Lander cleanup: former MENU_STATE fields sorted out; some pointless casts removed; some comments; other random changes
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3321 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
+151
-132
@@ -123,9 +123,15 @@ const LIFEFORM_DESC CreatureData[] =
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extern PRIM_LINKS DisplayLinks;
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#define DAMAGE_CYCLE 6
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// XXX: There are actually only 9 explosion images.
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// The last frame is drawn twice.
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#define EXPLOSION_LIFE 10
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#define SHIELD_BIT (1 << 7)
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// How long to wait after the lander explodes, so that the full
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// gravity of the player's situation sinks in
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#define EXPLOSION_WAIT (ONE_SECOND * 2)
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#define EXPLOSION_WAIT_FRAMES (EXPLOSION_WAIT / PLANET_SIDE_RATE)
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// The actual number of frame that the explosion and wait takes is:
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// EXPLOSION_LIFE * 3 + EXPLOSION_WAIT_FRAMES
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#define DEATH_EXPLOSION 0
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@@ -144,6 +150,18 @@ extern PRIM_LINKS DisplayLinks;
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static BYTE lander_flags;
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static POINT curLanderLoc;
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static int crew_left;
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static int shieldHit;
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// which shield was hit, assuming it helped
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static int damage_index;
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// number of lander damage frames left
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static int explosion_index;
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// lander explosion progression. Semantics are similar to an
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// inverse of ELEMENT.life_span
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static int turn_wait;
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// thus named for similar semantics to ELEMENT.turn_wait
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static int weapon_wait;
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// semantics similar to STARSHIP.weapon_counter
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#define NUM_LANDING_DELTAS 11
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#define ON_THE_GROUND -1
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@@ -275,17 +293,20 @@ object_animation (ELEMENT *ElementPtr)
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{
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ElementPtr->turn_wait += HINIBBLE (ElementPtr->turn_wait);
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pPrim->Object.Stamp.frame =
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IncFrameIndex (pPrim->Object.Stamp.frame);
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pPrim->Object.Stamp.frame = IncFrameIndex (pPrim->Object.Stamp.frame);
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if (ElementPtr->state_flags & FINITE_LIFE)
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{
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/* A natural disaster */
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if (ElementPtr->mass_points == DEATH_EXPLOSION)
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{
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if (++pLanderInputState->CurState >= EXPLOSION_LIFE)
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{ // Lander explosion
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++explosion_index;
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if (explosion_index >= EXPLOSION_LIFE)
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{ // XXX: The last frame is drawn twice
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pPrim->Object.Stamp.frame =
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DecFrameIndex (pPrim->Object.Stamp.frame);
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}
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}
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else if (ElementPtr->mass_points == EARTHQUAKE_DISASTER)
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{
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SIZE s;
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@@ -303,7 +324,7 @@ object_animation (ELEMENT *ElementPtr)
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if (ElementPtr->mass_points == LAVASPOT_DISASTER
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&& frame_index == 5
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&& (BYTE)TFB_Random () < 256 * 90 / 100)
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&& TFB_Random () % 100 < 90)
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{
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HELEMENT hLavaElement;
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@@ -327,7 +348,7 @@ object_animation (ELEMENT *ElementPtr)
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else
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LavaElementPtr->next.location.x %= MAP_WIDTH << MAG_SHIFT;
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LavaElementPtr->facing = NORMALIZE_FACING (
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ElementPtr->facing + ((COUNT)TFB_Random () % 3) - 1);
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ElementPtr->facing + (TFB_Random () % 3 - 1));
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UnlockElement (hLavaElement);
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}
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}
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@@ -376,7 +397,7 @@ object_animation (ELEMENT *ElementPtr)
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// as repeating 'random(x / 30)' 30 times doesn't
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// generally have the same result as repeating
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// 'random(x / 35)' 25 times. - SvdB
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if (((BYTE)TFB_Random () % 100) < DetectPercent)
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if (TFB_Random () % 100 < DetectPercent)
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{
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ElementPtr->thrust_wait = 0;
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ElementPtr->mass_points |= CREATURE_AWARE;
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@@ -400,7 +421,7 @@ object_animation (ELEMENT *ElementPtr)
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{
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COUNT rand_val;
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rand_val = (COUNT)TFB_Random ();
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rand_val = TFB_Random ();
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angle = NORMALIZE_ANGLE (LOBYTE (rand_val));
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ElementPtr->thrust_wait =
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(HIBYTE (rand_val) >> 2) + 10;
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@@ -418,7 +439,7 @@ object_animation (ELEMENT *ElementPtr)
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|| old_angle == (FULL_CIRCLE - QUADRANT))
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angle = old_angle;
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else
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angle = (((COUNT)TFB_Random () & 1)
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angle = ((TFB_Random () & 1)
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* HALF_CIRCLE) - QUADRANT;
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ElementPtr->thrust_wait = 5;
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}
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@@ -462,38 +483,29 @@ DeltaLanderCrew (SIZE crew_delta, COUNT which_disaster)
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if (crew_delta > 0)
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{
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// Filling up the crew bar when landing.
