Пример #1
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);
}
Пример #2
0
static void
DoRunAway (STARSHIP *StarShipPtr)
{
	ELEMENT *ElementPtr;

	LockElement (StarShipPtr->hShip, &ElementPtr);
	if (GetPrimType (&DisplayArray[ElementPtr->PrimIndex]) == STAMP_PRIM
			&& ElementPtr->life_span == NORMAL_LIFE
			&& !(ElementPtr->state_flags & FINITE_LIFE)
			&& ElementPtr->mass_points != MAX_SHIP_MASS * 10
			&& !(ElementPtr->state_flags & APPEARING))
	{
		battle_counter[0]--;

		ElementPtr->turn_wait = 3;
		ElementPtr->thrust_wait = 4;
		ElementPtr->colorCycleIndex = 0;
		ElementPtr->preprocess_func = flee_preprocess;
		ElementPtr->mass_points = MAX_SHIP_MASS * 10;
		ZeroVelocityComponents (&ElementPtr->velocity);
		StarShipPtr->cur_status_flags &=
				~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED);

		SetPrimColor (&DisplayArray[ElementPtr->PrimIndex],
				BUILD_COLOR (MAKE_RGB15 (0x0B, 0x00, 0x00), 0x2E));
				// XXX: I think this is supposed to be the same as the
				// first entry of the color cycle table in flee_preeprocess,
				// but it is slightly different (0x0A as red value). - SvdB.
		SetPrimType (&DisplayArray[ElementPtr->PrimIndex], STAMPFILL_PRIM);
	
		StarShipPtr->ship_input_state = 0;
	}
	UnlockElement (StarShipPtr->hShip);
}
Пример #3
0
void
spawn_planet (void)
{
	HELEMENT hPlanetElement;
	
	hPlanetElement = AllocElement ();
	if (hPlanetElement)
	{
		ELEMENT *PlanetElementPtr;
		extern FRAME planet[];

		LockElement (hPlanetElement, &PlanetElementPtr);
		PlanetElementPtr->playerNr = NEUTRAL_PLAYER_NUM;
		PlanetElementPtr->hit_points = 200;
		PlanetElementPtr->state_flags = APPEARING;
		PlanetElementPtr->life_span = NORMAL_LIFE + 1;
		SetPrimType (&DisplayArray[PlanetElementPtr->PrimIndex], STAMP_PRIM);
		PlanetElementPtr->current.image.farray = planet;
		PlanetElementPtr->current.image.frame =
				PlanetElementPtr->current.image.farray[0];
		PlanetElementPtr->collision_func = collision;
		PlanetElementPtr->postprocess_func =
				(void (*) (struct element *ElementPtr))CalculateGravity;
		ZeroVelocityComponents (&PlanetElementPtr->velocity);
		do
		{
			PlanetElementPtr->current.location.x =
					WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
			PlanetElementPtr->current.location.y =
					WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
		} while (CalculateGravity (PlanetElementPtr)
				|| Overlap (PlanetElementPtr));
		PlanetElementPtr->mass_points = PlanetElementPtr->hit_points;

		PlanetElementPtr->triggers_teleport_safety = TRUE;

		UnlockElement (hPlanetElement);

		PutElement (hPlanetElement);
	}
}
Пример #4
0
static void
doggy_death (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	ProcessSound (SetAbsSoundIndex (
					/* DOGGY_DIES */
			StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 3), ElementPtr);

	ElementPtr->state_flags &= ~DISAPPEARING;
	ElementPtr->state_flags |= NONSOLID | FINITE_LIFE;
	ElementPtr->life_span = 6;
	{
		ElementPtr->preprocess_func = animate;
	}
	ElementPtr->death_func = NULL;
	ElementPtr->collision_func = NULL;
	ZeroVelocityComponents (&ElementPtr->velocity);

	ElementPtr->turn_wait = ElementPtr->next_turn = 0;
}
Пример #5
0
static void
flame_napalm_preprocess (ELEMENT *ElementPtr)
{
	ZeroVelocityComponents (&ElementPtr->velocity);

	if (ElementPtr->state_flags & NONSOLID)
	{
		ElementPtr->state_flags &= ~NONSOLID;
		ElementPtr->state_flags |= APPEARING;
		SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex],
				STAMP_PRIM);

		InitIntersectStartPoint (ElementPtr);
		InitIntersectEndPoint (ElementPtr);
		InitIntersectFrame (ElementPtr);
	}
	/* turn_wait is abused here to store the speed of the decay animation */
	else if (ElementPtr->turn_wait > 0)
		--ElementPtr->turn_wait;
	else
	{
		if (ElementPtr->life_span <= NUM_NAPALM_FADES * (NAPALM_DECAY_RATE + 1)
				|| GetFrameIndex (
				ElementPtr->current.image.frame
				) != NUM_NAPALM_FADES)
			ElementPtr->next.image.frame =
					DecFrameIndex (ElementPtr->current.image.frame);
		else if (ElementPtr->life_span > NUM_NAPALM_FADES * (NAPALM_DECAY_RATE + 1))
			ElementPtr->next.image.frame = SetAbsFrameIndex (
					ElementPtr->current.image.frame,
					GetFrameCount (ElementPtr->current.image.frame) - 1
					);

		/* turn_wait is abused here to store the speed of the decay
		 * animation. */
		ElementPtr->turn_wait = NAPALM_DECAY_RATE;
		ElementPtr->state_flags |= CHANGING;
	}
}
Пример #6
0
static void
flame_napalm_preprocess (ELEMENT *ElementPtr)
{
	ZeroVelocityComponents (&ElementPtr->velocity);

	if (ElementPtr->state_flags & NONSOLID)
	{
		ElementPtr->state_flags &= ~NONSOLID;
		ElementPtr->state_flags |= APPEARING;
		SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex],
				STAMP_PRIM);

