First steps towards disentangling the lander input state from MENU_STATE.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3303 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
Meep-Eep
2009-11-15 02:32:54 +00:00
parent 823c756b3c
commit 646cbb76b5
3 changed files with 300 additions and 262 deletions
+293 -257
View File
@@ -48,6 +48,35 @@
// ONE_SECOND.
#define PLANET_SIDE_RATE (ONE_SECOND / 35)
// This is a derived type from INPUT_STATE_DESC.
// Originally, the general MENU_STATE structure was used. Now, only the
// fields which are relevant are put in here. In the MENU_STATE structure,
// these fields were reused for all sorts of purposes, which had nothing
// to do with what the name suggests. Not all fields have been renamed yet
// in LanderInputState.
typedef struct LanderInputState LanderInputState;
struct LanderInputState {
BOOLEAN (*InputFunc) (LanderInputState *pMS);
COUNT MenuRepeatDelay;
PLANETSIDE_DESC *planetSideDesc;
SIZE Initialized;
MENU_STATE *scanInputState;
// 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
};
LanderInputState *pLanderInputState;
// Temporary, to replace the references to pMenuState.
// Eventually, this should become a parameter to everything which
// needs it.
FRAME LanderFrame[8];
static SOUND LanderSounds;
@@ -111,8 +140,6 @@ const LIFEFORM_DESC CreatureData[] =
// Zex's Beauty
};
#define FLASH_WIDTH 9
#define FLASH_HEIGHT 9
extern PRIM_LINKS DisplayLinks;
@@ -196,7 +223,8 @@ RepairTopography (ELEMENT *ElementPtr)
r.corner.x += delta;
r.extent.width -= delta;
}
if ((ElementPtr->current.location.x += delta) < 0)
ElementPtr->current.location.x += delta;
if (ElementPtr->current.location.x < 0)
ElementPtr->current.location.x += MAP_WIDTH;
else if (ElementPtr->current.location.x >= MAP_WIDTH)
ElementPtr->current.location.x -= MAP_WIDTH;
@@ -211,7 +239,7 @@ RepairTopography (ELEMENT *ElementPtr)
}
ElementPtr->current.location.y += delta;
return (FALSE);
return FALSE;
}
static HELEMENT AddGroundDisaster (COUNT which_disaster);
@@ -261,7 +289,7 @@ object_animation (ELEMENT *ElementPtr)
/* A natural disaster */
if (ElementPtr->mass_points == DEATH_EXPLOSION)
{
if (++pMenuState->CurState >= EXPLOSION_LIFE)
if (++pLanderInputState->CurState >= EXPLOSION_LIFE)
pPrim->Object.Stamp.frame =
DecFrameIndex (pPrim->Object.Stamp.frame);
}
@@ -347,7 +375,7 @@ object_animation (ELEMENT *ElementPtr)
DetectPercent = (((BYTE)(CreatureData[index].Attributes
& AWARENESS_MASK) >> AWARENESS_SHIFT) + 1)
* (30 / 6);
// XXX: Shouldn't this be dependant on
// XXX: Shouldn't this be dependent on
// PLANET_SIDE_RATE somehow? And why is it
// written as '30 / 6' instead of 5? Does the 30
// specify the (PC) framerate? That doesn't make
@@ -442,8 +470,9 @@ DeltaLanderCrew (SIZE crew_delta, COUNT which_disaster)
if (crew_delta > 0)
{
crew_delta = HIBYTE (pMenuState->delta_item);
pMenuState->delta_item += MAKE_WORD (0, 1);
// Filling up the crew bar when landing.
crew_delta = HIBYTE (pLanderInputState->delta_item);
pLanderInputState->delta_item += MAKE_WORD (0, 1);
s.frame = SetAbsFrameIndex (LanderFrame[0], 55);
}
@@ -453,20 +482,24 @@ DeltaLanderCrew (SIZE crew_delta, COUNT which_disaster)
ShieldFlags = GET_GAME_STATE (LANDER_SHIELDS);
ShieldFlags &= 1 << which_disaster;
crew_delta = HIBYTE (pMenuState->delta_item);
crew_delta = HIBYTE (pLanderInputState->delta_item);
if (crew_delta < 1)
return;
if (ShieldFlags && (BYTE)TFB_Random () < 256 * 95 / 100)
pMenuState->delta_item = SHIELD_BIT;
{
// Protected by a lander shield.
pLanderInputState->delta_item = SHIELD_BIT;
}
else
{
// Deal damage.