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crew_delta = HIBYTE (pLanderInputState->delta_item);
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pLanderInputState->delta_item += MAKE_WORD (0, 1);
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crew_delta = crew_left;
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crew_left += 1;
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s.frame = SetAbsFrameIndex (LanderFrame[0], 55);
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}
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else /* if (crew_delta < 0) */
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{
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BYTE ShieldFlags;
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if (crew_left < 1)
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return; // irrelevant -- all dead
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ShieldFlags = GET_GAME_STATE (LANDER_SHIELDS);
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ShieldFlags &= 1 << which_disaster;
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crew_delta = HIBYTE (pLanderInputState->delta_item);
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if (crew_delta < 1)
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return;
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if (ShieldFlags && (BYTE)TFB_Random () < 256 * 95 / 100)
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{
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// Protected by a lander shield.
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pLanderInputState->delta_item = SHIELD_BIT;
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}
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else
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{
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// Deal damage.
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ShieldFlags = 0;
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if (--crew_delta == 0)
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pLanderInputState->CurState = 0;
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pLanderInputState->delta_item = 0;
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shieldHit = GET_GAME_STATE (LANDER_SHIELDS);
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shieldHit &= 1 << which_disaster;
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if (!shieldHit || TFB_Random () % 100 >= 95)
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{ // No shield, or it did not help
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shieldHit = 0;
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--crew_left;
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}
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pLanderInputState->delta_item |= MAKE_WORD (DAMAGE_CYCLE, crew_delta);
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if (ShieldFlags)
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damage_index = DAMAGE_CYCLE;
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if (shieldHit)
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return;
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crew_delta = crew_left;
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s.frame = SetAbsFrameIndex (LanderFrame[0], 56);
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PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_INJURED),
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@@ -634,8 +646,7 @@ CheckObjectCollision (COUNT index)
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if (pLanderPrim == 0)
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{
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/* Collision of lander with another object */
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if (HIBYTE (pLanderInputState->delta_item) == 0
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|| pPSD->InTransit)
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if (crew_left == 0 || pPSD->InTransit)
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break;
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if (ElementPtr->state_flags & FINITE_LIFE)
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@@ -646,7 +657,7 @@ CheckObjectCollision (COUNT index)
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{
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case EARTHQUAKE_DISASTER:
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case LAVASPOT_DISASTER:
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if ((BYTE)TFB_Random () < (256 >> 2))
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if (TFB_Random () % 100 < 25)
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DeltaLanderCrew (-1, scan);
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break;
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}
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@@ -658,21 +669,21 @@ CheckObjectCollision (COUNT index)
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{
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if (ElementPtr->mass_points == 1)
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{
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#define FWIFFO_FRAGS 8
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DWORD TimeIn;
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int i;
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/* Ran into Spathi on Pluto */
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TimeIn = GetTimeCounter ();
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which_node = 8;
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do
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for (i = 0; i < FWIFFO_FRAGS && crew_left; ++i)
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{
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DeltaLanderCrew (-1, LANDER_INJURED);
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SleepThreadUntil (TimeIn + ONE_SECOND / 20);
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TimeIn = GetTimeCounter();
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} while (HIBYTE (pLanderInputState->delta_item) &&
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--which_node);
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}
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}
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if (HIBYTE (pLanderInputState->delta_item)
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if (crew_left
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&& pSolarSysState->SysInfo.PlanetInfo.DiscoveryString
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&& CurStarDescPtr->Index != ANDROSYNTH_DEFINED)
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{
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@@ -703,8 +714,7 @@ CheckObjectCollision (COUNT index)
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(CreatureData[creatureIndex].Attributes &
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DANGER_MASK) >> DANGER_SHIFT;
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if (((COUNT)TFB_Random () & 127) <
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danger_vals[dangerLevel])
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if (TFB_Random () % 128 < danger_vals[dangerLevel])
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{
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PlaySound (SetAbsSoundIndex (
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LanderSounds, BIOLOGICAL_DISASTER),
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@@ -940,8 +950,7 @@ lightning_process (ELEMENT *ElementPtr)
