示例#1
0
文件: druuge.c 项目: intgr/sc2-uqm
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));
		}
	}
}
示例#2
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;
}
示例#3
0
static bool
GenerateSpathi_generateMoons (SOLARSYS_STATE *solarSys, PLANET_DESC *planet)
{
	COUNT angle;

	GenerateDefault_generateMoons (solarSys, planet);

	if (matchWorld (solarSys, planet, 0, MATCH_PLANET))
	{
#ifdef NOTYET
		utf8StringCopy (GLOBAL_SIS (PlanetName),
				sizeof (GLOBAL_SIS (PlanetName)),
				"Spathiwa");
#endif /* NOTYET */

		solarSys->MoonDesc[0].data_index = PELLUCID_WORLD;
		solarSys->MoonDesc[0].alternate_colormap = NULL;
		solarSys->MoonDesc[0].radius = MIN_MOON_RADIUS + MOON_DELTA;
		angle = NORMALIZE_ANGLE (LOWORD (RandomContext_Random (SysGenRNG)));
		solarSys->MoonDesc[0].location.x =
				COSINE (angle, solarSys->MoonDesc[0].radius);
		solarSys->MoonDesc[0].location.y =
				SINE (angle, solarSys->MoonDesc[0].radius);
		ComputeSpeed(&solarSys->MoonDesc[0], TRUE, 1);
	}

	return true;
}
示例#4
0
static COUNT
initialize_autoaim_laser (ELEMENT *ShipPtr, HELEMENT LaserArray[])
{
	COUNT orig_facing;
	SIZE delta_facing;
	STARSHIP *StarShipPtr;
	LASER_BLOCK LaserBlock;

	GetElementStarShip (ShipPtr, &StarShipPtr);
	LaserBlock.face = orig_facing = StarShipPtr->ShipFacing;
	if ((delta_facing = TrackShip (ShipPtr, &LaserBlock.face)) > 0)
		LaserBlock.face = NORMALIZE_FACING (orig_facing + delta_facing);
	ShipPtr->hTarget = 0;

	LaserBlock.cx = ShipPtr->next.location.x;
	LaserBlock.cy = ShipPtr->next.location.y;
	LaserBlock.ex = COSINE (FACING_TO_ANGLE (LaserBlock.face), LASER_RANGE);
	LaserBlock.ey = SINE (FACING_TO_ANGLE (LaserBlock.face), LASER_RANGE);
	LaserBlock.sender = ShipPtr->playerNr;
	LaserBlock.flags = IGNORE_SIMILAR;
	LaserBlock.pixoffs = ARILOU_OFFSET;
	LaserBlock.color = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x0A), 0x0E);
	LaserArray[0] = initialize_laser (&LaserBlock);

	return (1);
}
示例#5
0
static bool
GenerateDruuge_generatePlanets (SOLARSYS_STATE *solarSys)
{
	COUNT angle;

	GenerateDefault_generatePlanets (solarSys);

	memmove (&solarSys->PlanetDesc[1], &solarSys->PlanetDesc[0],
			sizeof (solarSys->PlanetDesc[0])
			* solarSys->SunDesc[0].NumPlanets);
	++solarSys->SunDesc[0].NumPlanets;

	solarSys->PlanetDesc[0].data_index = DUST_WORLD;
	solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 50L / 100;
	solarSys->PlanetDesc[0].NumPlanets = 0;
	angle = HALF_CIRCLE - OCTANT;
	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);
	ComputeSpeed(&solarSys->PlanetDesc[0], FALSE, 1);

	return true;
}
示例#6
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;
}
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;
}
示例#8
0
文件: chenjesu.c 项目: intgr/sc2-uqm
static void
spawn_doggy (ELEMENT *ElementPtr)
{
	HELEMENT hDoggyElement;

	if ((hDoggyElement = AllocElement ()) != 0)
	{
		COUNT angle;
		ELEMENT *DoggyElementPtr;
		STARSHIP *StarShipPtr;

		ElementPtr->state_flags |= DEFY_PHYSICS;