ShieldFlags = 0;
if (--crew_delta == 0)
pMenuState->CurState = 0;
pMenuState->delta_item = 0;
pLanderInputState->CurState = 0;
pLanderInputState->delta_item = 0;
}
pMenuState->delta_item |= MAKE_WORD (DAMAGE_CYCLE, crew_delta);
pLanderInputState->delta_item |= MAKE_WORD (DAMAGE_CYCLE, crew_delta);
if (ShieldFlags)
return;
@@ -557,7 +590,7 @@ CheckObjectCollision (COUNT index)
index = GetSuccLink (DisplayLinks);
}
pPSD = (PLANETSIDE_DESC*)pMenuState->ModuleFrame;
pPSD = pLanderInputState->planetSideDesc;
LanderControl.EndPoint = LanderControl.IntersectStamp.origin;
LanderHandle = GetFrameParentDrawable (LanderControl.IntersectStamp.frame);
@@ -610,7 +643,7 @@ CheckObjectCollision (COUNT index)
if (pLanderPrim == 0)
{
/* Collision of lander with another object */
if (HIBYTE (pMenuState->delta_item) == 0
if (HIBYTE (pLanderInputState->delta_item) == 0
|| pPSD->InTransit)
break;
@@ -644,10 +677,11 @@ CheckObjectCollision (COUNT index)
DeltaLanderCrew (-1, LANDER_INJURED);
SleepThreadUntil (TimeIn + ONE_SECOND / 20);
TimeIn = GetTimeCounter();
} while (HIBYTE (pMenuState->delta_item) && --which_node);
} while (HIBYTE (pLanderInputState->delta_item) &&
--which_node);
}
if (HIBYTE (pMenuState->delta_item)
if (HIBYTE (pLanderInputState->delta_item)
&& pSolarSysState->SysInfo.PlanetInfo.DiscoveryString
&& CurStarDescPtr->Index != ANDROSYNTH_DEFINED)
{
@@ -682,8 +716,9 @@ CheckObjectCollision (COUNT index)
danger_vals[dangerLevel])
{
PlaySound (SetAbsSoundIndex (
LanderSounds, BIOLOGICAL_DISASTER
), NotPositional (), NULL, GAME_SOUND_PRIORITY);
LanderSounds, BIOLOGICAL_DISASTER),
NotPositional (), NULL,
GAME_SOUND_PRIORITY);
DeltaLanderCrew (-1, BIOLOGICAL_DISASTER);
}
UnlockElement (hElement);
@@ -738,8 +773,7 @@ CheckObjectCollision (COUNT index)
DeltaVelocityComponents (
&ElementPtr->velocity,
COSINE (angle, WORLD_TO_VELOCITY (1)),
SINE (angle, WORLD_TO_VELOCITY (1))
);
SINE (angle, WORLD_TO_VELOCITY (1)));
ElementPtr->thrust_wait = 0;
ElementPtr->mass_points |= CREATURE_AWARE;
}
@@ -914,11 +948,10 @@ lightning_process (ELEMENT *ElementPtr)
if (ElementPtr->mass_points == LIGHTNING_DISASTER)
{
/* This one always strikes the lander and can hurt */
if (HIBYTE (pMenuState->delta_item)
PLANETSIDE_DESC *pPSD = pLanderInputState->planetSideDesc;
if (HIBYTE (pLanderInputState->delta_item)
&& (BYTE)TFB_Random () < (256 / 10)
&& !(
(PLANETSIDE_DESC*)pMenuState->ModuleFrame
)->InTransit)
&& !pPSD->InTransit)
lander_flags |= KILL_CREW;
ElementPtr->next.location =
@@ -1058,7 +1091,7 @@ BuildObjectList (void)
lander_flags &= ~KILL_CREW;
pPSD = (PLANETSIDE_DESC*)pMenuState->ModuleFrame;
pPSD = pLanderInputState->planetSideDesc;
rand_val = TFB_Random ();
if (LOBYTE (HIWORD (rand_val)) < pPSD->FireChance)
{
@@ -1206,7 +1239,7 @@ RepairScan (void)
DrawPlanet (0, 0, 0, 0);
#endif
DrawScannedObjects (TRUE);
drawPlanetCursor (pMenuState, FALSE);
drawPlanetCursor (pLanderInputState->scanInputState, FALSE);
UnbatchGraphics ();
SetContext (OldContext);
@@ -1219,9 +1252,12 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
STAMP lander_s, shadow_s, shield_s;
CONTEXT OldContext;
signed char lander_pos[] = { -10, 1, 12, 22, 31, 39, 45, 50, 54, 57, 59 };
MENU_STATE *scanInputState = &pSolarSysState->MenuState;
// TODO: Make a new structure ScanInputState, like
// LanderInputState, instead of using MENU_STATE.