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{
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/* This one always strikes the lander and can hurt */
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PLANETSIDE_DESC *pPSD = pLanderInputState->planetSideDesc;
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if (HIBYTE (pLanderInputState->delta_item)
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&& (BYTE)TFB_Random () < (256 / 10)
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if (crew_left && TFB_Random () % 100 < 10
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&& !pPSD->InTransit)
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lander_flags |= KILL_CREW;
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@@ -950,7 +959,7 @@ lightning_process (ELEMENT *ElementPtr)
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pPrim->Object.Stamp.frame =
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SetAbsFrameIndex (pPrim->Object.Stamp.frame,
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(COUNT)TFB_Random () % num_frames);
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TFB_Random () % num_frames);
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}
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ElementPtr->turn_wait += HINIBBLE (ElementPtr->turn_wait);
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@@ -976,7 +985,7 @@ AddLightning (void)
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LightningElementPtr->playerNr = PS_NON_PLAYER;
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LightningElementPtr->state_flags = FINITE_LIFE;
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LightningElementPtr->preprocess_func = lightning_process;
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if ((BYTE)TFB_Random () >= (256 >> 2))
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if (TFB_Random () % 100 >= 25)
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LightningElementPtr->mass_points = 0; /* harmless */
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else
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LightningElementPtr->mass_points = LIGHTNING_DISASTER;
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@@ -1280,10 +1289,10 @@ ScrollPlanetSide (SIZE dx, SIZE dy, int landingIndex)
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DrawBatch (DisplayArray, DisplayLinks, 0);
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if (pLanderInputState->delta_item || pLanderInputState->CurState < 3)
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// Draw the lander while is still alive and keep drawing for a few
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// frames while it is exploding
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if (crew_left || damage_index || explosion_index < 3)
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{
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BYTE damage_index;
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lander_s.origin.x = SURFACE_WIDTH >> 1;
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lander_s.frame = LanderFrame[0];
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if (landingIndex == ON_THE_GROUND)
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@@ -1300,28 +1309,21 @@ ScrollPlanetSide (SIZE dx, SIZE dy, int landingIndex)
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DrawFilledStamp (&shadow_s);
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}
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damage_index = LOBYTE (pLanderInputState->delta_item);
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if (damage_index == 0)
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{ // No damage -- normal lander
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DrawStamp (&lander_s);
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else
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{
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--pLanderInputState->delta_item;
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if (!(damage_index & SHIELD_BIT))
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{
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SetContextForeGroundColor (DamageColorCycle (0, damage_index));
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DrawFilledStamp (&lander_s);
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}
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else
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{
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damage_index = (BYTE)((damage_index & ~SHIELD_BIT) - 1);
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if (damage_index == 0)
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pLanderInputState->delta_item &= ~SHIELD_BIT;
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else
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else if (shieldHit)
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{ // Was protected by a shield
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--damage_index;
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if (damage_index > 0)
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{
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shield_s.origin = lander_s.origin;
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shield_s.frame = SetEquFrameIndex (
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LanderFrame[4], lander_s.frame);
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// XXX: Shouldn't this color-cycle with damage_index?
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// damage_index is used, but only as a VGA index!
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SetContextForeGroundColor (BUILD_COLOR (
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MAKE_RGB15 (0x1F, 0x1F, 0x1F) | 0x8000,
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damage_index));
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@@ -1329,11 +1331,15 @@ ScrollPlanetSide (SIZE dx, SIZE dy, int landingIndex)
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}
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DrawStamp (&lander_s);
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}
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else
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{ // Direct hit, no shield
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--damage_index;
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SetContextForeGroundColor (DamageColorCycle (0, damage_index));
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DrawFilledStamp (&lander_s);
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}
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}
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if (landingIndex == ON_THE_GROUND
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&& HIBYTE (pLanderInputState->delta_item)
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if (landingIndex == ON_THE_GROUND && crew_left
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&& GetPredLink (DisplayLinks) != END_OF_LIST)
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CheckObjectCollision (END_OF_LIST);
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@@ -1507,14 +1513,14 @@ InitPlanetSide (POINT pt)
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// Adjust landing location by a random jitter.
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#define RANDOM_MISS 64
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// Jitter the X landing point.