		PutElement (hDoggyElement);
		LockElement (hDoggyElement, &DoggyElementPtr);
		DoggyElementPtr->hit_points = DOGGY_HITS;
		DoggyElementPtr->mass_points = DOGGY_MASS;
		DoggyElementPtr->thrust_wait = 0;
		DoggyElementPtr->playerNr = ElementPtr->playerNr;
		DoggyElementPtr->state_flags = APPEARING;
		DoggyElementPtr->life_span = NORMAL_LIFE;
		SetPrimType (&(GLOBAL (DisplayArray))[DoggyElementPtr->PrimIndex],
				STAMP_PRIM);
		{
			DoggyElementPtr->preprocess_func = doggy_preprocess;
			DoggyElementPtr->postprocess_func = NULL;
			DoggyElementPtr->collision_func = doggy_collision;
			DoggyElementPtr->death_func = doggy_death;
		}

		GetElementStarShip (ElementPtr, &StarShipPtr);
		angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE;
		DoggyElementPtr->current.location.x = ElementPtr->next.location.x
				+ COSINE (angle, DISPLAY_TO_WORLD (CHENJESU_OFFSET + DOGGY_OFFSET));
		DoggyElementPtr->current.location.y = ElementPtr->next.location.y
				+ SINE (angle, DISPLAY_TO_WORLD (CHENJESU_OFFSET + DOGGY_OFFSET));
		DoggyElementPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
		DoggyElementPtr->current.image.frame = StarShipPtr->RaceDescPtr->ship_data.special[0];

		SetVelocityVector (&DoggyElementPtr->velocity,
				DOGGY_SPEED, NORMALIZE_FACING (ANGLE_TO_FACING (angle)));

		SetElementStarShip (DoggyElementPtr, StarShipPtr);

		ProcessSound (SetAbsSoundIndex (
						/* RELEASE_DOGGY */
				StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 4), DoggyElementPtr);

		UnlockElement (hDoggyElement);
	}
}
示例#9
0
文件: druuge.c 项目: intgr/sc2-uqm
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));
		}
	}
}
示例#10
0
static bool
GenerateColony_generatePlanets (SOLARSYS_STATE *solarSys)
{
	COUNT angle;
	PLANET_DESC *pMinPlanet;

	pMinPlanet = &solarSys->PlanetDesc[0];
	FillOrbits (solarSys, (BYTE)~0, pMinPlanet, FALSE);

	pMinPlanet->radius = EARTH_RADIUS * 115L / 100;
	angle = ARCTAN (pMinPlanet->location.x, pMinPlanet->location.y);
	pMinPlanet->location.x = COSINE (angle, pMinPlanet->radius);
	pMinPlanet->location.y = SINE (angle, pMinPlanet->radius);
	pMinPlanet->data_index = WATER_WORLD | PLANET_SHIELDED;

	return true;
}
static bool
GenerateBurvixese_generatePlanets (SOLARSYS_STATE *solarSys)
{
	COUNT angle;

	GenerateDefault_generatePlanets (solarSys);

	solarSys->PlanetDesc[0].data_index = REDUX_WORLD;
	solarSys->PlanetDesc[0].NumPlanets = 1;
	solarSys->PlanetDesc[0].radius = EARTH_RADIUS * 39L / 100;
	angle = ARCTAN (solarSys->PlanetDesc[0].location.x,
			solarSys->PlanetDesc[0].location.y);
	solarSys->PlanetDesc[0].location.x =
			COSINE (angle, solarSys->PlanetDesc[0].radius);
	solarSys->PlanetDesc[0].location.y =
			SINE (angle, solarSys->PlanetDesc[0].radius);
	return true;
}
示例#12
0
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;
}
示例#13
0
static void
flak_preprocess (ELEMENT *ElementPtr)
{
	if (ElementPtr->turn_wait > 0)
		--ElementPtr->turn_wait;
	else
	{
		SIZE angle, delta_speed;

		angle = GetVelocityTravelAngle (&ElementPtr->velocity);
		delta_speed = WORLD_TO_VELOCITY (MISSILE_DECELERATION);

		DeltaVelocityComponents (&ElementPtr->velocity,
			(SIZE)COSINE (angle, -delta_speed),
			(SIZE)SINE (angle, -delta_speed));
	