old_pt.x = pSolarSysState->MenuState.first_item.x - (SURFACE_WIDTH >> 1);
old_pt.y = pSolarSysState->MenuState.first_item.y - (SURFACE_HEIGHT >> 1);
old_pt.x = scanInputState->first_item.x - (SURFACE_WIDTH >> 1);
old_pt.y = scanInputState->first_item.y - (SURFACE_HEIGHT >> 1);
new_pt.y = old_pt.y + dy;
if (new_pt.y < -(SURFACE_HEIGHT >> 1))
@@ -1245,26 +1281,25 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
else if (new_pt.x >= MAP_WIDTH << MAG_SHIFT)
new_pt.x -= MAP_WIDTH << MAG_SHIFT;
new_pt.x = pSolarSysState->MenuState.first_item.x + dx;
new_pt.x = scanInputState->first_item.x + dx;
if (new_pt.x < 0)
new_pt.x += MAP_WIDTH << MAG_SHIFT;
else if (new_pt.x >= MAP_WIDTH << MAG_SHIFT)
new_pt.x -= MAP_WIDTH << MAG_SHIFT;
new_pt.y = pSolarSysState->MenuState.first_item.y + dy;
new_pt.y = scanInputState->first_item.y + dy;
pSolarSysState->MenuState.first_item = new_pt;
scanInputState->first_item = new_pt;
{
DWORD TimeIn;
SleepThreadUntil (MAKE_DWORD (
pSolarSysState->MenuState.flash_rect1.corner.x,
pSolarSysState->MenuState.flash_rect1.corner.y
));
scanInputState->flash_rect1.corner.x,
scanInputState->flash_rect1.corner.y));
// planet-side rate is set here
TimeIn = GetTimeCounter () + PLANET_SIDE_RATE;
pSolarSysState->MenuState.flash_rect1.corner.x = LOWORD (TimeIn);
pSolarSysState->MenuState.flash_rect1.corner.y = HIWORD (TimeIn);
scanInputState->flash_rect1.corner.x = LOWORD (TimeIn);
scanInputState->flash_rect1.corner.y = HIWORD (TimeIn);
}
LockMutex (GraphicsLock);
@@ -1292,7 +1327,7 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
DrawBatch (DisplayArray, DisplayLinks, 0);
if (pMenuState->delta_item || pMenuState->CurState < 3)
if (pLanderInputState->delta_item || pLanderInputState->CurState < 3)
{
BYTE damage_index;
@@ -1312,11 +1347,12 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
DrawFilledStamp (&shadow_s);
}
if ((damage_index = LOBYTE (pMenuState->delta_item)) == 0)
damage_index = LOBYTE (pLanderInputState->delta_item);
if (damage_index == 0)
DrawStamp (&lander_s);
else
{
--pMenuState->delta_item;
--pLanderInputState->delta_item;
if (!(damage_index & SHIELD_BIT))
{
SetContextForeGroundColor (DamageColorCycle (0, damage_index));
@@ -1324,20 +1360,18 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
}
else
{
if ((damage_index =
(BYTE)((damage_index & ~SHIELD_BIT) - 1)) == 0)
pMenuState->delta_item &= ~SHIELD_BIT;
damage_index = (BYTE)((damage_index & ~SHIELD_BIT) - 1);
if (damage_index == 0)
pLanderInputState->delta_item &= ~SHIELD_BIT;
else
{
shield_s.origin = lander_s.origin;
shield_s.frame = SetEquFrameIndex (
LanderFrame[4],
lander_s.frame
);
LanderFrame[4], lander_s.frame);
SetContextForeGroundColor (
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F) | 0x8000, damage_index)
);
SetContextForeGroundColor (BUILD_COLOR (
MAKE_RGB15 (0x1F, 0x1F, 0x1F) | 0x8000,
damage_index));
DrawFilledStamp (&shield_s);
}
DrawStamp (&lander_s);
@@ -1346,14 +1380,14 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
}
if (CountDown < 0
&& HIBYTE (pMenuState->delta_item)
&& HIBYTE (pLanderInputState->delta_item)
&& GetPredLink (DisplayLinks) != END_OF_LIST)
CheckObjectCollision (END_OF_LIST);
{
PLANETSIDE_DESC *pPSD;
pPSD = (PLANETSIDE_DESC*)pMenuState->ModuleFrame;
pPSD = pLanderInputState->planetSideDesc;
if (pPSD->NumFrames)
{
--pPSD->NumFrames;
@@ -1362,16 +1396,20 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
pPSD->MineralText[0].baseline.x -= dx;