		InitIntersectStartPoint (ElementPtr);
		InitIntersectEndPoint (ElementPtr);
		InitIntersectFrame (ElementPtr);
	}
	else if (ElementPtr->turn_wait > 0)
		--ElementPtr->turn_wait;
	else
	{
#define NUM_NAPALM_FADES 6
		if (ElementPtr->life_span <= NUM_NAPALM_FADES * (NAPALM_WAIT + 1)
				|| GetFrameIndex (
				ElementPtr->current.image.frame
				) != NUM_NAPALM_FADES)
			ElementPtr->next.image.frame =
					DecFrameIndex (ElementPtr->current.image.frame);
		else if (ElementPtr->life_span > NUM_NAPALM_FADES * (NAPALM_WAIT + 1))
			ElementPtr->next.image.frame = SetAbsFrameIndex (
					ElementPtr->current.image.frame,
					GetFrameCount (ElementPtr->current.image.frame) - 1
					);

		ElementPtr->turn_wait = NAPALM_WAIT;
		ElementPtr->state_flags |= CHANGING;
	}
}
Пример #7
0
int
Starcon2Main (void *threadArg)
{
#if CREATE_JOURNAL
{
int ac = argc;
char **av = argv;

while (--ac > 0)
{
	++av;
	if ((*av)[0] == '-')
	{
		switch ((*av)[1])
		{
#if CREATE_JOURNAL
			case 'j':
				++create_journal;
				break;
#endif //CREATE_JOURNAL
		}
	}
}
}
#endif // CREATE_JOURNAL

	{
		/* TODO: Put initAudio back in main where it belongs once threading
		 *       is gone.
		 */
		extern sint32 initAudio (sint32 driver, sint32 flags);
		initAudio (snddriver, soundflags);
	}

	if (!LoadKernel (0,0))
	{
		log_add (log_Fatal, "\n  *** FATAL ERROR: Could not load basic content ***\n\nUQM requires at least the base content pack to run properly.");
		log_add (log_Fatal, "This file is typically called uqm-%d.%d.0.uqm.  UQM was expecting it", P6014_MAJOR_VERSION, P6014_MINOR_VERSION);
		log_add (log_Fatal, "in the %s/packages directory.", baseContentPath);
		log_add (log_Fatal, "Either your installation did not install the content pack at all, or it\ninstalled it in a different directory.\n\nFix your installation and rerun UQM.\n\n  *******************\n");
		exit (EXIT_FAILURE);
	}
	log_add (log_Info, "We've loaded the Kernel");

	Logo ();
	
	GLOBAL (CurrentActivity) = 0;
	// show splash and init the kernel in the meantime
	SplashScreen (BackgroundInitKernel);

//	OpenJournal ();
	while (StartGame ())
	{
		// Initialise a new game
		if (!SetPlayerInputAll ()) {
			log_add (log_Fatal, "Could not set player input.");
			explode ();  // Does not return;
		}
		
		InitGameStructures ();
		InitGameClock ();
		AddInitialGameEvents();

		do
		{
#ifdef DEBUG
			if (debugHook != NULL)
			{
				void (*saveDebugHook) (void);
				saveDebugHook = debugHook;
				debugHook = NULL;
						// No further debugHook calls unless the called
						// function resets debugHook.
				(*saveDebugHook) ();
				continue;
			}
#endif
			SetStatusMessageMode (SMM_DEFAULT);

			if (!((GLOBAL (CurrentActivity) | NextActivity) & CHECK_LOAD))
				ZeroVelocityComponents (&GLOBAL (velocity));
					// not going into talking pet conversation
			else if (GLOBAL (CurrentActivity) & CHECK_LOAD)
				GLOBAL (CurrentActivity) = NextActivity;
			
			if ((GLOBAL (CurrentActivity) & START_ENCOUNTER)
					|| GET_GAME_STATE (CHMMR_BOMB_STATE) == 2)
			{
				if (GET_GAME_STATE (CHMMR_BOMB_STATE) == 2
						&& !GET_GAME_STATE (STARBASE_AVAILABLE))
				{	/* BGD mode */
					InstallBombAtEarth ();
				}
				else if (GET_GAME_STATE (GLOBAL_FLAGS_AND_DATA) == (BYTE)~0
						|| GET_GAME_STATE (CHMMR_BOMB_STATE) == 2)
				{
					GLOBAL (CurrentActivity) |= START_ENCOUNTER;
					VisitStarBase ();
				}
				else
				{
					GLOBAL (CurrentActivity) |= START_ENCOUNTER;
					RaceCommunication ();
				}

				if (!(GLOBAL (CurrentActivity) & (CHECK_ABORT | CHECK_LOAD)))
				{
					GLOBAL (CurrentActivity) &= ~START_ENCOUNTER;
					if (LOBYTE (GLOBAL (CurrentActivity)) == IN_INTERPLANETARY)
						GLOBAL (CurrentActivity) |= START_INTERPLANETARY;
				}
			}
			else if (GLOBAL (CurrentActivity) & START_INTERPLANETARY)
			{
				GLOBAL (CurrentActivity) = MAKE_WORD (IN_INTERPLANETARY, 0);

				DrawAutoPilotMessage (TRUE);
				SetGameClockRate (INTERPLANETARY_CLOCK_RATE);
				ExploreSolarSys ();
			}
			else
			{
				// Entering HyperSpace or QuasiSpace.
				GLOBAL (CurrentActivity) = MAKE_WORD (IN_HYPERSPACE, 0);

				DrawAutoPilotMessage (TRUE);
				SetGameClockRate (HYPERSPACE_CLOCK_RATE);
				Battle (&on_battle_frame);
			}

			LockMutex (GraphicsLock);
			SetFlashRect (NULL);
			UnlockMutex (GraphicsLock);