		ElementPtr->turn_wait = MISSILE_DECEL_WAIT;
		ElementPtr->state_flags |= CHANGING;
	}
}
示例#14
0
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;
}
示例#15
0
static bool
GenerateSaMatra_generateMoons (SOLARSYS_STATE *solarSys, PLANET_DESC *planet)
{
	GenerateDefault_generateMoons (solarSys, planet);

	if (matchWorld (solarSys, planet, 4, MATCH_PLANET))
	{
		COUNT angle;
		DWORD rand_val;

		solarSys->MoonDesc[0].data_index = SA_MATRA;
		solarSys->MoonDesc[0].radius = MIN_MOON_RADIUS + (2 * MOON_DELTA);
		rand_val = TFB_Random ();
		angle = NORMALIZE_ANGLE (LOWORD (rand_val));
		solarSys->MoonDesc[0].location.x =
				COSINE (angle, solarSys->MoonDesc[0].radius);
		solarSys->MoonDesc[0].location.y =
				SINE (angle, solarSys->MoonDesc[0].radius);
	}

	return true;
}
示例#16
0
static bool
GenerateBurvixese_generateMoons (SOLARSYS_STATE *solarSys, PLANET_DESC *planet)
{
	GenerateDefault_generateMoons (solarSys, planet);

	if (matchWorld (solarSys, planet, 0, MATCH_PLANET))
	{
		COUNT angle;
		DWORD rand_val;

		solarSys->MoonDesc[0].data_index = SELENIC_WORLD;
		solarSys->MoonDesc[0].radius = MIN_MOON_RADIUS
				+ (MAX_MOONS - 1) * MOON_DELTA;
		rand_val = TFB_Random ();
		angle = NORMALIZE_ANGLE (LOWORD (rand_val));
		solarSys->MoonDesc[0].location.x =
				COSINE (angle, solarSys->MoonDesc[0].radius);
		solarSys->MoonDesc[0].location.y =
				SINE (angle, solarSys->MoonDesc[0].radius);
		ComputeSpeed(&solarSys->MoonDesc[0], TRUE, 1);
	}
	return true;
}
示例#17
0
static bool
GenerateChmmr_generateMoons (SOLARSYS_STATE *solarSys, PLANET_DESC *planet)
{
	GenerateDefault_generateMoons (solarSys, planet);

	if (matchWorld (solarSys, planet, 1, MATCH_PLANET))
	{
		COUNT angle;
		DWORD rand_val;

		solarSys->MoonDesc[0].data_index = HIERARCHY_STARBASE;
		solarSys->MoonDesc[0].radius = MIN_MOON_RADIUS;
		rand_val = TFB_Random ();
		angle = NORMALIZE_ANGLE (LOWORD (rand_val));
		solarSys->MoonDesc[0].location.x =
				COSINE (angle, solarSys->MoonDesc[0].radius);
		solarSys->MoonDesc[0].location.y =
				SINE (angle, solarSys->MoonDesc[0].radius);
		ComputeSpeed(&solarSys->MoonDesc[0], TRUE, 1);
	}

	return true;
}
示例#18
0
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;
}
示例#19
0
文件: genrain.c 项目: intgr/sc2-uqm
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;
}
示例#20
0
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;
}
示例#21
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;
	}
}
示例#22
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;
    }
}
static void
initialize_diagonal_flame (ELEMENT *ElementPtr)
{
	COUNT i;
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
	MissileBlock.index = 0;
	MissileBlock.sender = ElementPtr->playerNr;
	MissileBlock.flags = IGNORE_SIMILAR;
	MissileBlock.pixoffs = ILWRATH_OFFSET;
	MissileBlock.speed = MISSILE_SPEED;
	MissileBlock.hit_points = MISSILE_HITS;
	MissileBlock.damage = MISSILE_DAMAGE;
	MissileBlock.life = MISSILE_LIFE;
	MissileBlock.preprocess_func = flame_preprocess;
	MissileBlock.blast_offs = MISSILE_OFFSET;

	for(i = 0; i < 2; ++i)
	{
		HELEMENT hFlame;
	
		if (i == 0)
		{
			MissileBlock.cx = ElementPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -32);
			MissileBlock.cy = ElementPtr->next.location.y
				+ SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), -32);

