Grouping ship properties together at the top of the ship .c files, from oldlaptop.

This commit is contained in:
Serge van den Boom
2013-11-02 21:59:56 +01:00
parent 573755dcb5
commit 7326ff096d
28 changed files with 675 additions and 529 deletions
+22 -25
View File
@@ -22,22 +22,38 @@
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY 24
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 3
#define SPECIAL_ENERGY_COST 2
#define ENERGY_WAIT 8
#define MAX_THRUST 24
#define THRUST_INCREMENT 3
#define TURN_WAIT 4
#define THRUST_WAIT 0
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 0
#define SHIP_MASS 6
// Bubbles
#define WEAPON_ENERGY_COST 3
#define WEAPON_WAIT 0
#define ANDROSYNTH_OFFSET 14
#define MISSILE_OFFSET 3
#define MISSILE_SPEED DISPLAY_TO_WORLD (8)
#define MISSILE_LIFE 200
#define MISSILE_HITS 3
#define MISSILE_DAMAGE 2
#define TRACK_WAIT 2
// Blazer
#define SPECIAL_ENERGY_COST 2
#define BLAZER_DEGENERATION (-1)
#define SPECIAL_WAIT 0
#define BLAZER_OFFSET 10
#define BLAZER_THRUST 60
#define BLAZER_TURN_WAIT 1
#define BLAZER_DAMAGE 3
#define BLAZER_MASS 1
static RACE_DESC androsynth_desc =
{
{ /* SHIP_INFO */
@@ -149,15 +165,10 @@ SetCustomShipData (RACE_DESC *pRaceDesc, const CustomShipData_t *data)
}
}
#define BLAZER_DAMAGE 3
#define BLAZER_MASS 1
static void
blazer_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
{
#define BLAZER_OFFSET 10
BYTE old_offs;
COUNT old_crew_level;
COUNT old_life;
@@ -177,8 +188,6 @@ blazer_collision (ELEMENT *ElementPtr0, POINT *pPt0,
collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
}
#define MISSILE_SPEED DISPLAY_TO_WORLD (8)
static void
bubble_preprocess (ELEMENT *ElementPtr)
{
@@ -214,23 +223,15 @@ bubble_preprocess (ELEMENT *ElementPtr)
facing -= (COUNT)TFB_Random () & (ANGLE_TO_FACING (HALF_CIRCLE) - 1);
SetVelocityVector (&ElementPtr->velocity,
MISSILE_SPEED, facing);
#define TRACK_WAIT 2
turn_wait = TRACK_WAIT;
}
ElementPtr->turn_wait = MAKE_BYTE (turn_wait, thrust_wait);
}
#define MISSILE_DAMAGE 2
#define MISSILE_LIFE 200
static COUNT
initialize_bubble (ELEMENT *ShipPtr, HELEMENT BubbleArray[])
{
#define ANDROSYNTH_OFFSET 14
#define MISSILE_OFFSET 3
#define MISSILE_HITS 3
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -364,8 +365,6 @@ androsynth_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
}
}
#define BLAZER_TURN_WAIT 1
static void
androsynth_postprocess (ELEMENT *ElementPtr)
{
@@ -375,7 +374,6 @@ androsynth_postprocess (ELEMENT *ElementPtr)
/* take care of blazer effect */
if (ElementPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.special)
{
#define BLAZER_DEGENERATION (-1)
if ((StarShipPtr->cur_status_flags & SPECIAL)
|| StarShipPtr->RaceDescPtr->ship_info.energy_level == 0)
{
@@ -484,7 +482,6 @@ androsynth_preprocess (ELEMENT *ElementPtr)
--ElementPtr->thrust_wait;
else
{
#define BLAZER_THRUST 60
COUNT facing;
facing = StarShipPtr->ShipFacing;
+11 -8
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@@ -22,24 +22,28 @@
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 6
#define MAX_ENERGY 20
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 2
#define SPECIAL_ENERGY_COST 3
#define ENERGY_WAIT 6
#define MAX_THRUST /* DISPLAY_TO_WORLD (10) */ 40
