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:
+293
-257
@@ -48,6 +48,35 @@
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// ONE_SECOND.
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#define PLANET_SIDE_RATE (ONE_SECOND / 35)
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// This is a derived type from INPUT_STATE_DESC.
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// Originally, the general MENU_STATE structure was used. Now, only the
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// fields which are relevant are put in here. In the MENU_STATE structure,
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// these fields were reused for all sorts of purposes, which had nothing
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// to do with what the name suggests. Not all fields have been renamed yet
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// in LanderInputState.
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typedef struct LanderInputState LanderInputState;
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struct LanderInputState {
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BOOLEAN (*InputFunc) (LanderInputState *pMS);
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COUNT MenuRepeatDelay;
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PLANETSIDE_DESC *planetSideDesc;
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SIZE Initialized;
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MENU_STATE *scanInputState;
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// The following fields need to be renamed:
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BYTE CurState;
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// High byte: ?
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// Low byte: ?
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SIZE delta_item;
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// High byte: ?
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// Low byte: bits 0-6: current lander crew count
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// bit 7: set if damage was prevented by a shield
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};
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LanderInputState *pLanderInputState;
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// Temporary, to replace the references to pMenuState.
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// Eventually, this should become a parameter to everything which
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// needs it.
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FRAME LanderFrame[8];
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static SOUND LanderSounds;
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@@ -111,8 +140,6 @@ const LIFEFORM_DESC CreatureData[] =
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// Zex's Beauty
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};
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#define FLASH_WIDTH 9
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#define FLASH_HEIGHT 9
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extern PRIM_LINKS DisplayLinks;
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@@ -196,7 +223,8 @@ RepairTopography (ELEMENT *ElementPtr)
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r.corner.x += delta;
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r.extent.width -= delta;
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}
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if ((ElementPtr->current.location.x += delta) < 0)
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ElementPtr->current.location.x += delta;
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if (ElementPtr->current.location.x < 0)
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ElementPtr->current.location.x += MAP_WIDTH;
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else if (ElementPtr->current.location.x >= MAP_WIDTH)
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ElementPtr->current.location.x -= MAP_WIDTH;
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@@ -211,7 +239,7 @@ RepairTopography (ELEMENT *ElementPtr)
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}
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ElementPtr->current.location.y += delta;
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return (FALSE);
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return FALSE;
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}
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static HELEMENT AddGroundDisaster (COUNT which_disaster);
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@@ -261,7 +289,7 @@ object_animation (ELEMENT *ElementPtr)
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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 (++pMenuState->CurState >= EXPLOSION_LIFE)
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if (++pLanderInputState->CurState >= EXPLOSION_LIFE)
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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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@@ -347,7 +375,7 @@ object_animation (ELEMENT *ElementPtr)
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DetectPercent = (((BYTE)(CreatureData[index].Attributes
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& AWARENESS_MASK) >> AWARENESS_SHIFT) + 1)
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* (30 / 6);
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// XXX: Shouldn't this be dependant on
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// XXX: Shouldn't this be dependent on
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// PLANET_SIDE_RATE somehow? And why is it
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// written as '30 / 6' instead of 5? Does the 30
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// specify the (PC) framerate? That doesn't make
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@@ -442,8 +470,9 @@ DeltaLanderCrew (SIZE crew_delta, COUNT which_disaster)
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if (crew_delta > 0)
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{
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crew_delta = HIBYTE (pMenuState->delta_item);
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pMenuState->delta_item += MAKE_WORD (0, 1);
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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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s.frame = SetAbsFrameIndex (LanderFrame[0], 55);
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}
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@@ -453,20 +482,24 @@ DeltaLanderCrew (SIZE crew_delta, COUNT which_disaster)
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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 (pMenuState->delta_item);
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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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pMenuState->delta_item = SHIELD_BIT;
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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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pMenuState->CurState = 0;
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pMenuState->delta_item = 0;
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pLanderInputState->CurState = 0;
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pLanderInputState->delta_item = 0;
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}
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pMenuState->delta_item |= MAKE_WORD (DAMAGE_CYCLE, crew_delta);
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pLanderInputState->delta_item |= MAKE_WORD (DAMAGE_CYCLE, crew_delta);
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if (ShieldFlags)
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return;
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@@ -557,7 +590,7 @@ CheckObjectCollision (COUNT index)
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index = GetSuccLink (DisplayLinks);
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}
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pPSD = (PLANETSIDE_DESC*)pMenuState->ModuleFrame;
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pPSD = pLanderInputState->planetSideDesc;
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LanderControl.EndPoint = LanderControl.IntersectStamp.origin;
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LanderHandle = GetFrameParentDrawable (LanderControl.IntersectStamp.frame);
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@@ -610,7 +643,7 @@ 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 (pMenuState->delta_item) == 0
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if (HIBYTE (pLanderInputState->delta_item) == 0
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|| pPSD->InTransit)
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break;
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@@ -644,10 +677,11 @@ CheckObjectCollision (COUNT index)
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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 (pMenuState->delta_item) && --which_node);