pPSD->MineralText[0].baseline.y -= dy;
font_DrawText (&pPSD->MineralText[0]);
pPSD->MineralText[1].baseline.x = pPSD->MineralText[0].baseline.x;
pPSD->MineralText[1].baseline.y = pPSD->MineralText[0].baseline.y + 7;
pPSD->MineralText[1].baseline.x =
pPSD->MineralText[0].baseline.x;
pPSD->MineralText[1].baseline.y =
pPSD->MineralText[0].baseline.y + 7;
font_DrawText (&pPSD->MineralText[1]);
pPSD->MineralText[2].baseline.x = pPSD->MineralText[1].baseline.x;
pPSD->MineralText[2].baseline.y = pPSD->MineralText[1].baseline.y + 7;
pPSD->MineralText[2].baseline.x =
pPSD->MineralText[1].baseline.x;
pPSD->MineralText[2].baseline.y =
pPSD->MineralText[1].baseline.y + 7;
font_DrawText (&pPSD->MineralText[2]);
}
}
setPlanetCursorLoc (pMenuState, new_pt);
setPlanetCursorLoc (pLanderInputState->scanInputState, new_pt);
RepairScan ();
if (lander_flags & KILL_CREW)
@@ -1592,285 +1630,277 @@ InitPlanetSide (void)
SET_GAME_STATE (PLANETARY_LANDING, 1);
}
static void
LanderFire (LanderInputState *inputState, SIZE index) {
#define SHUTTLE_FIRE_WAIT 15
HELEMENT hWeaponElement;
SIZE wdx, wdy;
ELEMENT *WeaponElementPtr;
hWeaponElement = AllocElement ();
if (hWeaponElement == NULL)
return;
LockElement (hWeaponElement, &WeaponElementPtr);
WeaponElementPtr->playerNr = PS_HUMAN_PLAYER;
WeaponElementPtr->mass_points = 1;
WeaponElementPtr->life_span = 12;
WeaponElementPtr->state_flags = FINITE_LIFE;
WeaponElementPtr->next.location =
pSolarSysState->MenuState.first_item;
WeaponElementPtr->current.location.x =
WeaponElementPtr->next.location.x >> MAG_SHIFT;
WeaponElementPtr->current.location.y =
WeaponElementPtr->next.location.y >> MAG_SHIFT;
SetPrimType (&DisplayArray[WeaponElementPtr->PrimIndex], STAMP_PRIM);
DisplayArray[WeaponElementPtr->PrimIndex].Object.Stamp.frame =
SetAbsFrameIndex (
LanderFrame[0],
index + ANGLE_TO_FACING (FULL_CIRCLE));
if (!CurrentInputState.key[PlayerControls[0]][KEY_UP])
{
wdx = 0;
wdy = 0;
}
else
{
GetCurrentVelocityComponents (&GLOBAL (velocity), &wdx, &wdy);
}
index = FACING_TO_ANGLE (index);
SetVelocityComponents (
&WeaponElementPtr->velocity,
COSINE (index, WORLD_TO_VELOCITY (2 * 3)) + wdx,
SINE (index, WORLD_TO_VELOCITY (2 * 3)) + wdy);
UnlockElement (hWeaponElement);
InsertElement (hWeaponElement, GetHeadElement ());
PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_SHOOTS),
NotPositional (), NULL, GAME_SOUND_PRIORITY);
wdx = SHUTTLE_FIRE_WAIT;
if (GET_GAME_STATE (IMPROVED_LANDER_SHOT))
wdx >>= 1;
inputState->CurState = MAKE_BYTE (LONIBBLE (inputState->CurState), wdx);
}
static BOOLEAN
DoPlanetSide (MENU_STATE *pMS)
DoPlanetSide (LanderInputState *pMS)
{
#define NUM_LANDING_DELTAS 10
#define SHUTTLE_TURN_WAIT 2
#define SHUTTLE_FIRE_WAIT 15
SIZE index;
if (GLOBAL (CurrentActivity) & CHECK_ABORT)
return (FALSE);
pMS->MenuRepeatDelay = 0;
if (!pMS->Initialized)
{
COUNT landerSpeedNumer;
COUNT angle;
pMS->Initialized = TRUE;
pMS->CurState = 0;
index = FACING_TO_ANGLE (GetFrameIndex (LanderFrame[0]));
if (!GET_GAME_STATE (IMPROVED_LANDER_SPEED))
SetVelocityComponents (
&GLOBAL (velocity),
COSINE (index, WORLD_TO_VELOCITY (2 * 8)) / LANDER_SPEED_DENOM,
SINE (index, WORLD_TO_VELOCITY (2 * 8)) / LANDER_SPEED_DENOM
);
else
SetVelocityComponents (
&GLOBAL (velocity),
COSINE (index, WORLD_TO_VELOCITY (2 * 14)) / LANDER_SPEED_DENOM,
SINE (index, WORLD_TO_VELOCITY (2 * 14)) / LANDER_SPEED_DENOM
);
angle = FACING_TO_ANGLE (GetFrameIndex (LanderFrame[0]));
landerSpeedNumer = GET_GAME_STATE (IMPROVED_LANDER_SPEED) ?