#define THRUST_INCREMENT MAX_THRUST
#define TURN_WAIT 0
#define THRUST_WAIT 0
#define WEAPON_WAIT 1
#define SPECIAL_WAIT 2
#define TURN_WAIT 0
#define SHIP_MASS 1
// Tracking Laser
#define WEAPON_ENERGY_COST 2
#define WEAPON_WAIT 1
#define ARILOU_OFFSET 9
#define LASER_RANGE DISPLAY_TO_WORLD (100 + ARILOU_OFFSET)
// Teleporter
#define SPECIAL_ENERGY_COST 3
#define SPECIAL_WAIT 2
#define HYPER_LIFE 5
static RACE_DESC arilou_desc =
{
{ /* SHIP_INFO */
@@ -209,7 +213,6 @@ arilou_preprocess (ELEMENT *ElementPtr)
&& DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST))
{
/* Special key is pressed; start teleport */
#define HYPER_LIFE 5
ZeroVelocityComponents (&ElementPtr->velocity);
StarShipPtr->cur_status_flags &=
~(SHIP_AT_MAX_SPEED | LEFT | RIGHT | THRUST | WEAPON);
+33 -31
View File
@@ -22,25 +22,48 @@
#include "uqm/globdata.h"
// Core characteristics
#define MAX_CREW MAX_CREW_SIZE
#define MAX_ENERGY MAX_ENERGY_SIZE
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 6
#define SPECIAL_ENERGY_COST (MAX_ENERGY_SIZE / 2)
#define ENERGY_WAIT 4
#define MAX_THRUST 30
#define THRUST_INCREMENT 6
#define TURN_WAIT 4
#define THRUST_WAIT 6
#define WEAPON_WAIT 6
#define SPECIAL_WAIT 9
#define SHIP_MASS 10
// Buzzsaw
#define WEAPON_ENERGY_COST 6
#define WEAPON_WAIT 6
#define MISSILE_OFFSET 9
#define KOHR_AH_OFFSET 28
#define MISSILE_SPEED 64
#define MISSILE_LIFE 64 /* actually, it's as long as you
* hold the button down.
*/
#define MISSILE_LIFE 64
/* actually, it's as long as you hold the button down.*/
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 4
#define SAW_RATE 0
#define MAX_SAWS 8
#define ACTIVATE_RANGE 224
/* Originally SPACE_WIDTH - the distance within which
* stationary sawblades will home */
#define TRACK_WAIT 4
#define FRAGMENT_SPEED MISSILE_SPEED
#define FRAGMENT_LIFE 10
#define FRAGMENT_RANGE (FRAGMENT_LIFE * FRAGMENT_SPEED)
// F.R.I.E.D.
#define SPECIAL_ENERGY_COST (MAX_ENERGY_SIZE / 2)
#define SPECIAL_WAIT 9
#define GAS_OFFSET 2
#define GAS_SPEED 16
#define GAS_RATE 2 /* Controls animation of the gas cloud decay - the decay
* animation advances one frame every GAS_RATE frames. */
#define GAS_HITS 100
#define GAS_DAMAGE 3
#define GAS_ALT_DAMAGE 50
#define NUM_GAS_CLOUDS 16
static RACE_DESC black_urquan_desc =
{
@@ -113,9 +136,6 @@ static RACE_DESC black_urquan_desc =
0, /* CodeRef */
};
#define SAW_RATE 0
#define MAX_SAWS 8
static void
spin_preprocess (ELEMENT *ElementPtr)
{
@@ -154,8 +174,6 @@ spin_preprocess (ELEMENT *ElementPtr)
UnlockElement (StarShipPtr->hShip);
}
#define TRACK_WAIT 4
static void
buzztrack_preprocess (ELEMENT *ElementPtr)
{
@@ -172,7 +190,6 @@ buzztrack_preprocess (ELEMENT *ElementPtr)
}
else
{
#define ACTIVATE_RANGE 224 /* Originally SPACE_WIDTH */
SIZE delta_x, delta_y;
ELEMENT *eptr;
@@ -311,10 +328,6 @@ buzzsaw_postprocess (ELEMENT *ElementPtr)
static COUNT
initialize_buzzsaw (ELEMENT *ShipPtr, HELEMENT SawArray[])
{
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 4
#define MISSILE_OFFSET 9
#define KOHR_AH_OFFSET 28
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -379,9 +392,6 @@ black_urquan_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];
if (lpEvalDesc->ObjectPtr)
{