			LastActivity = GLOBAL (CurrentActivity);

			if (!(GLOBAL (CurrentActivity) & (CHECK_ABORT | CHECK_LOAD))
					&& (LOBYTE (GLOBAL (CurrentActivity)) == WON_LAST_BATTLE 
						|| LOBYTE (GLOBAL (CurrentActivity)) == BLACK_ORB_CUTSCENE 	// JMS: End demo at cutscene upon finding black orb.
						|| GLOBAL_SIS (CrewEnlisted) == (COUNT)~0)) // if died for some reason
			{
				if (GET_GAME_STATE (KOHR_AH_KILLED_ALL))
					InitCommunication (BLACKURQ_CONVERSATION);
						// surrendered to Ur-Quan
				else if (GLOBAL (CurrentActivity) & CHECK_RESTART)
					GLOBAL (CurrentActivity) &= ~CHECK_RESTART;
				break;
			}
		} while (!(GLOBAL (CurrentActivity) & CHECK_ABORT));

		StopSound ();
		UninitGameClock ();
		UninitGameStructures ();
		ClearPlayerInputAll ();
	}
//	CloseJournal ();

	UninitGameKernel ();
	FreeMasterShipList ();
	FreeKernel ();

	MainExited = TRUE;

	(void) threadArg;  /* Satisfying compiler (unused parameter) */
	return 0;
}
Пример #8
0
static void
androsynth_preprocess (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;
	STATUS_FLAGS cur_status_flags;

	GetElementStarShip (ElementPtr, &StarShipPtr);

	cur_status_flags = StarShipPtr->cur_status_flags;
	if (ElementPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.ship)
	{
		if (cur_status_flags & SPECIAL)
		{
			if (StarShipPtr->RaceDescPtr->ship_info.energy_level < SPECIAL_ENERGY_COST)
				DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST); /* so text will flash */
			else
			{
				cur_status_flags &= ~WEAPON;

				ElementPtr->next.image.farray =
						StarShipPtr->RaceDescPtr->ship_data.special;
				ElementPtr->next.image.frame =
						SetEquFrameIndex (StarShipPtr->RaceDescPtr->ship_data.special[0],
						ElementPtr->next.image.frame);
				ElementPtr->state_flags |= CHANGING;
			}
		}
	}
	else
	{
		cur_status_flags &= ~(THRUST | WEAPON | SPECIAL);

					/* protection against vux */
		if (StarShipPtr->RaceDescPtr->characteristics.turn_wait > BLAZER_TURN_WAIT)
		{
			StarShipPtr->RaceDescPtr->characteristics.special_wait +=
					StarShipPtr->RaceDescPtr->characteristics.turn_wait
					- BLAZER_TURN_WAIT;
			StarShipPtr->RaceDescPtr->characteristics.turn_wait = BLAZER_TURN_WAIT;
		}

		if (StarShipPtr->RaceDescPtr->ship_info.energy_level == 0)
		{
			ZeroVelocityComponents (&ElementPtr->velocity);
			cur_status_flags &= ~(LEFT | RIGHT
					| SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED);

			StarShipPtr->RaceDescPtr->characteristics.turn_wait =
					StarShipPtr->RaceDescPtr->characteristics.special_wait;
			StarShipPtr->RaceDescPtr->characteristics.energy_regeneration = ENERGY_REGENERATION;
			ElementPtr->mass_points = SHIP_MASS;
			ElementPtr->collision_func = (CollisionFunc *)
					StarShipPtr->RaceDescPtr->data;
			ElementPtr->next.image.farray =
					StarShipPtr->RaceDescPtr->ship_data.ship;
			ElementPtr->next.image.frame =
					SetEquFrameIndex (StarShipPtr->RaceDescPtr->ship_data.ship[0],
					ElementPtr->next.image.frame);
			ElementPtr->state_flags |= CHANGING;
		}
		else
		{
			if (ElementPtr->thrust_wait)
				--ElementPtr->thrust_wait;
			else
			{
#define BLAZER_THRUST (60 << RESOLUTION_FACTOR) // JMS_GFX
				COUNT facing;

				facing = StarShipPtr->ShipFacing;
				if (ElementPtr->turn_wait == 0
						&& (cur_status_flags & (LEFT | RIGHT)))
				{
					if (cur_status_flags & LEFT)
						--facing;
					else
						++facing;
				}

				SetVelocityVector (&ElementPtr->velocity,
						BLAZER_THRUST, NORMALIZE_FACING (facing));
				cur_status_flags |= SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED;
			}
		}
	}
	StarShipPtr->cur_status_flags = cur_status_flags;
}
Пример #9
0
static void
destruct_preprocess (PELEMENT ElementPtr)
{
#define DESTRUCT_SWITCH ((NUM_EXPLOSION_FRAMES * 3) - 3)
	PPRIMITIVE lpPrim;

	lpPrim = &(GLOBAL (DisplayArray))[ElementPtr->PrimIndex];
	ElementPtr->state_flags |= CHANGING;
	if (ElementPtr->life_span > DESTRUCT_SWITCH)
	{
		SetPrimType (lpPrim, STAMPFILL_PRIM);
		if (ElementPtr->life_span == DESTRUCT_SWITCH + 2)
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E));
		else
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F));
	}
	else if (ElementPtr->life_span < DESTRUCT_SWITCH)
	{
		ElementPtr->next.image.frame =
				IncFrameIndex (ElementPtr->current.image.frame);
		if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E));
		else if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C));
		else if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06));
		else if (GetPrimColor (lpPrim) == BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06))
			SetPrimColor (lpPrim, BUILD_COLOR (MAKE_RGB15 (0x14, 0x00, 0x00), 0x04));
	}
	else
	{
		HELEMENT hDestruct;

		SetPrimType (lpPrim, NO_PRIM);
		ElementPtr->preprocess_func = NULL_PTR;

		hDestruct = AllocElement ();
		if (hDestruct)
		{
			ELEMENTPTR DestructPtr;
			STARSHIPPTR StarShipPtr;