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} while (HIBYTE (pLanderInputState->delta_item) &&
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--which_node);
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}
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if (HIBYTE (pMenuState->delta_item)
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if (HIBYTE (pLanderInputState->delta_item)
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&& pSolarSysState->SysInfo.PlanetInfo.DiscoveryString
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&& CurStarDescPtr->Index != ANDROSYNTH_DEFINED)
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{
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@@ -682,8 +716,9 @@ CheckObjectCollision (COUNT index)
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danger_vals[dangerLevel])
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{
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PlaySound (SetAbsSoundIndex (
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LanderSounds, BIOLOGICAL_DISASTER
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), NotPositional (), NULL, GAME_SOUND_PRIORITY);
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LanderSounds, BIOLOGICAL_DISASTER),
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NotPositional (), NULL,
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GAME_SOUND_PRIORITY);
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DeltaLanderCrew (-1, BIOLOGICAL_DISASTER);
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}
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UnlockElement (hElement);
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@@ -738,8 +773,7 @@ CheckObjectCollision (COUNT index)
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DeltaVelocityComponents (
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&ElementPtr->velocity,
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COSINE (angle, WORLD_TO_VELOCITY (1)),
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SINE (angle, WORLD_TO_VELOCITY (1))
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);
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SINE (angle, WORLD_TO_VELOCITY (1)));
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ElementPtr->thrust_wait = 0;
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ElementPtr->mass_points |= CREATURE_AWARE;
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}
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@@ -914,11 +948,10 @@ lightning_process (ELEMENT *ElementPtr)
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if (ElementPtr->mass_points == LIGHTNING_DISASTER)
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{
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/* This one always strikes the lander and can hurt */
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if (HIBYTE (pMenuState->delta_item)
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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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&& !(
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(PLANETSIDE_DESC*)pMenuState->ModuleFrame
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)->InTransit)
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&& !pPSD->InTransit)
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lander_flags |= KILL_CREW;
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ElementPtr->next.location =
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@@ -1058,7 +1091,7 @@ BuildObjectList (void)
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lander_flags &= ~KILL_CREW;
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pPSD = (PLANETSIDE_DESC*)pMenuState->ModuleFrame;
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pPSD = pLanderInputState->planetSideDesc;
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rand_val = TFB_Random ();
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if (LOBYTE (HIWORD (rand_val)) < pPSD->FireChance)
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{
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@@ -1206,7 +1239,7 @@ RepairScan (void)
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DrawPlanet (0, 0, 0, 0);
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#endif
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DrawScannedObjects (TRUE);
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drawPlanetCursor (pMenuState, FALSE);
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drawPlanetCursor (pLanderInputState->scanInputState, FALSE);
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UnbatchGraphics ();
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SetContext (OldContext);
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@@ -1219,9 +1252,12 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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STAMP lander_s, shadow_s, shield_s;
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CONTEXT OldContext;
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signed char lander_pos[] = { -10, 1, 12, 22, 31, 39, 45, 50, 54, 57, 59 };
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MENU_STATE *scanInputState = &pSolarSysState->MenuState;
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// TODO: Make a new structure ScanInputState, like
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// LanderInputState, instead of using MENU_STATE.
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old_pt.x = pSolarSysState->MenuState.first_item.x - (SURFACE_WIDTH >> 1);
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old_pt.y = pSolarSysState->MenuState.first_item.y - (SURFACE_HEIGHT >> 1);
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old_pt.x = scanInputState->first_item.x - (SURFACE_WIDTH >> 1);
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old_pt.y = scanInputState->first_item.y - (SURFACE_HEIGHT >> 1);
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new_pt.y = old_pt.y + dy;
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if (new_pt.y < -(SURFACE_HEIGHT >> 1))
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@@ -1245,26 +1281,25 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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else if (new_pt.x >= MAP_WIDTH << MAG_SHIFT)
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new_pt.x -= MAP_WIDTH << MAG_SHIFT;
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new_pt.x = pSolarSysState->MenuState.first_item.x + dx;
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new_pt.x = scanInputState->first_item.x + dx;
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if (new_pt.x < 0)
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new_pt.x += MAP_WIDTH << MAG_SHIFT;
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else if (new_pt.x >= MAP_WIDTH << MAG_SHIFT)
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new_pt.x -= MAP_WIDTH << MAG_SHIFT;
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new_pt.y = pSolarSysState->MenuState.first_item.y + dy;
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new_pt.y = scanInputState->first_item.y + dy;
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pSolarSysState->MenuState.first_item = new_pt;
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scanInputState->first_item = new_pt;
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{
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DWORD TimeIn;
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SleepThreadUntil (MAKE_DWORD (
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pSolarSysState->MenuState.flash_rect1.corner.x,
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pSolarSysState->MenuState.flash_rect1.corner.y
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));
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scanInputState->flash_rect1.corner.x,
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scanInputState->flash_rect1.corner.y));
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// planet-side rate is set here
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TimeIn = GetTimeCounter () + PLANET_SIDE_RATE;
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pSolarSysState->MenuState.flash_rect1.corner.x = LOWORD (TimeIn);
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pSolarSysState->MenuState.flash_rect1.corner.y = HIWORD (TimeIn);
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scanInputState->flash_rect1.corner.x = LOWORD (TimeIn);
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scanInputState->flash_rect1.corner.y = HIWORD (TimeIn);
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}
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LockMutex (GraphicsLock);
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@@ -1292,7 +1327,7 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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DrawBatch (DisplayArray, DisplayLinks, 0);
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if (pMenuState->delta_item || pMenuState->CurState < 3)
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if (pLanderInputState->delta_item || pLanderInputState->CurState < 3)
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{
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BYTE damage_index;
