void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine) { int i; // Compute the list of weapons to show, making sure we filter to weapons // and missiles only. CItemTypeTable Selection; if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB)) || (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm")))) { printf("No entries match criteria.\n"); return; } Selection.Sort(); // Ship to use DWORD dwPlatformUNID; if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID)) dwPlatformUNID = WEAPON_PLATFORM_UNID; // Compute some metrics int iFramesPerItem = 10; int cxFrameHorzMargin = 10; int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel)); int cyFrame = 64; int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick); int iHitEffectFramesPerItem = 5; int cxHitEffect = 128; int cyHitEffect = 128; int cyRowTitle = 20; int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem); int cxRow = ITEM_ICON_WIDTH + cxFrame; int iColumns = Max(1, mathSqrt(Selection.GetCount())); int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns; int cxImage = cxRow * iColumns; int cyImage = cyRow * iRows; // Initialize the output COutputChart Output; Output.SetContentSize(cxImage, cyImage); Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output"))); // Initialize fonts Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font"))); Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF)); // Prepare the universe CSystem *pSystem; if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR) { printf("ERROR: Unable to create empty star system.\n"); return; } // Create a target in the center of the system CSpaceObject *pStation; CStationType *pTargetType = Universe.FindStationType(TARGET_UNID); if (pTargetType == NULL || pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR) { printf("ERROR: Unable to create station.\n"); return; } // Create the weapon platform some distance away CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID); CShip *pPlatform; if (pPlatformSovereign == NULL || pSystem->CreateShip(dwPlatformUNID, NULL, NULL, pPlatformSovereign, CVector(-5.0 * LIGHT_SECOND, 0.), CVector(), 0, NULL, NULL, &pPlatform) != NOERROR) { printf("ERROR: Unable to create weapons platform.\n"); return; } // Set the attacker to hold IShipController *pController = pPlatform->GetController(); if (pController == NULL) { printf("ERROR: No controller for ship.\n"); return; } pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData()); pPlatform->SetControllerEnabled(false); // Install the largest possible reactor on the ship CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID); if (pReactorType) { CItem ReactorItem(pReactorType, 1); CItemListManipulator ItemList(pPlatform->GetItemList()); ItemList.AddItem(ReactorItem); pPlatform->OnComponentChanged(comCargo); pPlatform->ItemsModified(); pPlatform->InvalidateItemListAddRemove(); pPlatform->InstallItemAsDevice(ItemList); } // Set the POV Universe.SetPOV(pStation); pSystem->SetPOVLRS(pStation); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); Universe.StartGame(true); // Output each weapon int xOrigin; int yOrigin; CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin); const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE); CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE); for (i = 0; i < Selection.GetCount(); i++) { CItemType *pType = Selection.GetItemType(i); // Compute the metrics of this row int xRow = xOrigin + (i % iColumns) * cxRow; int yRow = yOrigin + (i / iColumns) * cyRow; // Paint the weapon title Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40)); TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase()); // Paint the frames PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin, yRow + cyRowTitle, cxMaxDistPerTick, cyFrame); } // Done Output.Output(); }