WORLD_TO_VELOCITY (2 * 14) :
WORLD_TO_VELOCITY (2 * 8);
#ifdef FAST_FAST
SetVelocityComponents (
&GLOBAL (velocity),
COSINE (index, WORLD_TO_VELOCITY (48)) / LANDER_SPEED_DENOM,
SINE (index, WORLD_TO_VELOCITY (48)) / LANDER_SPEED_DENOM
);
landerSpeedNumer = WORLD_TO_VELOCITY (48);
#endif
SetVelocityComponents (&GLOBAL (velocity),
COSINE (angle, WORLD_TO_VELOCITY (2 * 8)) / LANDER_SPEED_DENOM,
SINE (angle, WORLD_TO_VELOCITY (2 * 8)) / LANDER_SPEED_DENOM);
}
else if (pMS->delta_item == 0
|| (HIBYTE (pMS->delta_item)
&& ((CurrentInputState.key[PlayerControls[0]][KEY_ESCAPE] ||
CurrentInputState.key[PlayerControls[0]][KEY_SPECIAL])
|| ((PLANETSIDE_DESC*)pMenuState->ModuleFrame)->InTransit)))
|| pLanderInputState->planetSideDesc->InTransit)))
{
if (pMS->delta_item || pMS->CurState > EXPLOSION_LIFE + 60)
return (FALSE);
else
return FALSE;
if (pMS->CurState > EXPLOSION_LIFE)
++pMS->CurState;
else if (pMS->CurState == 0)
{
if (pMS->CurState > EXPLOSION_LIFE)
++pMS->CurState;
else if (pMS->CurState == 0)
HELEMENT hExplosionElement;
hExplosionElement = AllocElement ();
if (hExplosionElement)
{
HELEMENT hExplosionElement;
ELEMENT *ExplosionElementPtr;
hExplosionElement = AllocElement ();
if (hExplosionElement)
{
ELEMENT *ExplosionElementPtr;
// Advance the state only once we've got the element
++pMS->CurState;
// Advance the state only once we've got the element
++pMS->CurState;
LockElement (hExplosionElement, &ExplosionElementPtr);
LockElement (hExplosionElement, &ExplosionElementPtr);
ExplosionElementPtr->playerNr = PS_HUMAN_PLAYER;
ExplosionElementPtr->mass_points = DEATH_EXPLOSION;
ExplosionElementPtr->state_flags = FINITE_LIFE;
ExplosionElementPtr->next.location =
pSolarSysState->MenuState.first_item;
ExplosionElementPtr->preprocess_func = object_animation;
ExplosionElementPtr->turn_wait = MAKE_BYTE (2, 2);
ExplosionElementPtr->life_span =
EXPLOSION_LIFE
* (LONIBBLE (ExplosionElementPtr->turn_wait) + 1);
ExplosionElementPtr->playerNr = PS_HUMAN_PLAYER;
ExplosionElementPtr->mass_points = DEATH_EXPLOSION;
ExplosionElementPtr->state_flags = FINITE_LIFE;
ExplosionElementPtr->next.location =
pSolarSysState->MenuState.first_item;
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);
SetPrimType (&DisplayArray[ExplosionElementPtr->PrimIndex], STAMP_PRIM);
DisplayArray[ExplosionElementPtr->PrimIndex].Object.Stamp.frame =
SetAbsFrameIndex (LanderFrame[0], 46);
UnlockElement (hExplosionElement);
UnlockElement (hExplosionElement);
InsertElement (hExplosionElement, GetHeadElement ());
InsertElement (hExplosionElement, GetHeadElement ());
PlaySound (SetAbsSoundIndex (
LanderSounds, LANDER_DESTROYED
), NotPositional (), NULL, GAME_SOUND_PRIORITY + 1);
}
else
{ // We could not allocate because the queue was full, but
// we will get another chance on the next iteration
log_add (log_Warning, "DoPlanetSide(): could not"
" allocate explosion element!");
}
PlaySound (SetAbsSoundIndex (
LanderSounds, LANDER_DESTROYED
), NotPositional (), NULL, GAME_SOUND_PRIORITY + 1);
}
else
{ // We could not allocate because the queue was full, but