			GetElementStarShip (ElementPtr, &StarShipPtr);

			PutElement (hDestruct);
			LockElement (hDestruct, &DestructPtr);
			SetElementStarShip (DestructPtr, StarShipPtr);
			DestructPtr->hit_points = DestructPtr->mass_points = 0;
			DestructPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
			DestructPtr->life_span = (NUM_EXPLOSION_FRAMES - 3) - 1;
			SetPrimType (
					&(GLOBAL (DisplayArray))[DestructPtr->PrimIndex],
					STAMPFILL_PRIM
					);
			SetPrimColor (
					&(GLOBAL (DisplayArray))[DestructPtr->PrimIndex],
					BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)
					);
			DestructPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
			DestructPtr->current.image.frame = StarShipPtr->RaceDescPtr->ship_data.special[0];
			DestructPtr->current.location = ElementPtr->current.location;
			{
				DestructPtr->preprocess_func = destruct_preprocess;
			}
			DestructPtr->postprocess_func =
					DestructPtr->death_func = NULL_PTR;
			ZeroVelocityComponents (&DestructPtr->velocity);
			UnlockElement (hDestruct);
		}
	}
}
Пример #10
0
static void
pump_up_postprocess (ELEMENT *ElementPtr)
{
    if (ElementPtr->state_flags & APPEARING)
    {
        ZeroVelocityComponents (&ElementPtr->velocity);
    }
    else
    {
        HELEMENT hPumpUp;
        ELEMENT *EPtr;
        ELEMENT *ShipPtr;
        STARSHIP *StarShipPtr;

        GetElementStarShip (ElementPtr, &StarShipPtr);
        LockElement (StarShipPtr->hShip, &ShipPtr);
        initialize_pump_up (ShipPtr, &hPumpUp);
        DeltaEnergy (ShipPtr, 0);
        UnlockElement (StarShipPtr->hShip);

        LockElement (hPumpUp, &EPtr);

        EPtr->current.image.frame = ElementPtr->current.image.frame;
        EPtr->turn_wait = ElementPtr->turn_wait;
        EPtr->thrust_wait = ElementPtr->thrust_wait;
        if (--EPtr->thrust_wait == 0)
        {
            if ((EPtr->turn_wait & ~REVERSE_DIR) < MAX_PUMP - 1)
            {
                ++EPtr->turn_wait;
                EPtr->current.image.frame = SetRelFrameIndex (
                                                EPtr->current.image.frame, NUM_PUMP_ANIMS);
                ProcessSound (SetAbsSoundIndex (
                                  StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 2),
                              EPtr);
            }
            EPtr->thrust_wait = LEVEL_COUNTER;
        }

        EPtr->mass_points = EPtr->hit_points =
                                (PUMPUP_DAMAGE << (ElementPtr->turn_wait & ~REVERSE_DIR));
        SetElementStarShip (EPtr, StarShipPtr);

        if (EPtr->thrust_wait & 1)
        {
            COUNT frame_index;

            frame_index = GetFrameIndex (EPtr->current.image.frame);
            if (((EPtr->turn_wait & REVERSE_DIR)
                    && (frame_index % NUM_PUMP_ANIMS) != 0)
                    || (!(EPtr->turn_wait & REVERSE_DIR)
                        && ((frame_index + 1) % NUM_PUMP_ANIMS) == 0))
            {
                --frame_index;
                EPtr->turn_wait |= REVERSE_DIR;
            }
            else
            {
                ++frame_index;
                EPtr->turn_wait &= ~REVERSE_DIR;
            }

            EPtr->current.image.frame = SetAbsFrameIndex (
                                            EPtr->current.image.frame, frame_index);
        }

        if (StarShipPtr->cur_status_flags & StarShipPtr->old_status_flags
                & WEAPON)
        {
            StarShipPtr->weapon_counter = WEAPON_WAIT;
        }
        else
        {
            SIZE dx, dy;
            COUNT angle;

            EPtr->life_span = PUMPUP_LIFE;
            EPtr->preprocess_func = pump_up_preprocess;
            EPtr->postprocess_func = 0;

            angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);
            SetVelocityComponents (&EPtr->velocity,
                                   COSINE (angle, WORLD_TO_VELOCITY (PUMPUP_SPEED)),
                                   SINE (angle, WORLD_TO_VELOCITY (PUMPUP_SPEED)));
            GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy);
            dx = dx * 1/2;
            dy = dy * 1/2;

            // Add some of the Trader's velocity to its projectiles.
            DeltaVelocityComponents (&EPtr->velocity, dx, dy);
            EPtr->current.location.x -= VELOCITY_TO_WORLD (dx);
            EPtr->current.location.y -= VELOCITY_TO_WORLD (dy);

            ProcessSound (SetAbsSoundIndex (
                              StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 3), EPtr);
        }

        UnlockElement (hPumpUp);
        PutElement (hPumpUp);

        SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex],
                     NO_PRIM);
        ElementPtr->state_flags |= NONSOLID;
    }
}
Пример #11
0
// When hit by Baul spray, gas clouds explodes transforming into a lethal shockwave.
static void
generate_shockwave (ELEMENT *ElementPtr, BYTE which_player)
{
	STARSHIP *StarShipPtr;
	
	GetElementStarShip (ElementPtr, &StarShipPtr);
	
	// Gas is still 'solid' when it's hit by the spray. Let's make a shockwave and kill the gas cloud. 
	if (!(ElementPtr->state_flags & NONSOLID))
	{
		HELEMENT hShockwave;
				
		hShockwave = AllocElement ();
		if (hShockwave)
		{
			ELEMENT *ShockwavePtr;
			STARSHIP *StarShipPtr;
			
			GetElementStarShip (ElementPtr, &StarShipPtr);
			