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pt.x -= RANDOM_MISS - (SIZE)(LOWORD (TFB_Random ()) % (RANDOM_MISS << 1));
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pt.x -= RANDOM_MISS - TFB_Random () % (RANDOM_MISS << 1);
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if (pt.x < 0)
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pt.x += (MAP_WIDTH << MAG_SHIFT);
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else if (pt.x >= (MAP_WIDTH << MAG_SHIFT))
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pt.x -= (MAP_WIDTH << MAG_SHIFT);
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// Jitter the Y landing point.
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pt.y -= RANDOM_MISS - (SIZE)(LOWORD (TFB_Random ()) % (RANDOM_MISS << 1));
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pt.y -= RANDOM_MISS - TFB_Random () % (RANDOM_MISS << 1);
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if (pt.y < 0)
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pt.y = 0;
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else if (pt.y >= (MAP_HEIGHT << MAG_SHIFT))
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@@ -1569,12 +1575,13 @@ InitPlanetSide (POINT pt)
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}
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static void
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LanderFire (LanderInputState *inputState, SIZE index)
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LanderFire (SIZE facing)
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{
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#define SHUTTLE_FIRE_WAIT 15
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HELEMENT hWeaponElement;
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SIZE wdx, wdy;
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ELEMENT *WeaponElementPtr;
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COUNT angle;
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hWeaponElement = AllocElement ();
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if (hWeaponElement == NULL)
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@@ -1594,9 +1601,9 @@ LanderFire (LanderInputState *inputState, SIZE index)
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SetPrimType (&DisplayArray[WeaponElementPtr->PrimIndex], STAMP_PRIM);
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DisplayArray[WeaponElementPtr->PrimIndex].Object.Stamp.frame =
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SetAbsFrameIndex (
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LanderFrame[0],
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index + ANGLE_TO_FACING (FULL_CIRCLE));
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SetAbsFrameIndex (LanderFrame[0],
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/* shot images immediately follow the lander images */
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facing + ANGLE_TO_FACING (FULL_CIRCLE));
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if (!CurrentInputState.key[PlayerControls[0]][KEY_UP])
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{
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@@ -1608,11 +1615,11 @@ LanderFire (LanderInputState *inputState, SIZE index)
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GetCurrentVelocityComponents (&GLOBAL (velocity), &wdx, &wdy);
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}
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index = FACING_TO_ANGLE (index);
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angle = FACING_TO_ANGLE (facing);
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SetVelocityComponents (
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&WeaponElementPtr->velocity,
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COSINE (index, WORLD_TO_VELOCITY (2 * 3)) + wdx,
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SINE (index, WORLD_TO_VELOCITY (2 * 3)) + wdy);
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COSINE (angle, WORLD_TO_VELOCITY (2 * 3)) + wdx,
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SINE (angle, WORLD_TO_VELOCITY (2 * 3)) + wdy);
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UnlockElement (hWeaponElement);
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@@ -1620,11 +1627,43 @@ LanderFire (LanderInputState *inputState, SIZE index)
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PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_SHOOTS),
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NotPositional (), NULL, GAME_SOUND_PRIORITY);
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}
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wdx = SHUTTLE_FIRE_WAIT;
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if (GET_GAME_STATE (IMPROVED_LANDER_SHOT))
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wdx >>= 1;
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inputState->CurState = MAKE_BYTE (LONIBBLE (inputState->CurState), wdx);
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static BOOLEAN
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LanderExplosion (void)
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{
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HELEMENT hExplosionElement;
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ELEMENT *ExplosionElementPtr;
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hExplosionElement = AllocElement ();
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if (!hExplosionElement)
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return FALSE;
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LockElement (hExplosionElement, &ExplosionElementPtr);
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ExplosionElementPtr->playerNr = PS_HUMAN_PLAYER;
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ExplosionElementPtr->mass_points = DEATH_EXPLOSION;
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ExplosionElementPtr->state_flags = FINITE_LIFE;
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ExplosionElementPtr->next.location = curLanderLoc;
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ExplosionElementPtr->preprocess_func = object_animation;
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// Animation advances every 3rd frame
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ExplosionElementPtr->turn_wait = MAKE_BYTE (2, 2);
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ExplosionElementPtr->life_span = EXPLOSION_LIFE
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* (LONIBBLE (ExplosionElementPtr->turn_wait) + 1);
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SetPrimType (&DisplayArray[ExplosionElementPtr->PrimIndex],
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STAMP_PRIM);
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DisplayArray[ExplosionElementPtr->PrimIndex].Object.Stamp.frame =
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SetAbsFrameIndex (LanderFrame[0], 46);
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UnlockElement (hExplosionElement);
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InsertElement (hExplosionElement, GetHeadElement ());
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PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_DESTROYED),
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NotPositional (), NULL, GAME_SOUND_PRIORITY + 1);
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return TRUE;
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}
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static BOOLEAN
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@@ -1644,7 +1683,9 @@ DoPlanetSide (LanderInputState *pMS)
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COUNT angle;
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pMS->Initialized = TRUE;
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pMS->CurState = 0;
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turn_wait = 0;
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weapon_wait = 0;
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angle = FACING_TO_ANGLE (GetFrameIndex (LanderFrame[0]));
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landerSpeedNumer = GET_GAME_STATE (IMPROVED_LANDER_SPEED) ?
