//Copyright Paul Reiche, Fred Ford. 1992-2002 /* * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "../ship.h" #include "thradd.h" #include "resinst.h" #include "uqm/globdata.h" // Core characteristics #define MAX_CREW 8 #define MAX_ENERGY 24 #define ENERGY_REGENERATION 1 #define ENERGY_WAIT 6 #define MAX_THRUST 28 #define THRUST_INCREMENT 7 #define THRUST_WAIT 0 #define TURN_WAIT 1 #define SHIP_MASS 7 // Ion Blasters #define WEAPON_ENERGY_COST 2 #define WEAPON_WAIT 12 #define MISSILE_SPEED DISPLAY_TO_WORLD (30) #define MISSILE_LIFE 15 #define MISSILE_OFFSET 3 #define THRADDASH_OFFSET 9 #define MISSILE_HITS 2 #define MISSILE_DAMAGE 1 // Afterburner #define SPECIAL_ENERGY_COST 1 #define SPECIAL_WAIT 0 #define SPECIAL_THRUST_INCREMENT 12 #define SPECIAL_MAX_THRUST 72 #define NAPALM_LIFE 48 #define NAPALM_OFFSET 0 #define NAPALM_HITS 1 #define NAPALM_DAMAGE 2 #define NAPALM_DECAY_RATE 5 /* Controls the speed of the afterburner "decay" animation; it will * decay one step (one animation frame) per NAPALM_DECAY_RATE * frames. */ #define NUM_NAPALM_FADES 6 static RACE_DESC thraddash_desc = { { /* SHIP_INFO */ FIRES_FORE, 10, /* Super Melee cost */ MAX_CREW, MAX_CREW, MAX_ENERGY, MAX_ENERGY, THRADDASH_RACE_STRINGS, THRADDASH_ICON_MASK_PMAP_ANIM, THRADDASH_MICON_MASK_PMAP_ANIM, NULL, NULL, NULL }, { /* FLEET_STUFF */ 833 / SPHERE_RADIUS_INCREMENT * 2, /* Initial SoI radius */ { /* Known location (center of SoI) */ 2535, 8358, }, }, { MAX_THRUST, THRUST_INCREMENT, ENERGY_REGENERATION, WEAPON_ENERGY_COST, SPECIAL_ENERGY_COST, ENERGY_WAIT, TURN_WAIT, THRUST_WAIT, WEAPON_WAIT, SPECIAL_WAIT, SHIP_MASS, }, { { THRADDASH_BIG_MASK_PMAP_ANIM, THRADDASH_MED_MASK_PMAP_ANIM, THRADDASH_SML_MASK_PMAP_ANIM, }, { HORN_BIG_MASK_PMAP_ANIM, HORN_MED_MASK_PMAP_ANIM, HORN_SML_MASK_PMAP_ANIM, }, { NAPALM_BIG_MASK_PMAP_ANIM, NAPALM_MED_MASK_PMAP_ANIM, NAPALM_SML_MASK_PMAP_ANIM, }, { THRADDASH_CAPTAIN_MASK_PMAP_ANIM, NULL, NULL, NULL, NULL, NULL }, THRADDASH_VICTORY_SONG, THRADDASH_SHIP_SOUNDS, { NULL, NULL, NULL }, { NULL, NULL, NULL }, { NULL, NULL, NULL }, NULL, NULL }, { 0, (MISSILE_SPEED * MISSILE_LIFE) >> 1, NULL, }, (UNINIT_FUNC *) NULL, (PREPROCESS_FUNC *) NULL, (POSTPROCESS_FUNC *) NULL, (INIT_WEAPON_FUNC *) NULL, 0, 0, /* CodeRef */ }; static void thraddash_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern, COUNT ConcernCounter) { STARSHIP *StarShipPtr; EVALUATE_DESC *lpEvalDesc; lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX]; if (lpEvalDesc->ObjectPtr) { #define STATIONARY_SPEED WORLD_TO_VELOCITY (DISPLAY_TO_WORLD (4)) SIZE dx, dy; GetCurrentVelocityComponents ( &lpEvalDesc->ObjectPtr->velocity, &dx, &dy ); if (lpEvalDesc->which_turn > 8 || (long)dx * dx + (long)dy * dy <= (long)STATIONARY_SPEED * STATIONARY_SPEED) lpEvalDesc->MoveState = PURSUE; else lpEvalDesc->MoveState = ENTICE; } ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter); GetElementStarShip (ShipPtr, &StarShipPtr); if (StarShipPtr->special_counter == 0) { StarShipPtr->ship_input_state &= ~SPECIAL; if (ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr && ObjectsOfConcern[ENEMY_WEAPON_INDEX].MoveState == ENTICE) { if ((StarShipPtr->ship_input_state & THRUST) || (ShipPtr->turn_wait == 0 && !