			PutElement (hShockwave);
			LockElement (hShockwave, &ShockwavePtr);
			SetElementStarShip (ShockwavePtr, StarShipPtr);
			ShockwavePtr->hit_points = ShockwavePtr->mass_points = 0;
			ShockwavePtr->playerNr = which_player;
			ShockwavePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID | IGNORE_SIMILAR;
			ShockwavePtr->life_span = SHOCKWAVE_FRAMES;
			SetPrimType (&(GLOBAL (DisplayArray))[ShockwavePtr->PrimIndex], STAMP_PRIM);
			ShockwavePtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
			ShockwavePtr->current.image.frame = SetAbsFrameIndex(StarShipPtr->RaceDescPtr->ship_data.special[0], LAST_GAS_INDEX);
			ShockwavePtr->next.image.frame = SetAbsFrameIndex(ElementPtr->current.image.frame, LAST_GAS_INDEX);
			ShockwavePtr->current.location = ElementPtr->current.location;
			ShockwavePtr->preprocess_func = shockwave_preprocess;
			ShockwavePtr->postprocess_func = NULL;
			ShockwavePtr->death_func = NULL;
			ZeroVelocityComponents (&ShockwavePtr->velocity);
			UnlockElement (hShockwave);
		}
		
		// Gas dies on the next turn.
		ElementPtr->state_flags |= NONSOLID;
		
		// Explosion sounds.
		ProcessSound (SetAbsSoundIndex (StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 2), ElementPtr);
		ProcessSound (SetAbsSoundIndex (GameSounds, TARGET_DAMAGED_FOR_6_PLUS_PT), ElementPtr);
	}

	{
		// This is called during PostProcessQueue(), close to or at the end,
		// for the temporary shockwave element to apply the damage.
		// The effects are not seen until the next frame.
		HELEMENT hElement, hNextElement;
		
		for (hElement = GetHeadElement (); hElement != 0; hElement = hNextElement)
		{
			ELEMENT *ObjPtr;
			
			LockElement (hElement, &ObjPtr);
			hNextElement = GetSuccElement (ObjPtr);
			
			if (IS_GAS (ObjPtr))
			{
				SIZE delta_x, delta_y;
				DWORD dist;
				
				if ((delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x) < 0) delta_x = -delta_x;
				if ((delta_y = ObjPtr->next.location.y - ElementPtr->next.location.y) < 0) delta_y = -delta_y;
				
				delta_x = WORLD_TO_DISPLAY (delta_x);
				delta_y = WORLD_TO_DISPLAY (delta_y);
				
				if (delta_x <= SHOCKWAVE_RANGE && delta_y <= SHOCKWAVE_RANGE
					&& (dist = (DWORD)(delta_x * delta_x) + (DWORD)(delta_y * delta_y)) <= (DWORD)(SHOCKWAVE_RANGE * SHOCKWAVE_RANGE))
				{
					SIZE destruction;
					
					destruction = ((MAX_DESTRUCTION * (SHOCKWAVE_RANGE - square_root (dist))) / SHOCKWAVE_RANGE) + 1;
					
					// The shockwave is delayed according to how far it is from the shockwave that set it off.
					ObjPtr->life_span = (10 / destruction);
					ObjPtr->death_func = generate_shockwave_2;
					ObjPtr->playerNr = which_player;
				}
			}
			else if (CollidingElement (ObjPtr) || ORZ_MARINE (ObjPtr))
			{
				SIZE delta_x, delta_y;
				DWORD dist;
				
				if ((delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x) < 0) delta_x = -delta_x;
				if ((delta_y = ObjPtr->next.location.y - ElementPtr->next.location.y) < 0) delta_y = -delta_y;
				
				delta_x = WORLD_TO_DISPLAY (delta_x);
				delta_y = WORLD_TO_DISPLAY (delta_y);
				
				if (delta_x <= SHOCKWAVE_RANGE && delta_y <= SHOCKWAVE_RANGE
					&& (dist = (DWORD)(delta_x * delta_x) + (DWORD)(delta_y * delta_y)) <= (DWORD)(SHOCKWAVE_RANGE * SHOCKWAVE_RANGE))
				{
					SIZE destruction;
					
					destruction = ((MAX_DESTRUCTION * (SHOCKWAVE_RANGE - square_root (dist))) / SHOCKWAVE_RANGE) + 1;
					
					if (ObjPtr->state_flags & PLAYER_SHIP && ObjPtr->playerNr != which_player)
					{
						STARSHIP *EnemyShipPtr;
						
						GetElementStarShip (ObjPtr, &EnemyShipPtr);
						
						// Deal damage to ships except shield-using Yehat & Utwig.
						if (!((EnemyShipPtr->SpeciesID == YEHAT_ID || EnemyShipPtr->SpeciesID == UTWIG_ID) 
							  && ObjPtr->life_span > NORMAL_LIFE))
						{
							if (!DeltaCrew (ObjPtr, -destruction))
								ObjPtr->life_span = 0;
						}
						// Charge Utwig shield.
						else if (EnemyShipPtr->SpeciesID == UTWIG_ID && ObjPtr->life_span > NORMAL_LIFE)
							ObjPtr->life_span += destruction;
					}
					else if (!GRAVITY_MASS (ObjPtr->mass_points) && ObjPtr->playerNr != which_player)
					{
						if ((BYTE)destruction < ObjPtr->hit_points)
							ObjPtr->hit_points -= (BYTE)destruction;
						else
						{
							ObjPtr->hit_points = 0;
							ObjPtr->life_span = 0;
						}
					}
				}
			}
			