#define FRAGMENT_LIFE 10
#define FRAGMENT_SPEED MISSILE_SPEED
#define FRAGMENT_RANGE (FRAGMENT_LIFE * FRAGMENT_SPEED)
HELEMENT h, hNext;
ELEMENT *BuzzSawPtr;
@@ -433,8 +443,6 @@ black_urquan_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
}
}
#define GAS_RATE 2
static void
gas_cloud_preprocess (ELEMENT *ElementPtr)
{
@@ -450,8 +458,6 @@ gas_cloud_preprocess (ELEMENT *ElementPtr)
}
}
#define GAS_DAMAGE 3
static void
gas_cloud_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
@@ -459,7 +465,7 @@ gas_cloud_collision (ELEMENT *ElementPtr0, POINT *pPt0,
if (ElementPtr1->state_flags & PLAYER_SHIP)
ElementPtr0->mass_points = GAS_DAMAGE;
else
ElementPtr0->mass_points = 50;
ElementPtr0->mass_points = GAS_ALT_DAMAGE;
weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
}
@@ -467,10 +473,6 @@ gas_cloud_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static void
spawn_gas_cloud (ELEMENT *ElementPtr)
{
#define GAS_SPEED 16
#define GAS_HITS 100
#define GAS_OFFSET 2
#define NUM_GAS_CLOUDS 16
SIZE dx, dy;
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+35 -32
View File
@@ -23,27 +23,48 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 36
#define MAX_ENERGY 30
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 5
#define SPECIAL_ENERGY_COST MAX_ENERGY
#define ENERGY_WAIT 4
#define MAX_THRUST /* DISPLAY_TO_WORLD (7) */ 27
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 3
#define TURN_WAIT 6
#define THRUST_WAIT 4
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 0
#define MAX_DOGGIES 4
#define TURN_WAIT 6
#define SHIP_MASS 10
// Photon Shard
#define WEAPON_ENERGY_COST 5
#define WEAPON_WAIT 0
#define CHENJESU_OFFSET 16
#define MISSILE_OFFSET 0
#define MISSILE_SPEED DISPLAY_TO_WORLD (16)
#define MISSILE_LIFE 90 /* actually, it's as long as you
* hold the button down.
*/
#define MISSILE_LIFE 90
/* actually, it's as long as you hold the button down. */
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 6
#define NUM_SPARKLES 8
// Shrapnel
#define FRAGMENT_OFFSET 2
#define NUM_FRAGMENTS 8
#define FRAGMENT_LIFE 10
#define FRAGMENT_SPEED MISSILE_SPEED
#define FRAGMENT_RANGE (FRAGMENT_LIFE * FRAGMENT_SPEED)
/* This bit is for the cyborg only. */
#define FRAGMENT_HITS 1
#define FRAGMENT_DAMAGE 2
// DOGI
#define SPECIAL_ENERGY_COST MAX_ENERGY
#define SPECIAL_WAIT 0
#define DOGGY_OFFSET 18
#define DOGGY_SPEED DISPLAY_TO_WORLD (8)
#define ENERGY_DRAIN 10
#define MAX_DOGGIES 4
#define DOGGY_HITS 3
#define DOGGY_MASS 4
static RACE_DESC chenjesu_desc =
{
@@ -116,17 +137,9 @@ static RACE_DESC chenjesu_desc =
0, /* CodeRef */
};
#define FRAGMENT_LIFE 10
#define FRAGMENT_SPEED MISSILE_SPEED
#define FRAGMENT_RANGE (FRAGMENT_LIFE * FRAGMENT_SPEED)
static void
crystal_postprocess (ELEMENT *ElementPtr)
{
#define FRAGMENT_HITS 1
#define FRAGMENT_DAMAGE 2
#define FRAGMENT_OFFSET 2
#define NUM_FRAGMENTS 8
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -212,7 +225,6 @@ crystal_collision (ELEMENT *ElementPtr0, POINT *pPt0,
{
ELEMENT *BlastElementPtr;
#define NUM_SPARKLES 8
LockElement (hBlastElement, &BlastElementPtr);
BlastElementPtr->current.location = ElementPtr1->current.location;
@@ -231,9 +243,6 @@ crystal_collision (ELEMENT *ElementPtr0, POINT *pPt0,