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@@ -1661,52 +1702,28 @@ landerSpeedNumer = WORLD_TO_VELOCITY (48);
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return TRUE;
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}
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else if (pMS->delta_item == 0
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|| (HIBYTE (pMS->delta_item)
|
||||
else if (crew_left /* alive and taking off */
|
||||
&& ((CurrentInputState.key[PlayerControls[0]][KEY_ESCAPE] ||
|
||||
CurrentInputState.key[PlayerControls[0]][KEY_SPECIAL])
|
||||
|| pLanderInputState->planetSideDesc->InTransit)))
|
||||
|| pLanderInputState->planetSideDesc->InTransit))
|
||||
{
|
||||
if (pMS->delta_item || pMS->CurState > EXPLOSION_LIFE + 60)
|
||||
return FALSE;
|
||||
}
|
||||
else if (!crew_left && !damage_index)
|
||||
{ // Dead, damage dealt, and exploding
|
||||
if (explosion_index > EXPLOSION_LIFE + EXPLOSION_WAIT_FRAMES)
|
||||
return FALSE;
|
||||
|
||||
if (pMS->CurState > EXPLOSION_LIFE)
|
||||
++pMS->CurState;
|
||||
else if (pMS->CurState == 0)
|
||||
if (explosion_index > EXPLOSION_LIFE)
|
||||
{ // Keep going until the wait expires
|
||||
++explosion_index;
|
||||
}
|
||||
else if (explosion_index == 0)
|
||||
{ // Start the explosion animation
|
||||
if (LanderExplosion ())
|
||||
{
|
||||
HELEMENT hExplosionElement;
|
||||
|
||||
hExplosionElement = AllocElement ();
|
||||
if (hExplosionElement)
|
||||
{
|
||||
ELEMENT *ExplosionElementPtr;
|
||||
|
||||
// Advance the state only once we've got the element
|
||||
++pMS->CurState;
|
||||
|
||||
LockElement (hExplosionElement, &ExplosionElementPtr);
|
||||
|
||||
ExplosionElementPtr->playerNr = PS_HUMAN_PLAYER;
|
||||
ExplosionElementPtr->mass_points = DEATH_EXPLOSION;
|
||||
ExplosionElementPtr->state_flags = FINITE_LIFE;
|
||||
ExplosionElementPtr->next.location = curLanderLoc;
|
||||
ExplosionElementPtr->preprocess_func = object_animation;
|
||||
ExplosionElementPtr->turn_wait = MAKE_BYTE (2, 2);
|
||||
ExplosionElementPtr->life_span = EXPLOSION_LIFE
|
||||
* (LONIBBLE (ExplosionElementPtr->turn_wait) + 1);
|
||||
|
||||
SetPrimType (&DisplayArray[ExplosionElementPtr->PrimIndex],
|
||||
STAMP_PRIM);
|
||||
DisplayArray[ExplosionElementPtr->PrimIndex].Object.Stamp.frame =
|
||||
SetAbsFrameIndex (LanderFrame[0], 46);
|
||||
|
||||
UnlockElement (hExplosionElement);
|
||||
|
||||
InsertElement (hExplosionElement, GetHeadElement ());
|
||||
|
||||
PlaySound (SetAbsSoundIndex (
|
||||
LanderSounds, LANDER_DESTROYED
|
||||
), NotPositional (), NULL, GAME_SOUND_PRIORITY + 1);
|
||||
++explosion_index;
|
||||
}
|
||||
else
|
||||
{ // We could not allocate because the queue was full, but
|
||||
@@ -1718,11 +1735,11 @@ landerSpeedNumer = WORLD_TO_VELOCITY (48);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (HIBYTE (pMS->delta_item) != 0)
|
||||
if (crew_left)
|
||||
{
|
||||
SIZE index = GetFrameIndex (LanderFrame[0]);
|
||||