// we will get another chance on the next iteration
log_add (log_Warning, "DoPlanetSide(): could not"
" allocate explosion element!");
}
ScrollPlanetSide (0, 0, -1);
}
ScrollPlanetSide (0, 0, -1);
}
else
{
SIZE dx, dy;
if (HIBYTE (pMS->delta_item) == 0)
dx = dy = 0;
{
dx = 0;
dy = 0;
}
else
{
index = GetFrameIndex (LanderFrame[0]);
SIZE index = GetFrameIndex (LanderFrame[0]);
if (LONIBBLE (pMS->CurState))
pMS->CurState -= MAKE_BYTE (1, 0);
else if (CurrentInputState.key[PlayerControls[0]][KEY_LEFT] ||
CurrentInputState.key[PlayerControls[0]][KEY_RIGHT])
{
COUNT landerSpeedNumer;
COUNT angle;
if (CurrentInputState.key[PlayerControls[0]][KEY_LEFT])
{
dx = -1;
--index;
}
else
{
dx = +1;
++index;
}
index = NORMALIZE_FACING (index);
LanderFrame[0] = SetAbsFrameIndex (LanderFrame[0], index);
dx = FACING_TO_ANGLE (index);
if (!GET_GAME_STATE (IMPROVED_LANDER_SPEED))
SetVelocityComponents (
&GLOBAL (velocity),
COSINE (dx, WORLD_TO_VELOCITY (2 * 8)) / LANDER_SPEED_DENOM,
SINE (dx, WORLD_TO_VELOCITY (2 * 8)) / LANDER_SPEED_DENOM
);
else
SetVelocityComponents (
&GLOBAL (velocity),
COSINE (dx, WORLD_TO_VELOCITY (2 * 14)) / LANDER_SPEED_DENOM,
SINE (dx, WORLD_TO_VELOCITY (2 * 14)) / LANDER_SPEED_DENOM
);
angle = FACING_TO_ANGLE (index);
landerSpeedNumer = GET_GAME_STATE (IMPROVED_LANDER_SPEED) ?
WORLD_TO_VELOCITY (2 * 14) :
WORLD_TO_VELOCITY (2 * 8);
#ifdef FAST_FAST
SetVelocityComponents (
&GLOBAL (velocity),
COSINE (dx, WORLD_TO_VELOCITY (48)) / LANDER_SPEED_DENOM,
SINE (dx, WORLD_TO_VELOCITY (48)) / LANDER_SPEED_DENOM
);
landerSpeedNumer = WORLD_TO_VELOCITY (48);
#endif
SetVelocityComponents (&GLOBAL (velocity),
COSINE (angle, landerSpeedNumer) / LANDER_SPEED_DENOM,
SINE (angle, landerSpeedNumer) / LANDER_SPEED_DENOM);
pMS->CurState = MAKE_BYTE (
SHUTTLE_TURN_WAIT, HINIBBLE (pMS->CurState)
);
SHUTTLE_TURN_WAIT, HINIBBLE (pMS->CurState));
}
if (!CurrentInputState.key[PlayerControls[0]][KEY_UP])
dx = dy = 0;
{
dx = 0;
dy = 0;
}
else
GetNextVelocityComponents (
&GLOBAL (velocity), &dx, &dy, 1
);
GetNextVelocityComponents (&GLOBAL (velocity), &dx, &dy, 1);
if (HINIBBLE (pMS->CurState))
pMS->CurState -= MAKE_BYTE (0, 1);
else if (CurrentInputState.key[PlayerControls[0]][KEY_WEAPON])
{
HELEMENT hWeaponElement;
hWeaponElement = AllocElement ();
if (hWeaponElement)
{
SIZE wdx, wdy;
ELEMENT *WeaponElementPtr;
LockElement (hWeaponElement, &WeaponElementPtr);
WeaponElementPtr->playerNr = PS_HUMAN_PLAYER;
WeaponElementPtr->mass_points = 1;
WeaponElementPtr->life_span = 12;
WeaponElementPtr->state_flags = FINITE_LIFE;
WeaponElementPtr->next.location =
pSolarSysState->MenuState.first_item;
WeaponElementPtr->current.location.x =
WeaponElementPtr->next.location.x >> MAG_SHIFT;
WeaponElementPtr->current.location.y =
WeaponElementPtr->next.location.y >> MAG_SHIFT;
SetPrimType (&DisplayArray[WeaponElementPtr->PrimIndex], STAMP_PRIM);
DisplayArray[WeaponElementPtr->PrimIndex].Object.Stamp.frame =
SetAbsFrameIndex (
LanderFrame[0],
index + ANGLE_TO_FACING (FULL_CIRCLE)
);
if (!CurrentInputState.key[PlayerControls[0]][KEY_UP])
wdx = wdy = 0;
else
GetCurrentVelocityComponents (
