Esempio n. 1
0
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));
		}
	}
}
Esempio n. 2
0
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;
}
Esempio n. 3
0
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;
}
Esempio n. 5
0
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);
}
Esempio n. 6
0
/*----------------------------------------------------------------------
  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;
}
Esempio n. 7
0
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;
}
Esempio n. 8
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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);
	}
}
Esempio n. 9
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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;
	}
}
Esempio n. 10
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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;
}
Esempio n. 11
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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;
}
Esempio n. 12
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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;
}
Esempio n. 13
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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;
}
Esempio n. 14
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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;
}
Esempio n. 15
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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;
}
Esempio n. 16
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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;
}
Esempio n. 17
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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));
		}
	}
}
Esempio n. 18
0
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;
	}
}
Esempio n. 19
0
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);
}
Esempio n. 20
0
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);
	}
}
Esempio n. 21
0
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;
	}
}
Esempio n. 22
0
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;
			}
		}
	}
}
Esempio n. 23
0
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;
	}
}
Esempio n. 24
0
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;
	}
}
Esempio n. 25
0
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;
    }
}
Esempio n. 26
0
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;
	}
}
Esempio n. 27
0
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;
	}
}