScanSeed[ENERGY_SCAN] ); which_node = i = 0; do { rand_val = TFB_Random (); pSolarSysState->SysInfo.PlanetInfo.CurPt.x = (LOBYTE (LOWORD (rand_val)) % (MAP_WIDTH - (8 << 1))) + 8; pSolarSysState->SysInfo.PlanetInfo.CurPt.y = (HIBYTE (LOWORD (rand_val)) % (MAP_HEIGHT - (8 << 1))) + 8; pSolarSysState->SysInfo.PlanetInfo.CurType = 1; pSolarSysState->SysInfo.PlanetInfo.CurDensity = 0; if (which_node >= pSolarSysState->CurNode && !(pSolarSysState->SysInfo.PlanetInfo.ScanRetrieveMask[ENERGY_SCAN] & (1L << i))) break; ++which_node; } while (++i < 16); pSolarSysState->CurNode = which_node; TFB_SeedRandom (old_rand); break; } else if (pSolarSysState->pOrbitalDesc->pPrevDesc == &pSolarSysState->PlanetDesc[0] && pSolarSysState->pOrbitalDesc == &pSolarSysState->MoonDesc[0] && !GET_GAME_STATE (BURVIXESE_BROADCASTERS)) { old_rand = TFB_SeedRandom ( pSolarSysState->SysInfo.PlanetInfo.ScanSeed[ENERGY_SCAN] ); rand_val = TFB_Random (); pSolarSysState->SysInfo.PlanetInfo.CurPt.x = (LOBYTE (LOWORD (rand_val)) % (MAP_WIDTH - (8 << 1))) + 8; pSolarSysState->SysInfo.PlanetInfo.CurPt.y = (HIBYTE (LOWORD (rand_val)) % (MAP_HEIGHT - (8 << 1))) + 8; pSolarSysState->SysInfo.PlanetInfo.CurDensity = 0; pSolarSysState->SysInfo.PlanetInfo.CurType = 0; if (!(pSolarSysState->SysInfo.PlanetInfo.ScanRetrieveMask[ENERGY_SCAN] & (1L << 0)) && pSolarSysState->CurNode == (COUNT)~0) pSolarSysState->CurNode = 1; else { pSolarSysState->CurNode = 0; if (pSolarSysState->SysInfo.PlanetInfo.ScanRetrieveMask[ENERGY_SCAN] & (1L << 0)) { SET_GAME_STATE (BURVIXESE_BROADCASTERS, 1); SET_GAME_STATE (BURV_BROADCASTERS_ON_SHIP, 1); } } TFB_SeedRandom (old_rand); break; } pSolarSysState->CurNode = 0; break; } case GENERATE_MOONS: GenerateRandomIP (GENERATE_MOONS); if (pSolarSysState->pBaseDesc == &pSolarSysState->PlanetDesc[0]) { COUNT angle; pSolarSysState->MoonDesc[0].data_index = SELENIC_WORLD; pSolarSysState->MoonDesc[0].radius = MIN_MOON_RADIUS + (MAX_MOONS - 1) * MOON_DELTA; rand_val = TFB_Random (); angle = NORMALIZE_ANGLE (LOWORD (rand_val)); pSolarSysState->MoonDesc[0].location.x = COSINE (angle, pSolarSysState->MoonDesc[0].radius); pSolarSysState->MoonDesc[0].location.y = SINE (angle, pSolarSysState->MoonDesc[0].radius); } break; case GENERATE_PLANETS: { COUNT angle; GenerateRandomIP (GENERATE_PLANETS); pSolarSysState->PlanetDesc[0].data_index = REDUX_WORLD; pSolarSysState->PlanetDesc[0].NumPlanets = 1; pSolarSysState->PlanetDesc[0].radius = EARTH_RADIUS * 39L / 100; angle = ARCTAN ( pSolarSysState->PlanetDesc[0].location.x, pSolarSysState->PlanetDesc[0].location.y ); pSolarSysState->PlanetDesc[0].location.x = COSINE (angle, pSolarSysState->PlanetDesc[0].radius); pSolarSysState->PlanetDesc[0].location.y = SINE (angle, pSolarSysState->PlanetDesc[0].radius); break; } case GENERATE_ORBITAL: { rand_val = DoPlanetaryAnalysis ( &pSolarSysState->SysInfo, pSolarSysState->pOrbitalDesc ); pSolarSysState->SysInfo.PlanetInfo.ScanSeed[BIOLOGICAL_SCAN] = rand_val; i = (COUNT)~0; rand_val = GenerateLifeForms (&pSolarSysState->SysInfo, &i); pSolarSysState->SysInfo.PlanetInfo.ScanSeed[MINERAL_SCAN] = rand_val; i = (COUNT)~0; GenerateMineralDeposits (&pSolarSysState->SysInfo, &i); pSolarSysState->SysInfo.PlanetInfo.ScanSeed[ENERGY_SCAN] = rand_val; if (pSolarSysState->pOrbitalDesc == &pSolarSysState->PlanetDesc[0]) { LoadStdLanderFont (&pSolarSysState->SysInfo.PlanetInfo); pSolarSysState->PlanetSideFrame[1] = CaptureDrawable ( LoadGraphic (RUINS_MASK_PMAP_ANIM)); pSolarSysState->SysInfo.PlanetInfo.DiscoveryString = CaptureStringTable ( LoadStringTable (BURV_RUINS_STRTAB)); pSolarSysState->SysInfo.PlanetInfo.Weather = 0; pSolarSysState->SysInfo.PlanetInfo.Tectonics = 0; } else if (pSolarSysState->pOrbitalDesc->pPrevDesc == &pSolarSysState->PlanetDesc[0] && pSolarSysState->pOrbitalDesc == &pSolarSysState->MoonDesc[0] && !GET_GAME_STATE (BURVIXESE_BROADCASTERS)) { LoadStdLanderFont (&pSolarSysState->SysInfo.PlanetInfo); pSolarSysState->PlanetSideFrame[1] = CaptureDrawable ( LoadGraphic (BURV_BCS_MASK_PMAP_ANIM)); pSolarSysState->SysInfo.PlanetInfo.DiscoveryString = CaptureStringTable ( LoadStringTable (BURV_BCS_STRTAB)); } LoadPlanet (NULL); break; } default: GenerateRandomIP (control); break; } }