(StarShipPtr->ship_input_state & (LEFT | RIGHT))) || NORMALIZE_FACING (ANGLE_TO_FACING ( GetVelocityTravelAngle ( &ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr->velocity ) + HALF_CIRCLE + OCTANT) - StarShipPtr->ShipFacing) > ANGLE_TO_FACING (QUADRANT)) StarShipPtr->ship_input_state |= SPECIAL; } else if (lpEvalDesc->ObjectPtr) { if (lpEvalDesc->MoveState == PURSUE) { if (StarShipPtr->RaceDescPtr->ship_info.energy_level >= WEAPON_ENERGY_COST + SPECIAL_ENERGY_COST && ShipPtr->turn_wait == 0 && !(StarShipPtr->ship_input_state & (LEFT | RIGHT)) && (!(StarShipPtr->cur_status_flags & SPECIAL) || !(StarShipPtr->cur_status_flags & (SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED)))) StarShipPtr->ship_input_state |= SPECIAL; } else if (lpEvalDesc->MoveState == ENTICE) { COUNT direction_angle; SIZE delta_x, delta_y; delta_x = lpEvalDesc->ObjectPtr->next.location.x - ShipPtr->next.location.x; delta_y = lpEvalDesc->ObjectPtr->next.location.y - ShipPtr->next.location.y; direction_angle = ARCTAN (delta_x, delta_y); if ((lpEvalDesc->which_turn > 24 && !(StarShipPtr->ship_input_state & (LEFT | RIGHT))) || (lpEvalDesc->which_turn <= 16 && NORMALIZE_ANGLE (direction_angle - (FACING_TO_ANGLE (StarShipPtr->ShipFacing) + HALF_CIRCLE) + QUADRANT) <= HALF_CIRCLE && (lpEvalDesc->which_turn < 12 || NORMALIZE_ANGLE (direction_angle - (GetVelocityTravelAngle ( &lpEvalDesc->ObjectPtr->velocity ) + HALF_CIRCLE) + (OCTANT + 2)) <= ((OCTANT + 2) << 1)))) StarShipPtr->ship_input_state |= SPECIAL; } } if ((StarShipPtr->ship_input_state & SPECIAL) && StarShipPtr->RaceDescPtr->ship_info.energy_level >= SPECIAL_ENERGY_COST) StarShipPtr->ship_input_state &= ~THRUST; } } 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; } } static COUNT initialize_horn (ELEMENT *ShipPtr, HELEMENT HornArray[]) { STARSHIP *StarShipPtr; MISSILE_BLOCK MissileBlock; GetElementStarShip (ShipPtr, &StarShipPtr); MissileBlock.cx = ShipPtr->next.location.x; MissileBlock.cy = ShipPtr->next.location.y; MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.weapon; MissileBlock.face = MissileBlock.index = StarShipPtr->ShipFacing; MissileBlock.sender = ShipPtr->playerNr; MissileBlock.flags = IGNORE_SIMILAR; MissileBlock.pixoffs = THRADDASH_OFFSET; MissileBlock.speed = MISSILE_SPEED; MissileBlock.hit_points = MISSILE_HITS; MissileBlock.damage = MISSILE_DAMAGE; MissileBlock.life = MISSILE_LIFE; MissileBlock.preprocess_func = NULL; MissileBlock.blast_offs = MISSILE_OFFSET; HornArray[0] = initialize_missile (&MissileBlock); return (1); } static void thraddash_preprocess (ELEMENT *ElementPtr) { STARSHIP *StarShipPtr; GetElementStarShip (ElementPtr, &StarShipPtr); if (!