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@@ -1312,11 +1347,12 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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DrawFilledStamp (&shadow_s);
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}
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if ((damage_index = LOBYTE (pMenuState->delta_item)) == 0)
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damage_index = LOBYTE (pLanderInputState->delta_item);
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if (damage_index == 0)
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DrawStamp (&lander_s);
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else
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{
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--pMenuState->delta_item;
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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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@@ -1324,20 +1360,18 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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}
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else
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{
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if ((damage_index =
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(BYTE)((damage_index & ~SHIELD_BIT) - 1)) == 0)
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pMenuState->delta_item &= ~SHIELD_BIT;
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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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{
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shield_s.origin = lander_s.origin;
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shield_s.frame = SetEquFrameIndex (
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LanderFrame[4],
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lander_s.frame
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);
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LanderFrame[4], lander_s.frame);
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SetContextForeGroundColor (
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BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F) | 0x8000, damage_index)
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);
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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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DrawFilledStamp (&shield_s);
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}
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DrawStamp (&lander_s);
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@@ -1346,14 +1380,14 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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}
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if (CountDown < 0
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&& HIBYTE (pMenuState->delta_item)
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&& HIBYTE (pLanderInputState->delta_item)
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&& GetPredLink (DisplayLinks) != END_OF_LIST)
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CheckObjectCollision (END_OF_LIST);
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{
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PLANETSIDE_DESC *pPSD;
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pPSD = (PLANETSIDE_DESC*)pMenuState->ModuleFrame;
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pPSD = pLanderInputState->planetSideDesc;
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if (pPSD->NumFrames)
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{
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--pPSD->NumFrames;
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@@ -1362,16 +1396,20 @@ ScrollPlanetSide (SIZE dx, SIZE dy, SIZE CountDown)
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pPSD->MineralText[0].baseline.x -= dx;
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pPSD->MineralText[0].baseline.y -= dy;
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font_DrawText (&pPSD->MineralText[0]);
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pPSD->MineralText[1].baseline.x = pPSD->MineralText[0].baseline.x;
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pPSD->MineralText[1].baseline.y = pPSD->MineralText[0].baseline.y + 7;
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pPSD->MineralText[1].baseline.x =
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pPSD->MineralText[0].baseline.x;
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pPSD->MineralText[1].baseline.y =
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pPSD->MineralText[0].baseline.y + 7;
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font_DrawText (&pPSD->MineralText[1]);
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pPSD->MineralText[2].baseline.x = pPSD->MineralText[1].baseline.x;
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pPSD->MineralText[2].baseline.y = pPSD->MineralText[1].baseline.y + 7;
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pPSD->MineralText[2].baseline.x =
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pPSD->MineralText[1].baseline.x;
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pPSD->MineralText[2].baseline.y =
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pPSD->MineralText[1].baseline.y + 7;
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font_DrawText (&pPSD->MineralText[2]);
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}
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}
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setPlanetCursorLoc (pMenuState, new_pt);
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setPlanetCursorLoc (pLanderInputState->scanInputState, new_pt);
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RepairScan ();
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if (lander_flags & KILL_CREW)
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@@ -1592,285 +1630,277 @@ InitPlanetSide (void)
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SET_GAME_STATE (PLANETARY_LANDING, 1);
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}
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static void
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LanderFire (LanderInputState *inputState, SIZE index) {
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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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hWeaponElement = AllocElement ();
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if (hWeaponElement == NULL)
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return;
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LockElement (hWeaponElement, &WeaponElementPtr);
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WeaponElementPtr->playerNr = PS_HUMAN_PLAYER;
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WeaponElementPtr->mass_points = 1;
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WeaponElementPtr->life_span = 12;
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WeaponElementPtr->state_flags = FINITE_LIFE;
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WeaponElementPtr->next.location =
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pSolarSysState->MenuState.first_item;
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WeaponElementPtr->current.location.x =
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WeaponElementPtr->next.location.x >> MAG_SHIFT;
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WeaponElementPtr->current.location.y =
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WeaponElementPtr->next.location.y >> MAG_SHIFT;
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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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if (!CurrentInputState.key[PlayerControls[0]][KEY_UP])
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{
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wdx = 0;
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wdy = 0;
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}
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else
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{
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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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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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UnlockElement (hWeaponElement);
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InsertElement (hWeaponElement, GetHeadElement ());
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PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_SHOOTS),
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NotPositional (), NULL, GAME_SOUND_PRIORITY);
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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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}
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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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user