			MissileBlock.face = NORMALIZE_FACING (StarShipPtr->ShipFacing + 2);
		}
		else
		{
			MissileBlock.cx = ElementPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 32);
			MissileBlock.cy = ElementPtr->next.location.y
				+ SINE(FACING_TO_ANGLE(StarShipPtr->ShipFacing + 4), 32);

			MissileBlock.face = NORMALIZE_FACING (StarShipPtr->ShipFacing - 2);
		}

		hFlame = initialize_missile (&MissileBlock);
		if (hFlame)
		{
			SIZE dx, dy;
			ELEMENT *FlamePtr;
	
			LockElement (hFlame, &FlamePtr);
			SetElementStarShip (FlamePtr, StarShipPtr);
			FlamePtr->hTarget = 0;
			GetCurrentVelocityComponents (&ElementPtr->velocity, &dx, &dy);
			DeltaVelocityComponents (&FlamePtr->velocity, dx, dy);
			FlamePtr->current.location.x -= VELOCITY_TO_WORLD (dx);
			FlamePtr->current.location.y -= VELOCITY_TO_WORLD (dy);
	
			FlamePtr->collision_func = flame_collision;
			FlamePtr->turn_wait = 0;
			UnlockElement (hFlame);
			PutElement (hFlame);
		}
	}
}
示例#24
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);
	}
}
示例#25
0
static COUNT
initialize_weapon (ELEMENT *ShipPtr, HELEMENT WeaponArray[])
{
	COUNT i;
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;
	
	GetElementStarShip (ShipPtr, &StarShipPtr);
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
	// MissileBlock.face = StarShipPtr->ShipFacing;
	MissileBlock.face = MissileBlock.index = StarShipPtr->ShipFacing;
	MissileBlock.sender = ShipPtr->playerNr;
	MissileBlock.flags = IGNORE_SIMILAR;
	MissileBlock.speed = (MISSILE_SPEED << RESOLUTION_FACTOR);
	MissileBlock.hit_points = MISSILE_HITS;
	MissileBlock.damage = MISSILE_DAMAGE;
	MissileBlock.life = MISSILE_LIFE;
	MissileBlock.blast_offs = MISSILE_OFFSET;
	MissileBlock.preprocess_func = 0;

	for (i = 0; i < 2; ++i)
	{
		if (i == 0)
		{
			MissileBlock.pixoffs = THRADDASH_OFFSET_2;
			MissileBlock.cx = ShipPtr->next.location.x;
			MissileBlock.cy = ShipPtr->next.location.y;
		}
		else if (StarShipPtr->static_counter == 0)
		{
			MissileBlock.pixoffs = THRADDASH_OFFSET_1;
			MissileBlock.cx = ShipPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE (MissileBlock.face + 4), -25);
			MissileBlock.cy = ShipPtr->next.location.y
				+ SINE(FACING_TO_ANGLE (MissileBlock.face + 4), -25);
		}
		else
		{
			MissileBlock.pixoffs = THRADDASH_OFFSET_1;
			MissileBlock.cx = ShipPtr->next.location.x
				+ COSINE(FACING_TO_ANGLE (MissileBlock.face + 4), 25);
			MissileBlock.cy = ShipPtr->next.location.y
				+ SINE(FACING_TO_ANGLE (MissileBlock.face + 4), 25);
		}

		if ((WeaponArray[i] = initialize_missile (&MissileBlock)))
		{
			SIZE dx, dy;
			ELEMENT *WeaponPtr;

			LockElement (WeaponArray[i], &WeaponPtr);
			GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy);
			DeltaVelocityComponents (&WeaponPtr->velocity, dx, dy);
			WeaponPtr->current.location.x -= VELOCITY_TO_WORLD (dx);
			WeaponPtr->current.location.y -= VELOCITY_TO_WORLD (dy);
			// WeaponPtr->collision_func = repulsor_collision;		
			UnlockElement (WeaponArray[i]);
		}
	}

	return (2);
}
示例#26
0
// Secondary weapon: Gas cloud.
// The IGNORE_VELOCITY flag is very important: It doesn't only stop the gas from reacting to gravity,
// (see collide.h) but it also makes it possible for the gas to stick to enemy ship (see this file's other gas functions).
static void spawn_gas (ELEMENT *ShipPtr)
{	
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;
	HELEMENT Missile;
	SIZE offs_x, offs_y;
	COUNT angle;
	static COUNT gas_side[NUM_SIDES]   = {0, 0};
	static COUNT gas_number[NUM_SIDES] = {0, 0};
	