(StarShipPtr->cur_status_flags & SPECIAL)) { if ((StarShipPtr->old_status_flags & SPECIAL) && (StarShipPtr->cur_status_flags & SHIP_AT_MAX_SPEED)) StarShipPtr->cur_status_flags |= SHIP_BEYOND_MAX_SPEED; } else if (DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST)) { COUNT max_thrust, thrust_increment; STATUS_FLAGS thrust_status; HELEMENT hTrailElement; if (!(StarShipPtr->old_status_flags & SPECIAL)) StarShipPtr->cur_status_flags &= ~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED); if (ElementPtr->thrust_wait == 0) ++ElementPtr->thrust_wait; thrust_increment = StarShipPtr->RaceDescPtr->characteristics.thrust_increment; max_thrust = StarShipPtr->RaceDescPtr->characteristics.max_thrust; StarShipPtr->RaceDescPtr->characteristics.thrust_increment = SPECIAL_THRUST_INCREMENT; StarShipPtr->RaceDescPtr->characteristics.max_thrust = SPECIAL_MAX_THRUST; thrust_status = inertial_thrust (ElementPtr); StarShipPtr->cur_status_flags &= ~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED | SHIP_IN_GRAVITY_WELL); StarShipPtr->cur_status_flags |= thrust_status; StarShipPtr->RaceDescPtr->characteristics.thrust_increment = thrust_increment; StarShipPtr->RaceDescPtr->characteristics.max_thrust = max_thrust; { MISSILE_BLOCK MissileBlock; MissileBlock.cx = ElementPtr->next.location.x; MissileBlock.cy = ElementPtr->next.location.y; MissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.special; MissileBlock.face = 0; MissileBlock.index = GetFrameCount ( StarShipPtr->RaceDescPtr->ship_data.special[0] ) - 1; MissileBlock.sender = ElementPtr->playerNr; MissileBlock.flags = IGNORE_SIMILAR; MissileBlock.pixoffs = 0; MissileBlock.speed = 0; MissileBlock.hit_points = NAPALM_HITS; MissileBlock.damage = NAPALM_DAMAGE; MissileBlock.life = NAPALM_LIFE; MissileBlock.preprocess_func = flame_napalm_preprocess; MissileBlock.blast_offs = NAPALM_OFFSET; hTrailElement = initialize_missile (&MissileBlock); if (hTrailElement) { ELEMENT *TrailElementPtr; LockElement (hTrailElement, &TrailElementPtr); SetElementStarShip (TrailElementPtr, StarShipPtr); TrailElementPtr->hTarget = 0; /* turn_wait is abused here to store the speed of the decay * animation */ TrailElementPtr->turn_wait = NAPALM_DECAY_RATE; TrailElementPtr->state_flags |= NONSOLID; SetPrimType ( &(GLOBAL (DisplayArray))[TrailElementPtr->PrimIndex], NO_PRIM ); /* normally done during preprocess, but because * object is being inserted at head rather than * appended after tail it may never get preprocessed. */ TrailElementPtr->next = TrailElementPtr->current; TrailElementPtr->state_flags |= PRE_PROCESS; UnlockElement (hTrailElement); InsertElement (hTrailElement, GetHeadElement ()); ProcessSound (SetAbsSoundIndex ( StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr); } } } } RACE_DESC* init_thraddash (void) { RACE_DESC *RaceDescPtr; thraddash_desc.preprocess_func = thraddash_preprocess; thraddash_desc.init_weapon_func = initialize_horn; thraddash_desc.cyborg_control.intelligence_func = thraddash_intelligence; RaceDescPtr = &thraddash_desc; return (RaceDescPtr); }