if (LONIBBLE (pMS->CurState))
|
||||
pMS->CurState -= MAKE_BYTE (1, 0);
|
||||
if (turn_wait)
|
||||
--turn_wait;
|
||||
else if (CurrentInputState.key[PlayerControls[0]][KEY_LEFT] ||
|
||||
CurrentInputState.key[PlayerControls[0]][KEY_RIGHT])
|
||||
{
|
||||
@@ -1750,8 +1767,7 @@ landerSpeedNumer = WORLD_TO_VELOCITY (48);
|
||||
COSINE (angle, landerSpeedNumer) / LANDER_SPEED_DENOM,
|
||||
SINE (angle, landerSpeedNumer) / LANDER_SPEED_DENOM);
|
||||
|
||||
pMS->CurState = MAKE_BYTE (
|
||||
SHUTTLE_TURN_WAIT, HINIBBLE (pMS->CurState));
|
||||
turn_wait = SHUTTLE_TURN_WAIT;
|
||||
}
|
||||
|
||||
if (!CurrentInputState.key[PlayerControls[0]][KEY_UP])
|
||||
@@ -1762,11 +1778,15 @@ landerSpeedNumer = WORLD_TO_VELOCITY (48);
|
||||
else
|
||||
GetNextVelocityComponents (&GLOBAL (velocity), &dx, &dy, 1);
|
||||
|
||||
if (HINIBBLE (pMS->CurState))
|
||||
pMS->CurState -= MAKE_BYTE (0, 1);
|
||||
if (weapon_wait)
|
||||
--weapon_wait;
|
||||
else if (CurrentInputState.key[PlayerControls[0]][KEY_WEAPON])
|
||||
{
|
||||
LanderFire (pMS, index);
|
||||
LanderFire (index);
|
||||
|
||||
weapon_wait = SHUTTLE_FIRE_WAIT;
|
||||
if (GET_GAME_STATE (IMPROVED_LANDER_SHOT))
|
||||
weapon_wait >>= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1989,9 +2009,11 @@ PlanetSide (POINT planetLoc)
|
||||
// something like an 'intptr_t private' field
|
||||
pLanderInputState = &landerInputState;
|
||||
|
||||
index = NORMALIZE_FACING ((COUNT)TFB_Random ());
|
||||
index = NORMALIZE_FACING (TFB_Random ());
|
||||
LanderFrame[0] = SetAbsFrameIndex (LanderFrame[0], index);
|
||||
landerInputState.delta_item = 0;
|
||||
crew_left = 0;
|
||||
damage_index = 0;
|
||||
explosion_index = 0;
|
||||
pSolarSysState->MenuState.Initialized += 4;
|
||||
|
||||
InitPlanetSide (planetLoc);
|
||||
@@ -2007,12 +2029,9 @@ PlanetSide (POINT planetLoc)
|
||||
|
||||
if (!(GLOBAL (CurrentActivity) & CHECK_ABORT))
|
||||
{
|
||||
SIZE crew_left;
|
||||
RECT r;
|
||||
//CONTEXT OldContext;
|
||||
|
||||
crew_left = HIBYTE (landerInputState.delta_item);
|
||||
|
||||
r.corner.x = SIS_ORG_X;
|
||||
r.corner.y = SIS_ORG_Y;
|
||||
r.extent.width = SIS_SCREEN_WIDTH;
|
||||
|
||||
@@ -35,8 +35,6 @@ typedef struct
|
||||
// Landing on or taking of from a planet.
|
||||
// Setting it while landed will initiate takeoff.
|
||||
|
||||
SOUND OldMenuSounds;
|
||||
|
||||
COUNT ElementLevel;
|
||||
COUNT MaxElementLevel;
|
||||
COUNT BiologicalLevel;
|
||||
@@ -68,15 +66,6 @@ struct LanderInputState {
|
||||
SIZE Initialized;
|
||||
TimeCount NextTime;
|
||||
// Frame rate control
|
||||
|
||||
// The following fields need to be renamed:
|
||||
BYTE CurState;
|
||||
// High byte: ?
|
||||
// Low byte: ?
|
||||
SIZE delta_item;
|
||||
// High byte: ?
|
||||
// Low byte: bits 0-6: current lander crew count
|
||||
// bit 7: set if damage was prevented by a shield
|
||||
};
|
||||
|
||||
extern LanderInputState *pLanderInputState;
|
||||
|
||||
Reference in New Issue
Block a user