			UnlockElement (hElement);
		}
	}
}
Пример #12
0
static void
arilou_preprocess (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	if (!(ElementPtr->state_flags & NONSOLID))
	{
		if (ElementPtr->thrust_wait == 0)
		{
			ZeroVelocityComponents (&ElementPtr->velocity);
			StarShipPtr->cur_status_flags &= ~SHIP_AT_MAX_SPEED;
		}

		if ((StarShipPtr->cur_status_flags & SPECIAL)
				&& StarShipPtr->special_counter == 0
				&& DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST))
		{
			/* Special key is pressed; start teleport */
#define HYPER_LIFE 5
			ZeroVelocityComponents (&ElementPtr->velocity);
			StarShipPtr->cur_status_flags &=
					~(SHIP_AT_MAX_SPEED | LEFT | RIGHT | THRUST | WEAPON);

			ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING;
			ElementPtr->life_span = HYPER_LIFE;

			ElementPtr->next.image.farray =
					StarShipPtr->RaceDescPtr->ship_data.special;
			ElementPtr->next.image.frame =
					StarShipPtr->RaceDescPtr->ship_data.special[0];

			ProcessSound (SetAbsSoundIndex (
							/* HYPERJUMP */
					StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr);
			StarShipPtr->special_counter =
					StarShipPtr->RaceDescPtr->characteristics.special_wait;
		}
	}
	else if (ElementPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.special)
	{
		COUNT life_span;

		StarShipPtr->cur_status_flags =
				(StarShipPtr->cur_status_flags
				& ~(LEFT | RIGHT | THRUST | WEAPON | SPECIAL))
				| (StarShipPtr->old_status_flags
				& (LEFT | RIGHT | THRUST | WEAPON | SPECIAL));
		++StarShipPtr->weapon_counter;
		++StarShipPtr->special_counter;
		++StarShipPtr->energy_counter;
		++ElementPtr->turn_wait;
		++ElementPtr->thrust_wait;

		if ((life_span = ElementPtr->life_span) == NORMAL_LIFE)
		{
			/* Ending teleport */
			ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE);
			ElementPtr->state_flags |= APPEARING;
			ElementPtr->current.image.farray =
					ElementPtr->next.image.farray =
					StarShipPtr->RaceDescPtr->ship_data.ship;
			ElementPtr->current.image.frame =
					ElementPtr->next.image.frame =
					SetAbsFrameIndex (StarShipPtr->RaceDescPtr->ship_data.ship[0],
					StarShipPtr->ShipFacing);
			InitIntersectStartPoint (ElementPtr);
		}
		else
		{
			/* Teleporting in progress */
			--life_span;
			if (life_span != 2)
			{
				if (life_span < 2)
					ElementPtr->next.image.frame =
							DecFrameIndex (ElementPtr->next.image.frame);
				else
					ElementPtr->next.image.frame =
							IncFrameIndex (ElementPtr->next.image.frame);
			}
			else
			{
				ElementPtr->next.location.x =
						WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
				ElementPtr->next.location.y =
						WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
			}
		}

		ElementPtr->state_flags |= CHANGING;
	}
}
Пример #13
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;
    }
}
Пример #14
0
static void
pkunk_preprocess (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	if (ElementPtr->state_flags & APPEARING)
	{
		HELEMENT hPhoenix = 0;

		if ((BYTE)TFB_Random () & 1)
			hPhoenix = AllocElement ();

		if (hPhoenix)
		{
			ELEMENT *PhoenixPtr;

			LockElement (hPhoenix, &PhoenixPtr);
			PhoenixPtr->playerNr = ElementPtr->playerNr;
			PhoenixPtr->state_flags = FINITE_LIFE | NONSOLID | IGNORE_SIMILAR;
			PhoenixPtr->life_span = 1;

			PhoenixPtr->death_func = intercept_pkunk_death;

			SetElementStarShip (PhoenixPtr, StarShipPtr);

			UnlockElement (hPhoenix);
			InsertElement (hPhoenix, GetHeadElement ());
		}
		StarShipPtr->RaceDescPtr->data = (intptr_t) hPhoenix;

		if (ElementPtr->hTarget == 0)
			StarShipPtr->RaceDescPtr->preprocess_func = 0;
		else
		{
			COUNT angle, facing;

			ProcessSound (SetAbsSoundIndex (
					StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1
					), ElementPtr);

			ElementPtr->life_span = PHOENIX_LIFE;
			SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex],
					NO_PRIM);
			ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING;

			facing = StarShipPtr->ShipFacing;
			for (angle = OCTANT; angle < FULL_CIRCLE; angle += QUADRANT)
			{
				StarShipPtr->ShipFacing = NORMALIZE_FACING (
						facing + ANGLE_TO_FACING (angle)
						);
				phoenix_transition (ElementPtr);
			}
			StarShipPtr->ShipFacing = facing;
		}
	}

	if (StarShipPtr->RaceDescPtr->preprocess_func)
	{
		StarShipPtr->cur_status_flags &=
				~(LEFT | RIGHT | THRUST | WEAPON | SPECIAL);

		if (ElementPtr->life_span == NORMAL_LIFE)
		{
			ElementPtr->current.image.frame =
					ElementPtr->next.image.frame =
					SetEquFrameIndex (
					ElementPtr->current.image.farray[0],
					ElementPtr->current.image.frame);
			SetPrimType (&(GLOBAL (DisplayArray))[ElementPtr->PrimIndex],
					STAMP_PRIM);
			InitIntersectStartPoint (ElementPtr);
			InitIntersectEndPoint (ElementPtr);
			InitIntersectFrame (ElementPtr);
			ZeroVelocityComponents (&ElementPtr->velocity);
			ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE);
			ElementPtr->state_flags |= CHANGING;

			StarShipPtr->RaceDescPtr->preprocess_func = 0;
		}
	}
}
Пример #15
0
static void
destruct_preprocess (ELEMENT *ElementPtr)
{
#define DESTRUCT_SWITCH ((NUM_EXPLOSION_FRAMES * 3) - 3)
    PRIMITIVE *lpPrim;