}
}
#define DOGGY_OFFSET 18
#define DOGGY_SPEED DISPLAY_TO_WORLD (8)
static void
doggy_preprocess (ELEMENT *ElementPtr)
{
@@ -314,7 +323,6 @@ static void
doggy_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
{
#define ENERGY_DRAIN 10
collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
if ((ElementPtr1->state_flags & PLAYER_SHIP)
&& !elementsOfSamePlayer (ElementPtr0, ElementPtr1))
@@ -335,8 +343,6 @@ doggy_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ElementPtr0->thrust_wait += COLLISION_THRUST_WAIT << 1;
}
#define CHENJESU_OFFSET 16
static void
spawn_doggy (ELEMENT *ElementPtr)
{
@@ -352,8 +358,8 @@ spawn_doggy (ELEMENT *ElementPtr)
PutElement (hDoggyElement);
LockElement (hDoggyElement, &DoggyElementPtr);
DoggyElementPtr->hit_points = 3;
DoggyElementPtr->mass_points = 4;
DoggyElementPtr->hit_points = DOGGY_HITS;
DoggyElementPtr->mass_points = DOGGY_MASS;
DoggyElementPtr->thrust_wait = 0;
DoggyElementPtr->playerNr = ElementPtr->playerNr;
DoggyElementPtr->state_flags = APPEARING;
@@ -499,9 +505,6 @@ chenjesu_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static COUNT
initialize_crystal (ELEMENT *ShipPtr, HELEMENT CrystalArray[])
{
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 6
#define MISSILE_OFFSET 0
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+22 -17
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@@ -24,23 +24,36 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW MAX_CREW_SIZE
#define MAX_ENERGY MAX_ENERGY_SIZE
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 2
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 1
#define MAX_THRUST 35
#define THRUST_INCREMENT 7
#define TURN_WAIT 3
#define THRUST_WAIT 5
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 0
#define TURN_WAIT 3
#define SHIP_MASS 10
// Laser
#define WEAPON_ENERGY_COST 2
#define WEAPON_WAIT 0
#define CHMMR_OFFSET 18
#define LASER_RANGE DISPLAY_TO_WORLD (150)
#define NUM_CYCLES 4
// Tractor Beam
#define SPECIAL_ENERGY_COST 1
#define SPECIAL_WAIT 0
#define NUM_SHADOWS 5
// Satellites
#define NUM_SATELLITES 3
#define SATELLITE_OFFSET DISPLAY_TO_WORLD (64)
#define SATELLITE_HITPOINTS 10
#define SATELLITE_MASS 10
#define DEFENSE_RANGE (UWORD)64
#define DEFENSE_WAIT 2
static RACE_DESC chmmr_desc =
{
@@ -202,7 +215,6 @@ laser_death (ELEMENT *ElementPtr)
static COUNT
initialize_megawatt_laser (ELEMENT *ShipPtr, HELEMENT LaserArray[])
{
#define NUM_CYCLES 4
RECT r;
STARSHIP *StarShipPtr;
LASER_BLOCK LaserBlock;
@@ -337,8 +349,6 @@ chmmr_postprocess (ELEMENT *ElementPtr)
facing = 0;
if (TrackShip (ElementPtr, &facing) >= 0)
{
#define NUM_SHADOWS 5
ELEMENT *ShipElementPtr;
LockElement (ElementPtr->hTarget, &ShipElementPtr);
@@ -444,8 +454,6 @@ chmmr_postprocess (ELEMENT *ElementPtr)
StarShipPtr->special_counter = 0;
}
#define SATELLITE_OFFSET DISPLAY_TO_WORLD (64)
static void
satellite_preprocess (ELEMENT *ElementPtr)
{
@@ -502,8 +510,6 @@ satellite_preprocess (ELEMENT *ElementPtr)
static void
spawn_point_defense (ELEMENT *ElementPtr)
{
#define DEFENSE_RANGE (UWORD)64
#define DEFENSE_WAIT 2
BYTE weakest;
UWORD best_dist;
STARSHIP *StarShipPtr;
@@ -674,7 +680,6 @@ satellite_death (ELEMENT *ElementPtr)
static void