	GetElementStarShip (ShipPtr, &StarShipPtr);
	
	gas_number[ShipPtr->playerNr] = (gas_number[ShipPtr->playerNr] + 1) % 32;
	gas_side[ShipPtr->playerNr] = (gas_side[ShipPtr->playerNr] + 1) % 2;
	angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);
	
	// This mechanism can be used to alter the "pipe" from which the gas clouds come.
	if(gas_side[ShipPtr->playerNr])
	{
		offs_x = -SINE (angle, GAS_HORZ_OFFSET);
		offs_y = COSINE (angle, GAS_HORZ_OFFSET);
	}
	else
	{
		offs_x = -SINE (angle, GAS_HORZ_OFFSET);
		offs_y = COSINE (angle, GAS_HORZ_OFFSET);
	}
		
	MissileBlock.cx = ShipPtr->next.location.x + offs_x;
	MissileBlock.cy = ShipPtr->next.location.y + offs_y;
	MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.special;
	MissileBlock.face = StarShipPtr->ShipFacing;// Baul's gas now flies forward. (this was: (StarShipPtr->ShipFacing - 8) % 16;)
	MissileBlock.index = LAST_DISSOLVE_INDEX; // Start with the gas emerge animation which is the last .pngs in gasXX.ani
	MissileBlock.sender = ShipPtr->playerNr;
	MissileBlock.flags = GASSY_SUBSTANCE | IGNORE_VELOCITY; // Don't erase the IGNORE_VELOCITY. It's very important.
	MissileBlock.pixoffs = GAS_OFFSET;
	MissileBlock.speed = GAS_INIT_SPEED;
	MissileBlock.hit_points = GAS_HITS;
	MissileBlock.damage = GAS_DAMAGE;
	MissileBlock.life = GAS_LIFE;
	MissileBlock.preprocess_func = gas_preprocess;
	MissileBlock.blast_offs = 0;
	Missile = initialize_missile (&MissileBlock);
	
	if (Missile)
	{
		ELEMENT *GasPtr;
		SIZE	dx, dy; // Baul's gas now flies forward.
		
		LockElement (Missile, &GasPtr);
		
		// Baul's gas now flies forward.
		GetCurrentVelocityComponents (&ShipPtr->velocity, &dx, &dy);
		DeltaVelocityComponents (&GasPtr->velocity, dx, dy);
		GasPtr->current.location.x -= VELOCITY_TO_WORLD (dx);
		GasPtr->current.location.y -= VELOCITY_TO_WORLD (dy);
		
		GasPtr->collision_func = gas_collision;
		GasPtr->death_func = gas_death;
		GasPtr->thrust_wait = 1;
		GasPtr->weapon_element_index = gas_number[ShipPtr->playerNr];
		SetElementStarShip (GasPtr, StarShipPtr);
		ProcessSound (SetAbsSoundIndex (StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), GasPtr);
		UnlockElement (Missile);
		PutElement (Missile);
	}
}
示例#27
0
// Primary weapon. It must deal at least 1 damage, otherwise it won't interact with other 
// elements, not even gas. However, we can prevent this damage with a separate collision function.
static COUNT
initialize_spray (ELEMENT *ShipPtr, HELEMENT SprayArray[])
{
	STARSHIP *StarShipPtr;
	MISSILE_BLOCK MissileBlock;
	SIZE offs_x, offs_y;
	COUNT i, angle;
	static COUNT spray_side[NUM_SIDES]={0,0};
	
	GetElementStarShip (ShipPtr, &StarShipPtr);
	angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);
	
	for (i = 0; i < NUM_SPRAYS; i++)
	{
		BYTE damage;
		
		// Only the foremost one deals damage
		if (i == NUM_SPRAYS-1)
			damage = 1;
		else
			damage = 0;
		