&GLOBAL (velocity), &wdx, &wdy
);
index = FACING_TO_ANGLE (index);
SetVelocityComponents (
&WeaponElementPtr->velocity,
COSINE (index, WORLD_TO_VELOCITY (2 * 3)) + wdx,
SINE (index, WORLD_TO_VELOCITY (2 * 3)) + wdy
);
UnlockElement (hWeaponElement);
InsertElement (hWeaponElement, GetHeadElement ());
PlaySound (SetAbsSoundIndex (
LanderSounds, LANDER_SHOOTS
), NotPositional (), NULL, GAME_SOUND_PRIORITY);
wdx = SHUTTLE_FIRE_WAIT;
if (GET_GAME_STATE (IMPROVED_LANDER_SHOT))
wdx >>= 1;
pMS->CurState = MAKE_BYTE (LONIBBLE (pMS->CurState), wdx);
}
LanderFire (pMS, index);
}
}
ScrollPlanetSide (dx, dy, -1);
}
return (TRUE);
return TRUE;
}
void
FreeLanderData (void)
{
if (LanderFrame[0])
COUNT i;
COUNT landerFrameCount;
if (LanderFrame[0] == NULL)
return;
for (i = 0; i < NUM_ORBIT_THEMES; ++i)
{
COUNT i;
DestroyMusic (OrbitMusic[i]);
OrbitMusic[i] = 0;
}
for (i = 0; i < NUM_ORBIT_THEMES; ++i)
{
DestroyMusic (OrbitMusic[i]);
OrbitMusic[i] = 0;
}
DestroySound (ReleaseSound (LanderSounds));
LanderSounds = 0;
DestroySound (ReleaseSound (LanderSounds));
LanderSounds = 0;
for (i = 0; i < sizeof (LanderFrame)
/ sizeof (LanderFrame[0]); ++i)
{
DestroyDrawable (ReleaseDrawable (LanderFrame[i]));
LanderFrame[i] = 0;
}
landerFrameCount = sizeof (LanderFrame) / sizeof (LanderFrame[0]);
for (i = 0; i < landerFrameCount; ++i)
{
DestroyDrawable (ReleaseDrawable (LanderFrame[i]));
LanderFrame[i] = 0;
}
}
void
LoadLanderData (void)
{
if (LanderFrame[0] == 0)
if (LanderFrame[0] != 0)
return;
LanderFrame[0] =
CaptureDrawable (LoadGraphic (LANDER_MASK_PMAP_ANIM));
LanderFrame[1] =
CaptureDrawable (LoadGraphic (QUAKE_MASK_PMAP_ANIM));
LanderFrame[2] =
CaptureDrawable (LoadGraphic (LIGHTNING_MASK_ANIM));
LanderFrame[3] =
CaptureDrawable (LoadGraphic (LAVA_MASK_PMAP_ANIM));
LanderFrame[4] =
CaptureDrawable (LoadGraphic (LANDER_SHIELD_MASK_ANIM));
LanderFrame[5] =
CaptureDrawable (LoadGraphic (LANDER_LAUNCH_MASK_PMAP_ANIM));
LanderFrame[6] =
CaptureDrawable (LoadGraphic (LANDER_RETURN_MASK_PMAP_ANIM));
LanderFrame[7] =
CaptureDrawable (LoadGraphic (ORBIT_VIEW_ANIM));
LanderSounds = CaptureSound (LoadSound (LANDER_SOUNDS));
{
LanderFrame[0] =
CaptureDrawable (LoadGraphic (LANDER_MASK_PMAP_ANIM));
LanderFrame[1] =
CaptureDrawable (LoadGraphic (QUAKE_MASK_PMAP_ANIM));
LanderFrame[2] =
CaptureDrawable (LoadGraphic (LIGHTNING_MASK_ANIM));
LanderFrame[3] =
CaptureDrawable (LoadGraphic (LAVA_MASK_PMAP_ANIM));
LanderFrame[4] = CaptureDrawable (LoadGraphic (LANDER_SHIELD_MASK_ANIM));
LanderFrame[5] =
CaptureDrawable (LoadGraphic (LANDER_LAUNCH_MASK_PMAP_ANIM));
LanderFrame[6] =
CaptureDrawable (LoadGraphic (LANDER_RETURN_MASK_PMAP_ANIM));
LanderSounds = CaptureSound (LoadSound (LANDER_SOUNDS));
COUNT i;
LanderFrame[7] =
CaptureDrawable (LoadGraphic (ORBIT_VIEW_ANIM));
{
COUNT i;
for (i = 0; i < NUM_ORBIT_THEMES; ++i)
OrbitMusic[i] = load_orbit_theme (i);
}
for (i = 0; i < NUM_ORBIT_THEMES; ++i)
OrbitMusic[i] = load_orbit_theme (i);
}
}
@@ -1910,6 +1940,7 @@ PlanetSide (MENU_STATE *pMS)
{
SIZE index;
DWORD TimeIn;
LanderInputState landerInputState;
PLANETSIDE_DESC PSD;