EResults RunEncounter (CUniverse &Universe, CSimViewer &Viewer, CStationType *pDefenderType, CShipClass *pAttackerClass, CSovereign *pAttackerSovereign) { int iTimeOut = DEFAULT_TIME_OUT; // Make sure the universe is clean CString sError; if (Universe.InitGame(0, &sError) != NOERROR) { printf("ERROR: %s", sError.GetASCIIZPointer()); return resultError; } // Create an empty system CSystem *pSystem; if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR) { printf("ERROR: Unable to create empty star system.\n"); return resultError; } // Create a station in the center of the system CSpaceObject *pStation; if (pSystem->CreateStation(pDefenderType, NULL, CVector(), &pStation) != NOERROR) { printf("ERROR: Unable to create station.\n"); return resultError; } // Set the POV Universe.SetPOV(pStation); pSystem->SetPOVLRS(pStation); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); Universe.StartGame(true); // Now create an attacker some distance away CVector vPos = PolarToVector(mathRandom(0, 359), INITIAL_DISTANCE); CShip *pAttacker; if (pSystem->CreateShip(pAttackerClass->GetUNID(), NULL, NULL, pAttackerSovereign, vPos, CVector(), 0, NULL, NULL, &pAttacker) != NOERROR) { printf("ERROR: Unable to create attacking ship.\n"); return resultError; } // Set the attacker to attack the station IShipController *pController = pAttacker->GetController(); if (pController == NULL) { printf("ERROR: No controller for ship.\n"); return resultError; } pController->AddOrder(IShipController::orderAttackStation, pStation, IShipController::SData()); // Watch the attacker Universe.SetPOV(pAttacker); pSystem->SetPOVLRS(pAttacker); // Update context SSystemUpdateCtx Ctx; Ctx.bForceEventFiring = true; Ctx.bForcePainted = true; // Now keep updating until either the station is destroyed, the ship is destroyed, or we time-out int iTime = 0; int iDestroyedTime = (Viewer.IsEmpty() ? 0 : DESTROY_TIME); bool bDestroyed = false; EResults iResult = resultTimeout; while (iTime < iTimeOut && (!bDestroyed || iDestroyedTime > 0)) { iTime++; Universe.Update(Ctx); if (!Viewer.IsEmpty()) Viewer.PaintViewport(Universe); if (bDestroyed) iDestroyedTime--; else if (pStation->IsDestroyed() || pStation->IsAbandoned()) { bDestroyed = true; iResult = resultDefenderDestroyed; } else if (pAttacker->IsDestroyed()) { bDestroyed = true; iResult = resultAttackerDestroyed; } } // Done return iResult; }
ALERROR CTranscendenceWnd::StartIntro (void) // StartIntro // // Start introduction { ALERROR error; int i; ClearDebugLines(); // Use widescreen topology int cyBarHeight = (g_cyScreen - INTRO_DISPLAY_HEIGHT) / 2; m_rcIntroTop.top = 0; m_rcIntroTop.left = 0; m_rcIntroTop.bottom = cyBarHeight; m_rcIntroTop.right = g_cxScreen; m_rcIntroMain.top = cyBarHeight; m_rcIntroMain.left = 0; m_rcIntroMain.bottom = g_cyScreen - cyBarHeight; m_rcIntroMain.right = g_cxScreen; m_rcIntroBottom.top = g_cyScreen - cyBarHeight; m_rcIntroBottom.left = 0; m_rcIntroBottom.bottom = g_cyScreen; m_rcIntroBottom.right = g_cxScreen; m_Screen.DrawRectFilled(m_rcIntroTop.left, m_rcIntroTop.top,m_rcIntroTop.right, m_rcIntroTop.bottom, CGImage::RGBColor(0, 0, 0)); m_Screen.DrawRectFilled(m_rcIntroBottom.left, m_rcIntroBottom.top,m_rcIntroBottom.right, m_rcIntroBottom.bottom, CGImage::RGBColor(0, 