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 ilwrath_preprocess (PELEMENT ElementPtr) { ELEMENT_FLAGS status_flags; STARSHIPPTR StarShipPtr; PPRIMITIVE lpPrim; GetElementStarShip (ElementPtr, &StarShipPtr); status_flags = StarShipPtr->cur_status_flags; lpPrim = &(GLOBAL (DisplayArray))[ElementPtr->PrimIndex]; if (GetPrimType (lpPrim) == STAMPFILL_PRIM) { COLOR Color; BOOLEAN weapon_discharge; Color = GetPrimColor (lpPrim); weapon_discharge = ((status_flags & WEAPON) && StarShipPtr->RaceDescPtr->ship_info.energy_level >= WEAPON_ENERGY_COST); if (weapon_discharge || (StarShipPtr->special_counter == 0 && ((status_flags & SPECIAL) || Color != BLACK_COLOR))) { if (Color == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)) SetPrimType (lpPrim, STAMP_PRIM); else if (Color == BUILD_COLOR (MAKE_RGB15 (0x0A, 0x1F, 0x1F), 0x0B)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)); else if (Color == BUILD_COLOR (MAKE_RGB15 (0x00, 0x14, 0x14), 0x03)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x0A, 0x1F, 0x1F), 0x0B)); else if (Color == BUILD_COLOR (MAKE_RGB15 (0x0A, 0x0A, 0x1F), 0x09)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x00, 0x14, 0x14), 0x03)); else if (Color == BUILD_COLOR (MAKE_RGB15 (0x00, 0x00, 0x14), 0x01)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x0A, 0x0A, 0x1F), 0x09)); else { ProcessSound (SetAbsSoundIndex ( /* CLOAKING_OFF */ StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 2), ElementPtr); SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x00, 0x00, 0x14), 0x01)); if (weapon_discharge) { COUNT facing; facing = StarShipPtr->ShipFacing; if (TrackShip (ElementPtr, &facing) >= 0) { #define LOOK_AHEAD 4 ELEMENTPTR eptr; SIZE dx0, dy0, dx1, dy1; VELOCITY_DESC v; LockElement (ElementPtr->hTarget, &eptr); v = eptr->velocity; GetNextVelocityComponents (&v, &dx0, &dy0, LOOK_AHEAD); v = ElementPtr->velocity; GetNextVelocityComponents (&v, &dx1, &dy1, LOOK_AHEAD); dx0 = (eptr->current.location.x + dx0) - (ElementPtr->current.location.x + dx1); dy0 = (eptr->current.location.y + dy0) - (ElementPtr->current.location.y + dy1); UnlockElement (ElementPtr->hTarget); StarShipPtr->ShipFacing = NORMALIZE_FACING ( ANGLE_TO_FACING (ARCTAN (dx0, dy0)) ); #ifdef NOTYET if (ElementPtr->thrust_wait == 0 && (StarShipPtr->cur_status_flags & THRUST)) { COUNT last_facing; do { VELOCITY_DESC temp_v; last_facing = StarShipPtr->ShipFacing; inertial_thrust (ElementPtr); temp_v = ElementPtr->velocity; ElementPtr->velocity = v; dx0 += dx1; dy0 += dy1; GetNextVelocityComponents (&temp_v, &dx1, &dy1, LOOK_AHEAD); dx0 -= dx1; dy0 -= dy1; StarShipPtr->ShipFacing = NORMALIZE_FACING ( ANGLE_TO_FACING (ARCTAN (dx0, dy0)) ); } while (StarShipPtr->ShipFacing != last_facing); } #endif /* NOTYET */ if (ElementPtr->turn_wait == 0) ++ElementPtr->turn_wait; ElementPtr->next.image.frame = SetAbsFrameIndex (ElementPtr->next.image.frame, StarShipPtr->ShipFacing); } ElementPtr->hTarget = 0; } } ElementPtr->state_flags |= CHANGING; status_flags &= ~SPECIAL; StarShipPtr->special_counter = 0; } else if (Color != BLACK_COLOR) { if (Color == BUILD_COLOR (MAKE_RGB15 (0x00, 0x00, 0x14), 0x01)) { SetPrimColor (lpPrim, BLACK_COLOR); Untarget (ElementPtr); } else if (Color == BUILD_COLOR (MAKE_RGB15 (0x0A, 0x0A, 0x1F), 0x09)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x00, 0x00, 0x14), 0x01)); else if (Color == BUILD_COLOR (MAKE_RGB15 (0x00, 0x14, 0x14), 0x03)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x0A, 0x0A, 0x1F), 0x09)); else if (Color == BUILD_COLOR (MAKE_RGB15 (0x0A, 0x1F, 0x1F), 0x0B)) SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x00, 0x14, 0x14), 0x03)); else SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x0A, 0x1F, 0x1F), 0x0B)); ElementPtr->state_flags |= CHANGING; } } if ((status_flags & SPECIAL) && StarShipPtr->special_counter == 0 && DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST)) { SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)); SetPrimType (lpPrim, STAMPFILL_PRIM); ProcessSound (SetAbsSoundIndex ( /* CLOAKING_ON */ StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr); StarShipPtr->special_counter = StarShipPtr->RaceDescPtr->characteristics.special_wait; ElementPtr->state_flags |= CHANGING; } }
static void thraddash_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern, COUNT ConcernCounter) { STARSHIP *StarShipPtr; EVALUATE_DESC *lpEvalDesc; lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX]; if (lpEvalDesc->ObjectPtr) { #define STATIONARY_SPEED WORLD_TO_VELOCITY (DISPLAY_TO_WORLD (4)) SIZE dx, dy; GetCurrentVelocityComponents ( &lpEvalDesc->ObjectPtr->velocity, &dx, &dy ); if (lpEvalDesc->which_turn > 8 || (long)dx * dx + (long)dy * dy <= (long)STATIONARY_SPEED * STATIONARY_SPEED) lpEvalDesc->MoveState = PURSUE; else lpEvalDesc->MoveState = ENTICE; } ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); GetElementStarShip (ShipPtr, &StarShipPtr); if (StarShipPtr->special_counter == 0) { StarShipPtr->ship_input_state &= ~SPECIAL; if (ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr && ObjectsOfConcern[ENEMY_WEAPON_INDEX].MoveState == ENTICE) { if ((StarShipPtr->ship_input_state & THRUST) || (ShipPtr->turn_wait == 0 && !(StarShipPtr->ship_input_state & (LEFT | RIGHT))) || NORMALIZE_FACING (ANGLE_TO_FACING ( GetVelocityTravelAngle ( &ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr->velocity ) + HALF_CIRCLE + OCTANT) - StarShipPtr->ShipFacing) > ANGLE_TO_FACING (QUADRANT)) StarShipPtr->ship_input_state |= SPECIAL; } else if (lpEvalDesc->ObjectPtr) { if (lpEvalDesc->MoveState == PURSUE) { if (StarShipPtr->RaceDescPtr->ship_info.energy_level >= WEAPON_ENERGY_COST + SPECIAL_ENERGY_COST && ShipPtr->turn_wait == 0 && !(StarShipPtr->ship_input_state & (LEFT | RIGHT)) && (!(StarShipPtr->cur_status_flags & SPECIAL) || !(StarShipPtr->cur_status_flags & (SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED)))) StarShipPtr->ship_input_state |= SPECIAL; } else if (lpEvalDesc->MoveState == ENTICE) { COUNT direction_angle; SIZE delta_x, delta_y; delta_x = lpEvalDesc->ObjectPtr->next.location.x - ShipPtr->next.location.x; delta_y = lpEvalDesc->ObjectPtr->next.location.y - ShipPtr->next.location.y; direction_angle = ARCTAN (delta_x, delta_y); if ((lpEvalDesc->which_turn > 24 && !(StarShipPtr->ship_input_state & (LEFT | RIGHT))) || (lpEvalDesc->which_turn <= 16 && NORMALIZE_ANGLE (direction_angle - (FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE) + QUADRANT) <= HALF_CIRCLE && (lpEvalDesc->which_turn < 12 || NORMALIZE_ANGLE (direction_angle - (GetVelocityTravelAngle ( &lpEvalDesc->ObjectPtr->velocity ) + HALF_CIRCLE) + (OCTANT + 2)) <= ((OCTANT + 2) << 1)))) StarShipPtr->ship_input_state |= SPECIAL; } } if ((StarShipPtr->ship_input_state & SPECIAL) && StarShipPtr->RaceDescPtr->ship_info.energy_level >= SPECIAL_ENERGY_COST) StarShipPtr->ship_input_state &= ~THRUST; } }