BYTE TectonicsChanceTab[] = {0*3, 0*3, 1*3, 2*3, 4*3, 8*3, 16*3, 32*3};
BYTE WeatherChanceTab[] = {0*3, 0*3, 1*3, 2*3, 3*3, 6*3, 12*3, 24*3};
@@ -1959,7 +1990,10 @@ PlanetSide (MENU_STATE *pMS)
PSD.ColorCycle[2] = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x11, 0x00), 0x7B);
PSD.ColorCycle[3] = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x00), 0x71);
for (index = 4; index < (NUM_TEXT_FRAMES >> 1) - 4; ++index)
PSD.ColorCycle[index] = BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F);
{
PSD.ColorCycle[index] =
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F);
}
PSD.ColorCycle[(NUM_TEXT_FRAMES >> 1) - 4] =
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x00), 0x71);
PSD.ColorCycle[(NUM_TEXT_FRAMES >> 1) - 3] =
@@ -1968,13 +2002,15 @@ PlanetSide (MENU_STATE *pMS)
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x0A, 0x00), 0x7D);
PSD.ColorCycle[(NUM_TEXT_FRAMES >> 1) - 1] =
BUILD_COLOR (MAKE_RGB15 (0x1F, 0x03, 0x00), 0x7F);
pMS->ModuleFrame = (FRAME)&PSD;
landerInputState.planetSideDesc = &PSD;
// ScrollPlanetSide depends on this. Not just DoPlanetSide().
pLanderInputState = &landerInputState;
landerInputState.scanInputState = pMS;
index = NORMALIZE_FACING ((COUNT)TFB_Random ());
LanderFrame[0] = SetAbsFrameIndex (
LanderFrame[0], index
);
pMS->delta_item = 0;
LanderFrame[0] = SetAbsFrameIndex (LanderFrame[0], index);
landerInputState.delta_item = 0;
pSolarSysState->MenuState.Initialized += 4;
InitPlanetSide ();
@@ -2000,10 +2036,10 @@ PlanetSide (MENU_STATE *pMS)
pSolarSysState->MenuState.flash_rect1.corner.x = LOWORD (TimeIn);
pSolarSysState->MenuState.flash_rect1.corner.y = HIWORD (TimeIn);
pMS->Initialized = FALSE;
pMS->InputFunc = DoPlanetSide;
landerInputState.Initialized = FALSE;
landerInputState.InputFunc = DoPlanetSide;
SetMenuSounds (MENU_SOUND_NONE, MENU_SOUND_NONE);
DoInput (pMS, FALSE);
DoInput (&landerInputState, FALSE);
if (!(GLOBAL (CurrentActivity) & CHECK_ABORT))
{
@@ -2011,7 +2047,7 @@ PlanetSide (MENU_STATE *pMS)
RECT r;
//CONTEXT OldContext;
crew_left = HIBYTE (pMS->delta_item);
crew_left = HIBYTE (landerInputState.delta_item);
r.corner.x = SIS_ORG_X;
r.corner.y = SIS_ORG_Y;
@@ -2083,7 +2119,7 @@ PlanetSide (MENU_STATE *pMS)
}
}
pMS->ModuleFrame = 0;
landerInputState.planetSideDesc = NULL;
{
HELEMENT hElement, hNextElement;
+6 -3
View File
@@ -37,8 +37,9 @@ typedef struct
SOUND OldMenuSounds;
COUNT ElementLevel, MaxElementLevel,
BiologicalLevel;
COUNT ElementLevel;
COUNT MaxElementLevel;
COUNT BiologicalLevel;
COUNT ElementAmounts[NUM_ELEMENT_CATEGORIES];
COUNT NumFrames;
@@ -47,7 +48,9 @@ typedef struct
COLOR ColorCycle[NUM_TEXT_FRAMES >> 1];
BYTE TectonicsChance, WeatherChance, FireChance;
BYTE TectonicsChance;
BYTE WeatherChance;
BYTE FireChance;
} PLANETSIDE_DESC;
extern CONTEXT ScanContext;
+1 -2
View File
@@ -670,8 +670,7 @@ PickPlanetSide (MENU_STATE *pMS)
COUNT fuel_required;
fuel_required = (COUNT)(
pSolarSysState->SysInfo.PlanetInfo.SurfaceGravity << 1
);
pSolarSysState->SysInfo.PlanetInfo.SurfaceGravity << 1);
if (fuel_required > 3 * FUEL_TANK_SCALE)
fuel_required = 3 * FUEL_TANK_SCALE;