    // ship_death() set the ship element's life_span to
    // (NUM_EXPLOSION_FRAMES * 3)
    lpPrim = &(GLOBAL (DisplayArray))[ElementPtr->PrimIndex];
    ElementPtr->state_flags |= CHANGING;
    if (ElementPtr->life_span > DESTRUCT_SWITCH)
    {
        // First, stamp-fill the ship's own element with changing colors
        // for 3 frames. No explosion element yet.
        SetPrimType (lpPrim, STAMPFILL_PRIM);
        if (ElementPtr->life_span == DESTRUCT_SWITCH + 2)
            SetPrimColor (lpPrim,
                          BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E));
        else
            SetPrimColor (lpPrim,
                          BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F));
    }
    else if (ElementPtr->life_span < DESTRUCT_SWITCH)
    {
        // Stamp-fill the explosion element with cycling colors for the
        // remainder of the glory explosion frames.
        Color color = GetPrimColor (lpPrim);

        ElementPtr->next.image.frame =
            IncFrameIndex (ElementPtr->current.image.frame);
        if (sameColor (color,
                       BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)))
            SetPrimColor (lpPrim,
                          BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E));
        else if (sameColor (color,
                            BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E)))
            SetPrimColor (lpPrim,
                          BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C));
        else if (sameColor (color,
                            BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C)))
            SetPrimColor (lpPrim,
                          BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06));
        else if (sameColor (color,
                            BUILD_COLOR (MAKE_RGB15 (0x14, 0x0A, 0x00), 0x06)))
            SetPrimColor (lpPrim,
                          BUILD_COLOR (MAKE_RGB15 (0x14, 0x00, 0x00), 0x04));
    }
    else
    {
        HELEMENT hDestruct;

        SetPrimType (lpPrim, NO_PRIM);
        // The ship's own element will not be drawn anymore but will remain
        // alive all through the glory explosion.
        ElementPtr->preprocess_func = NULL;

        // Spawn a separate glory explosion element.
        // XXX: Why? Why not keep using the ship's element?
        //   Is it because of conflicting state_flags, hit_points or
        //   mass_points?
        hDestruct = AllocElement ();
        if (hDestruct)
        {
            ELEMENT *DestructPtr;
            STARSHIP *StarShipPtr;

            GetElementStarShip (ElementPtr, &StarShipPtr);

            PutElement (hDestruct);
            LockElement (hDestruct, &DestructPtr);
            SetElementStarShip (DestructPtr, StarShipPtr);
            DestructPtr->hit_points = DestructPtr->mass_points = 0;
            DestructPtr->playerNr = NEUTRAL_PLAYER_NUM;
            DestructPtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
            DestructPtr->life_span = (NUM_EXPLOSION_FRAMES - 3) - 1;
            SetPrimType (&(GLOBAL (DisplayArray))[DestructPtr->PrimIndex],
                         STAMPFILL_PRIM);
            SetPrimColor (&(GLOBAL (DisplayArray))[DestructPtr->PrimIndex],
                          BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F));
            DestructPtr->current.image.farray =
                StarShipPtr->RaceDescPtr->ship_data.special;
            DestructPtr->current.image.frame =
                StarShipPtr->RaceDescPtr->ship_data.special[0];
            DestructPtr->current.location = ElementPtr->current.location;
            DestructPtr->preprocess_func = destruct_preprocess;
            DestructPtr->postprocess_func = NULL;
            DestructPtr->death_func = NULL;
            ZeroVelocityComponents (&DestructPtr->velocity);
            UnlockElement (hDestruct);
        }
    }
}
Пример #16
0
// Preprocess function for spawning a ship into or out of battle.
// Used when a new ship warps in, or a ship escapes by warping out, but not
// when a Pkunk ship is reborn.
void
ship_transition (ELEMENT *ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		if (ElementPtr->state_flags & APPEARING)
		{
			ElementPtr->life_span = HYPERJUMP_LIFE;
			ElementPtr->preprocess_func = ship_transition;
			ElementPtr->postprocess_func = NULL;
			SetPrimType (&DisplayArray[ElementPtr->PrimIndex], NO_PRIM);
			ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING;
		}
		else if (ElementPtr->life_span < HYPERJUMP_LIFE)
		{
			if (ElementPtr->life_span == NORMAL_LIFE
					&& ElementPtr->crew_level)
			{
				ElementPtr->current.image.frame =
						ElementPtr->next.image.frame =
						SetEquFrameIndex (
						ElementPtr->current.image.farray[0],
						ElementPtr->current.image.frame);
				SetPrimType (&DisplayArray[ElementPtr->PrimIndex], STAMP_PRIM);
				InitIntersectStartPoint (ElementPtr);
				InitIntersectEndPoint (ElementPtr);
				InitIntersectFrame (ElementPtr);
				ZeroVelocityComponents (&ElementPtr->velocity);
				ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE);
				ElementPtr->state_flags |= CHANGING;

				ElementPtr->preprocess_func = ship_preprocess;
				ElementPtr->postprocess_func = ship_postprocess;
			}

			return;
		}
	}

	{
		HELEMENT hShipImage;
		ELEMENT *ShipImagePtr;
		STARSHIP *StarShipPtr;
		
		GetElementStarShip (ElementPtr, &StarShipPtr);
		LockElement (StarShipPtr->hShip, &ShipImagePtr);

		if (!(ShipImagePtr->state_flags & NONSOLID))
		{
			ElementPtr->preprocess_func = NULL;
		}
		else if ((hShipImage = AllocElement ()))
		{
#define TRANSITION_SPEED DISPLAY_TO_WORLD (40 << RESOLUTION_FACTOR) // JMS_GFX
#define TRANSITION_LIFE 1
			COUNT angle;

			PutElement (hShipImage);

			angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);

