Esempio n. 1
0
static void
spawn_crew (ELEMENT *ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		HELEMENT hCrew;

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

			LockElement (hCrew, &CrewPtr);
			CrewPtr->next.location = ElementPtr->next.location;
			CrewPtr->playerNr = ElementPtr->playerNr;
			CrewPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE;
			CrewPtr->life_span = 0;
			CrewPtr->death_func = spawn_crew;
			CrewPtr->pParent = ElementPtr->pParent;
			CrewPtr->hTarget = 0;
			UnlockElement (hCrew);

			PutElement (hCrew);
		}
	}
	else
	{
		HELEMENT hElement, hNextElement;

		for (hElement = GetHeadElement ();
				hElement != 0; hElement = hNextElement)
		{
			ELEMENT *ObjPtr;

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

			if ((ObjPtr->state_flags & PLAYER_SHIP)
					&& !elementsOfSamePlayer (ObjPtr, ElementPtr)
					&& ObjPtr->crew_level > 1)
			{
				SIZE dx, dy;
				DWORD d_squared;

				dx = ObjPtr->next.location.x - ElementPtr->next.location.x;
				if (dx < 0)
					dx = -dx;
				dy = ObjPtr->next.location.y - ElementPtr->next.location.y;
				if (dy < 0)
					dy = -dy;

				dx = WORLD_TO_DISPLAY (dx);
				dy = WORLD_TO_DISPLAY (dy);
#define ABANDONER_RANGE (208 << RESOLUTION_FACTOR) // JMS_GFX /* originally SPACE_HEIGHT */
				if (dx <= ABANDONER_RANGE && dy <= ABANDONER_RANGE
						&& (d_squared = (DWORD)((UWORD)dx * (UWORD)dx)
						+ (DWORD)((UWORD)dy * (UWORD)dy)) <=
						(DWORD)((UWORD)ABANDONER_RANGE * (UWORD)ABANDONER_RANGE))
				{
#define MAX_ABANDONERS 8
					COUNT crew_loss;

					crew_loss = ((MAX_ABANDONERS
							* (ABANDONER_RANGE - square_root (d_squared)))
							/ ABANDONER_RANGE) + 1;
					if (crew_loss >= ObjPtr->crew_level)
						crew_loss = ObjPtr->crew_level - 1;

					AbandonShip (ObjPtr, ElementPtr, crew_loss);
				}
			}

			UnlockElement (hElement);
		}
	}
}
static void
spawn_crew (ELEMENT *ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		HELEMENT hCrew;

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

			LockElement (hCrew, &CrewPtr);
			CrewPtr->next.location = ElementPtr->next.location;
			CrewPtr->playerNr = ElementPtr->playerNr;
			CrewPtr->state_flags = APPEARING | NONSOLID | FINITE_LIFE;
			CrewPtr->life_span = 0;
			CrewPtr->death_func = spawn_crew;
			CrewPtr->pParent = ElementPtr->pParent;
			CrewPtr->hTarget = 0;
			UnlockElement (hCrew);

			PutElement (hCrew);
		}
	}
	else
	{
		HELEMENT hElement, hNextElement;

		for (hElement = GetHeadElement ();
				hElement != 0; hElement = hNextElement)
		{
			ELEMENT *ObjPtr;
            STARSHIP *EnemyStarShipPtr;

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

			if ((ObjPtr->state_flags & PLAYER_SHIP)
					&& !elementsOfSamePlayer (ObjPtr, ElementPtr)
					&& ObjPtr->crew_level > 1)
			{
				SIZE dx, dy;
				DWORD d_squared;

				dx = ObjPtr->next.location.x - ElementPtr->next.location.x;
				if (dx < 0)
					dx = -dx;
				dy = ObjPtr->next.location.y - ElementPtr->next.location.y;
				if (dy < 0)
					dy = -dy;

				dx = WORLD_TO_DISPLAY (dx);
				dy = WORLD_TO_DISPLAY (dy);
                
				if (dx <= ABANDONER_RANGE && dy <= ABANDONER_RANGE
						&& (d_squared = (DWORD)((UWORD)dx * (UWORD)dx)
						+ (DWORD)((UWORD)dy * (UWORD)dy)) <=
						(DWORD)((UWORD)ABANDONER_RANGE * (UWORD)ABANDONER_RANGE))
				{
					COUNT crew_loss;

					if (EnemyStarShipPtr && EnemyStarShipPtr->SpeciesID == SYREEN_ID)
					{
						crew_loss = ((LIMITED_MAX_ABANDONERS
							* (ABANDONER_RANGE - square_root (d_squared)))
							/ ABANDONER_RANGE) + 1;
					}
					else
					{
						crew_loss = ((MAX_ABANDONERS
							* (ABANDONER_RANGE - square_root (d_squared)))
							/ ABANDONER_RANGE) + 1;
                    }
                    
					if (crew_loss >= ObjPtr->crew_level)
						crew_loss = ObjPtr->crew_level - 1;

					AbandonShip (ObjPtr, ElementPtr, crew_loss);
				}
			}

			UnlockElement (hElement);
		}
	}
}