		// This mechanism can be used to alter the "pipe" from which the spray particles come.
		spray_side[ShipPtr->playerNr] = (spray_side[ShipPtr->playerNr] + 1) % 2;
		if(spray_side[ShipPtr->playerNr])
		{
			offs_x = -SINE (angle,  SPRAY_HORZ_OFFSET + (i << RESOLUTION_FACTOR));
			offs_y = COSINE (angle, SPRAY_HORZ_OFFSET + (i << RESOLUTION_FACTOR));
		}
		else
		{
			offs_x = -SINE (angle,  SPRAY_HORZ_OFFSET + (i << RESOLUTION_FACTOR));
			offs_y = COSINE (angle, SPRAY_HORZ_OFFSET + (i << RESOLUTION_FACTOR));
		}
	
		MissileBlock.cx = ShipPtr->next.location.x + offs_x;
		MissileBlock.cy = ShipPtr->next.location.y + offs_y;
		MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
		MissileBlock.face = StarShipPtr->ShipFacing;
		MissileBlock.index = 0;
		MissileBlock.sender = ShipPtr->playerNr;
		MissileBlock.flags = IGNORE_SIMILAR | GASSY_SUBSTANCE;
		MissileBlock.pixoffs = 4 + ((i * SPRAY_DIST) << RESOLUTION_FACTOR);
		MissileBlock.speed = MISSILE_SPEED << RESOLUTION_FACTOR; // JMS_GFX
		MissileBlock.hit_points = MISSILE_HITS;
		MissileBlock.damage = damage;
		MissileBlock.life = MISSILE_LIFE;
		MissileBlock.preprocess_func = spray_preprocess;
		MissileBlock.blast_offs = MISSILE_OFFSET;
		SprayArray[i] = initialize_missile (&MissileBlock);
		
		if (SprayArray[i])
		{
			ELEMENT *SprayPtr;
			
			LockElement (SprayArray[i], &SprayPtr);
			SprayPtr->collision_func = spray_collision;
			SprayPtr->thrust_wait = 1;
			
			// This makes the spray shoot in a slight angle towards the centerline.
			// If you want a "curved" shot, put this mechanism into spray_preprocess
			// where it accelerates the whot towards the centerline on every frame.
			offs_x = -SINE (angle, (100 << RESOLUTION_FACTOR));
			offs_y = COSINE (angle, (100 << RESOLUTION_FACTOR));
			DeltaVelocityComponents (&SprayPtr->velocity, offs_x, offs_y);
			
			UnlockElement (SprayArray[i]);
		}
	}
	
	return (NUM_SPRAYS);
}
示例#28
0
static COUNT
initialize_dual_weapons (ELEMENT *ShipPtr, HELEMENT WeaponArray[])
{
#define CENTER_OFFS DISPLAY_TO_WORLD (4)
	COORD cx, cy;
	COUNT facing, angle;
	SIZE offs_x, offs_y;
	STARSHIP *StarShipPtr;

	GetElementStarShip (ShipPtr, &StarShipPtr);
	facing = StarShipPtr->ShipFacing;
	angle = FACING_TO_ANGLE (facing);
	cx = ShipPtr->next.location.x + COSINE (angle, CENTER_OFFS);
	cy = ShipPtr->next.location.y + SINE (angle, CENTER_OFFS);

	if (ShipPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.ship)
	{
#define WING_OFFS DISPLAY_TO_WORLD (10)
		COORD ex, ey;
		LASER_BLOCK LaserBlock;
		ELEMENT *LaserPtr;

		LaserBlock.sender = ShipPtr->state_flags & (GOOD_GUY | BAD_GUY);
		LaserBlock.pixoffs = 0;
		LaserBlock.color = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x0A), 0x0C);
		LaserBlock.face = facing;

		ex = cx + COSINE (angle, LASER_RANGE);
		ey = cy + SINE (angle, LASER_RANGE);
		offs_x = -SINE (angle, WING_OFFS);
		offs_y = COSINE (angle, WING_OFFS);

		LaserBlock.cx = cx + offs_x;
		LaserBlock.cy = cy + offs_y;
		LaserBlock.ex = ex - LaserBlock.cx;
		LaserBlock.ey = ey - LaserBlock.cy;
		if ((WeaponArray[0] = initialize_laser (&LaserBlock)))
		{
			LockElement (WeaponArray[0], &LaserPtr);
			LaserPtr->collision_func = twin_laser_collision;
			UnlockElement (WeaponArray[0]);
		}