			LockElement (hShipImage, &ShipImagePtr);
			ShipImagePtr->playerNr = NEUTRAL_PLAYER_NUM;
			ShipImagePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
			ShipImagePtr->thrust_wait = TRANSITION_LIFE;
			ShipImagePtr->life_span = ShipImagePtr->thrust_wait;
					// When the element "dies", in the death_func
					// 'cycle_ion_trail', it is given new life a number of
					// times, by setting life_span to thrust_wait.
			SetPrimType (&DisplayArray[ShipImagePtr->PrimIndex],
					STAMPFILL_PRIM);
			SetPrimColor (&DisplayArray[ShipImagePtr->PrimIndex],
					START_ION_COLOR);
			ShipImagePtr->colorCycleIndex = 0;
			ShipImagePtr->current.image = ElementPtr->current.image;
			ShipImagePtr->current.location = ElementPtr->current.location;
			if (!(ElementPtr->state_flags & PLAYER_SHIP))
			{
				ShipImagePtr->current.location.x +=
						COSINE (angle, TRANSITION_SPEED);
				ShipImagePtr->current.location.y +=
						SINE (angle, TRANSITION_SPEED);
				ElementPtr->preprocess_func = NULL;
			}
			else if (ElementPtr->crew_level)
			{
				ShipImagePtr->current.location.x -=
						COSINE (angle, TRANSITION_SPEED)
						* (ElementPtr->life_span - 1);
				ShipImagePtr->current.location.y -=
						SINE (angle, TRANSITION_SPEED)
						* (ElementPtr->life_span - 1);

				ShipImagePtr->current.location.x =
						WRAP_X (ShipImagePtr->current.location.x);
				ShipImagePtr->current.location.y =
						WRAP_Y (ShipImagePtr->current.location.y);
			}
			ShipImagePtr->preprocess_func = ship_transition;
			ShipImagePtr->death_func = cycle_ion_trail;
			SetElementStarShip (ShipImagePtr, StarShipPtr);

			UnlockElement (hShipImage);
		}

		UnlockElement (StarShipPtr->hShip);
	}
}
Пример #17
0
void
ship_death (ELEMENT *ShipPtr)
{
	STARSHIP *StarShipPtr;
	STARSHIP *VictoriousStarShipPtr;
	HELEMENT hElement, hNextElement;
	ELEMENT *ElementPtr;

	StopDitty ();
	StopMusic ();

	GetElementStarShip (ShipPtr, &StarShipPtr);
	
	// JMS: Make sure the Foon-foon's spinning blade sound ends when the ship dies.
	if (StarShipPtr->SpeciesID == FOONFOON_ID)
	{
		COUNT i;
		
		for (i = FIRST_SFX_CHANNEL; i <= LAST_SFX_CHANNEL; ++i)
		{
			ELEMENT *posobj;
			if (!ChannelPlaying(i))
				continue;
			
			posobj = GetPositionalObject (i);
			
			if (posobj)
				StopSource (i);
		}
	}

	if (ShipPtr->mass_points <= MAX_SHIP_MASS)
	{	// Not running away and not reincarnating (Pkunk)
		// When a ship tries to run away, it is (dis)counted in DoRunAway(),
		// so when it dies while running away, we will not count it again
		assert (StarShipPtr->playerNr >= 0);
		battle_counter[StarShipPtr->playerNr]--;
	}

	VictoriousStarShipPtr = NULL;
	for (hElement = GetHeadElement (); hElement; hElement = hNextElement)
	{
		LockElement (hElement, &ElementPtr);
		if ((ElementPtr->state_flags & PLAYER_SHIP)
				&& ElementPtr != ShipPtr
						/* and not running away */
				&& ElementPtr->mass_points <= MAX_SHIP_MASS)
		{
			GetElementStarShip (ElementPtr, &VictoriousStarShipPtr);
			if (VictoriousStarShipPtr->RaceDescPtr->ship_info.crew_level == 0)
				VictoriousStarShipPtr = NULL;

			UnlockElement (hElement);
			break;
		}
		hNextElement = GetSuccElement (ElementPtr);
		UnlockElement (hElement);
	}

	StarShipPtr->cur_status_flags &= ~PLAY_VICTORY_DITTY;

	DeltaEnergy (ShipPtr,
			-(SIZE)StarShipPtr->RaceDescPtr->ship_info.energy_level);

	ShipPtr->life_span = NUM_EXPLOSION_FRAMES * 3;
	ShipPtr->state_flags &= ~DISAPPEARING;
	ShipPtr->state_flags |= FINITE_LIFE | NONSOLID;
	ShipPtr->postprocess_func = PostProcessStatus;
	ShipPtr->death_func = cleanup_dead_ship;
	ShipPtr->hTarget = 0;
	ZeroVelocityComponents (&ShipPtr->velocity);
	if (ShipPtr->crew_level) /* only happens for shofixti self-destruct */
	{
		PlaySound (SetAbsSoundIndex (
				StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1),
				CalcSoundPosition (ShipPtr), ShipPtr,
				GAME_SOUND_PRIORITY + 1);

		DeltaCrew (ShipPtr, -(SIZE)ShipPtr->crew_level);
		if (VictoriousStarShipPtr == NULL)
		{	// No ships left alive after a Shofixti Glory device,
			// thus Shofixti wins
			VictoriousStarShipPtr = StarShipPtr;
		}
	}
	else
	{
		ShipPtr->preprocess_func = explosion_preprocess;

		PlaySound (SetAbsSoundIndex (GameSounds, SHIP_EXPLODES),
				CalcSoundPosition (ShipPtr), ShipPtr, GAME_SOUND_PRIORITY + 1);
	}

	if (VictoriousStarShipPtr != NULL)
		VictoriousStarShipPtr->cur_status_flags |= PLAY_VICTORY_DITTY;

	// The winner is set once per battle. If both ships die, this function is
	// called twice, once for each ship. We need to preserve the winner
	// determined on the first call.
	if (winnerStarShip == NULL)
		winnerStarShip = VictoriousStarShipPtr;

	if (LOBYTE (GLOBAL (CurrentActivity)) == SUPER_MELEE)
		MeleeShipDeath (StarShipPtr);
}