0, 0)); // Create the High-Score display RECT rcRect; rcRect.left = m_rcMainScreen.left + HIGHSCORE_DISPLAY_X; rcRect.top = m_rcMainScreen.top + HIGHSCORE_DISPLAY_Y; rcRect.right = rcRect.left + HIGHSCORE_DISPLAY_WIDTH; rcRect.bottom = rcRect.top + HIGHSCORE_DISPLAY_HEIGHT; m_HighScoreDisplay.Init(rcRect, m_pHighScoreList, m_iLastHighScore); m_HighScoreDisplay.SetFontTable(&m_Fonts); m_HighScoreDisplay.Update(); // Create the player display m_PlayerDisplay.Init(this, m_rcIntroTop, m_Options.bDebugMode); // Create the buttons m_ButtonBar.Init(); CString sContinueLabel = ComputeLoadGameLabel(&m_bSavedGame); m_ButtonBar.AddButton(CMD_CONTINUE_OLD_GAME, CONSTLIT("Continue Game"), sContinueLabel, CONSTLIT("C"), 0, CButtonBarData::alignLeft); if (sContinueLabel.IsBlank()) m_ButtonBar.SetVisible(0, false); m_ButtonBar.AddButton(CMD_START_NEW_GAME, CONSTLIT("New Game"), CONSTLIT("Begin a New Game"), CONSTLIT("N"), 1, CButtonBarData::alignCenter); m_ButtonBar.AddButton(CMD_QUIT_GAME, CONSTLIT("Quit"), CONSTLIT("Exit Transcendence"), CONSTLIT("Q"), 2, CButtonBarData::alignRight); m_ButtonBarDisplay.SetFontTable(&m_Fonts); m_ButtonBarDisplay.Init(this, &m_ButtonBar, m_rcIntroBottom); // Create an empty system if (error = m_Universe.CreateEmptyStarSystem(&m_pIntroSystem)) { ASSERT(false); return error; } m_Universe.SetCurrentSystem(m_pIntroSystem); CSovereign *pSovereign1 = m_Universe.FindSovereign(g_PlayerSovereignUNID); CSovereign *pSovereign2 = m_Universe.FindSovereign(g_PirateSovereignUNID); // Create a couple of random enemy ships CShip *pShip1; CShip *pShip2; if ((error = CreateRandomShip(m_pIntroSystem, pSovereign1, &pShip1))) { ASSERT(false); return error; } if ((error = CreateRandomShip(m_pIntroSystem, pSovereign2, &pShip2))) { ASSERT(false); return error; } // Make the ships attack each other for (i = 0; i < m_pIntroSystem->GetObjectCount(); i++) { CSpaceObject *pObj = m_pIntroSystem->GetObject(i); if (pObj && pObj->GetCategory() == CSpaceObject::catShip && !pObj->GetData(CONSTLIT("IntroController")).IsBlank()) { CShip *pShip = pObj->AsShip(); if (pShip) { IShipController *pController = pShip->GetController(); if (pShip->GetSovereign() == pSovereign1) pController->AddOrder(IShipController::orderDestroyTarget, pShip2, 0); else pController->AddOrder(IShipController::orderDestroyTarget, pShip1, 0); } } } // Other initialization m_bOverwriteGameDlg = false; m_rcOverwriteGameDlg.left = m_rcIntroMain.left + (RectWidth(m_rcIntroMain) - DIALOG_WIDTH) / 2; m_rcOverwriteGameDlg.top = m_rcIntroMain.top + (RectHeight(m_rcIntroMain) - DIALOG_HEIGHT) / 2; m_rcOverwriteGameDlg.right = m_rcOverwriteGameDlg.left + DIALOG_WIDTH; m_rcOverwriteGameDlg.bottom = m_rcOverwriteGameDlg.top + DIALOG_HEIGHT; int cxMid = m_rcOverwriteGameDlg.left + (DIALOG_WIDTH / 2); m_rcOverwriteGameOK.left = cxMid - DIALOG_SPACING_X - DIALOG_BUTTON_WIDTH; m_rcOverwriteGameOK.top = m_rcOverwriteGameDlg.bottom - DIALOG_SPACING_Y - DIALOG_BUTTON_HEIGHT; m_rcOverwriteGameOK.right = m_rcOverwriteGameOK.left + DIALOG_BUTTON_WIDTH; m_rcOverwriteGameOK.bottom = m_rcOverwriteGameOK.top + DIALOG_BUTTON_HEIGHT; m_rcOverwriteGameCancel = m_rcOverwriteGameOK; m_rcOverwriteGameCancel.left = cxMid + DIALOG_SPACING_X; m_rcOverwriteGameCancel.right = m_rcOverwriteGameCancel.left + DIALOG_BUTTON_WIDTH; // No sound m_Universe.SetSound(false); // Set the POV to one of them m_Universe.SetPOV(pShip1); m_iTick = 0; m_iLastShipCreated = m_iTick; m_State = gsIntro; // Show the cursor SDL_ShowCursor(true); return NOERROR; }