		LaserBlock.cx = cx - offs_x;
		LaserBlock.cy = cy - offs_y;
		LaserBlock.ex = ex - LaserBlock.cx;
		LaserBlock.ey = ey - LaserBlock.cy;
		if ((WeaponArray[1] = initialize_laser (&LaserBlock)))
		{
			LockElement (WeaponArray[1], &LaserPtr);
			LaserPtr->collision_func = twin_laser_collision;
			UnlockElement (WeaponArray[1]);
		}
	}
	else
	{
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 0
#define MISSILE_LIFE 40
#define LAUNCH_OFFS DISPLAY_TO_WORLD (4)
		MISSILE_BLOCK TorpBlock;
		ELEMENT *TorpPtr;

		TorpBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon;
		TorpBlock.sender = (ShipPtr->state_flags & (GOOD_GUY | BAD_GUY))
				| IGNORE_SIMILAR;
		TorpBlock.pixoffs = 0;
		TorpBlock.speed = MISSILE_SPEED;
		TorpBlock.hit_points = MISSILE_HITS;
		TorpBlock.damage = MISSILE_DAMAGE;
		TorpBlock.life = MISSILE_LIFE;
		TorpBlock.preprocess_func = missile_preprocess;
		TorpBlock.blast_offs = MISSILE_OFFSET;

		TorpBlock.face = TorpBlock.index = NORMALIZE_FACING (facing - 1);
		offs_x = -SINE (FACING_TO_ANGLE (TorpBlock.face), LAUNCH_OFFS);
		offs_y = COSINE (FACING_TO_ANGLE (TorpBlock.face), LAUNCH_OFFS);

		TorpBlock.cx = cx + offs_x;
		TorpBlock.cy = cy + offs_y;
		if ((WeaponArray[0] = initialize_missile (&TorpBlock)))
		{
			LockElement (WeaponArray[0], &TorpPtr);
			TorpPtr->turn_wait = TRACK_WAIT;
			UnlockElement (WeaponArray[0]);
		}

		TorpBlock.face = TorpBlock.index = NORMALIZE_FACING (facing + 1);

		TorpBlock.cx = cx - offs_x;
		TorpBlock.cy = cy - offs_y;
		if ((WeaponArray[1] = initialize_missile (&TorpBlock)))
		{
			LockElement (WeaponArray[1], &TorpPtr);
			TorpPtr->turn_wait = TRACK_WAIT;
			UnlockElement (WeaponArray[1]);
		}
	}

	return (2);
}
示例#29
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;
	}
}
示例#30
0
static void
gas_preprocess (ELEMENT *ElementPtr)
{	
	STARSHIP *StarShipPtr;
	SDWORD dx, dy;
	
	// Baul's gas now flies forward. Slow down the gas smoothly.
	GetCurrentVelocityComponentsSdword (&ElementPtr->velocity, &dx, &dy);
	if (dx != 0 || dy != 0)
	{
		dx = (SDWORD)(dx * 9 / 10);
		dy = (SDWORD)(dy * 9 / 10);
		SetVelocityComponents (&ElementPtr->velocity, dx, dy);
	}
		
	GetElementStarShip (ElementPtr, &StarShipPtr);
	
	// Move to next image frame. (Abusing thrust_wait to slow down the anim.)
	if (ElementPtr->thrust_wait > 0)
		--ElementPtr->thrust_wait;
	else
	{
		// Abusing thrust_wait to slow down the anim. (Should help performance a bit.)
		ElementPtr->thrust_wait = 1;
		
		// This makes the gas animate even if the ships are not moving and the screen is stationary.
		ElementPtr->state_flags |= CHANGING;
		
		if (GetFrameIndex (ElementPtr->current.image.frame) >= LAST_DISSOLVE_INDEX
			&& GetFrameIndex (ElementPtr->current.image.frame) < LAST_DISSOLVE_INDEX + NUM_EMERGE_FRAMES)
			ElementPtr->next.image.frame = IncFrameIndex (ElementPtr->current.image.frame);
		else if (GetFrameIndex (ElementPtr->current.image.frame) < LAST_GAS_INDEX - 1)
			ElementPtr->next.image.frame = IncFrameIndex (ElementPtr->current.image.frame);
		else
			ElementPtr->next.image.frame = SetAbsFrameIndex (ElementPtr->current.image.frame, 0);
	}
	
	// If enemy ship dies, remove the gas (this prevents game crashing upon enemy ship dying with gas on it).
	if ((!(ElementPtr->state_flags & IGNORE_VELOCITY) && ElementPtr->hTarget == 0)
		|| StarShipPtr->RaceDescPtr->ship_info.crew_level == 0)
	{
		ElementPtr->life_span = 0;
		ElementPtr->state_flags |= DISAPPEARING;
	}
	// When the gas has collided with enemy ship, it sticks to the ship until expires.
	// (When the gas is sticking to enemy ship, the gas's IGNORE_VELOCITY flag is disabled.)
	else if (!(ElementPtr->state_flags & IGNORE_VELOCITY) && !(ElementPtr->state_flags & DISAPPEARING))
	{
		ELEMENT *eptr;
		SIZE offs_x, offs_y;
		SBYTE leftOrRight, upOrDown;
		COUNT angle, angleCorrect;
		static BYTE alignment[NUM_SIDES]={0,0};
		
		// eptr points to enemy ship now.
		LockElement (ElementPtr->hTarget, &eptr);
		
		// Make gas's location the same as the enemy ship's.
		ElementPtr->next.location = eptr->next.location;
		
		// Randomize the gas's location so every gas cloud doesn't stick to the same place on the enemy ship.
		GetElementStarShip (eptr, &StarShipPtr);
		angle = (ElementPtr->weapon_element_index) % 16;
		alignment[ElementPtr->playerNr] = ElementPtr->weapon_element_index % 4;
		if (alignment[ElementPtr->playerNr] == 0)
		{
			leftOrRight = -1;
			upOrDown = 1;
			angleCorrect = 0;
		}
		else if (alignment[ElementPtr->playerNr] == 1)
		{
			leftOrRight = 1;
			upOrDown = -1;
			angleCorrect = 0;
		}
		else if (alignment[ElementPtr->playerNr] == 2)
		{
			leftOrRight = -1;
			upOrDown = 1;
			angleCorrect = HALF_CIRCLE / 2;
		}
		else
		{
			leftOrRight = 1;
			upOrDown = -1;
			angleCorrect = HALF_CIRCLE / 2;
		}
		offs_x = SINE (angle - angleCorrect, (ElementPtr->weapon_element_index % 16) * (5 << RESOLUTION_FACTOR));
		offs_y = COSINE (angle - angleCorrect, (ElementPtr->weapon_element_index % 16) * (5 << RESOLUTION_FACTOR));
		ElementPtr->next.location.x = ElementPtr->next.location.x + leftOrRight * offs_x;
		ElementPtr->next.location.y = ElementPtr->next.location.y + upOrDown * offs_y;
	
		if (ElementPtr->turn_wait)
		{
			HELEMENT hEffect;
			
			hEffect = AllocElement ();
			if (hEffect)
			{
				// eptr points to the new gas element now.
				LockElement (hEffect, &eptr);
				eptr->playerNr = ElementPtr->playerNr;
				eptr->state_flags = FINITE_LIFE | GASSY_SUBSTANCE | CHANGING;
				eptr->life_span = 1;
				eptr->thrust_wait = 1;
				eptr->weapon_element_index = ElementPtr->weapon_element_index;
				eptr->current = eptr->next = ElementPtr->next;
				eptr->preprocess_func = gas_preprocess;
				eptr->collision_func = gas_collision;
				// No need to have death_func here: It carries on from the declaration in gas_collision.
				// In fact, if gas_death is put here as death_func, it just messes up the graphics.
				
				SetPrimType (&(GLOBAL (DisplayArray))[eptr->PrimIndex], STAMP_PRIM);
				GetElementStarShip (ElementPtr, &StarShipPtr);
				SetElementStarShip (eptr, StarShipPtr);
				eptr->hTarget = ElementPtr->hTarget;
				
				UnlockElement (hEffect);
				PutElement (hEffect);
			}
		}
		
		UnlockElement (ElementPtr->hTarget);
	}
}