spawn_satellites (ELEMENT *ElementPtr)
{
#define NUM_SATELLITES 3
COUNT i;
STARSHIP *StarShipPtr;
@@ -697,8 +702,8 @@ spawn_satellites (ELEMENT *ElementPtr)
SattPtr->state_flags = IGNORE_SIMILAR | APPEARING
| FINITE_LIFE;
SattPtr->life_span = NORMAL_LIFE + 1;
SattPtr->hit_points = 10;
SattPtr->mass_points = 10;
SattPtr->hit_points = SATELLITE_HITPOINTS;
SattPtr->mass_points = SATELLITE_MASS;
angle = (i * FULL_CIRCLE + (NUM_SATELLITES >> 1))
/ NUM_SATELLITES;
+16 -13
View File
@@ -20,23 +20,33 @@
#include "druuge.h"
#include "resinst.h"
// Core characteristics
#define MAX_CREW 14
#define MAX_ENERGY 32
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 4
#define SPECIAL_ENERGY_COST 16
#define ENERGY_WAIT 50
#define MAX_THRUST 20
#define THRUST_INCREMENT 2
#define TURN_WAIT 4
#define THRUST_WAIT 1
#define WEAPON_WAIT 10
#define SPECIAL_WAIT 30
#define TURN_WAIT 4
#define SHIP_MASS 5
// Mass Driver
#define WEAPON_ENERGY_COST 4
#define WEAPON_WAIT 10
#define DRUUGE_OFFSET 24
#define MISSILE_OFFSET 6
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 20
#define MISSILE_RANGE (MISSILE_SPEED * MISSILE_LIFE)
#define MISSILE_HITS 4
#define MISSILE_DAMAGE 6
#define RECOIL_VELOCITY WORLD_TO_VELOCITY (DISPLAY_TO_WORLD (6))
#define MAX_RECOIL_VELOCITY (RECOIL_VELOCITY * 4)
// Furnace
#define SPECIAL_ENERGY_COST 16
#define SPECIAL_WAIT 30
static RACE_DESC druuge_desc =
{
@@ -109,9 +119,6 @@ static RACE_DESC druuge_desc =
0, /* CodeRef */
};
#define RECOIL_VELOCITY WORLD_TO_VELOCITY (DISPLAY_TO_WORLD (6))
#define MAX_RECOIL_VELOCITY (RECOIL_VELOCITY * 4)
static void
cannon_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
@@ -153,10 +160,6 @@ cannon_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static COUNT
initialize_cannon (ELEMENT *ShipPtr, HELEMENT CannonArray[])
{
#define DRUUGE_OFFSET 24
#define MISSILE_OFFSET 6
#define MISSILE_HITS 4
#define MISSILE_DAMAGE 6
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+20 -18
View File
@@ -23,24 +23,36 @@
#include "uqm/colors.h"
#include "uqm/globdata.h"
// Core characteristics
#define MAX_CREW 18
#define MAX_ENERGY 18
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 9
#define SPECIAL_ENERGY_COST 4
#define ENERGY_WAIT 8
#define MAX_THRUST /* DISPLAY_TO_WORLD (6) */ 24
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 3
#define TURN_WAIT 1
#define THRUST_WAIT 4
#define WEAPON_WAIT 10
#define SPECIAL_WAIT 9
#define TURN_WAIT 1
#define SHIP_MASS 6
#define MISSILE_LIFE 60
// Nuke
#define WEAPON_ENERGY_COST 9
#define WEAPON_WAIT 10
#define HUMAN_OFFSET 42
#define NUKE_OFFSET 8
#define MIN_MISSILE_SPEED DISPLAY_TO_WORLD (10)
#define MAX_MISSILE_SPEED DISPLAY_TO_WORLD (20)
#define MISSILE_SPEED (MAX_THRUST >= MIN_MISSILE_SPEED ? \
MAX_THRUST : MIN_MISSILE_SPEED)
#define THRUST_SCALE DISPLAY_TO_WORLD (1)
#define MISSILE_LIFE 60
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 4
#define TRACK_WAIT 3
// Point-Defense Laser
#define SPECIAL_ENERGY_COST 4
#define SPECIAL_WAIT 9
#define LASER_RANGE (UWORD)100
static RACE_DESC human_desc =
{
@@ -113,10 +125,6 @@ static RACE_DESC human_desc =
0, /* CodeRef */
};
#define MISSILE_SPEED (MAX_THRUST >= MIN_MISSILE_SPEED ? \
MAX_THRUST : MIN_MISSILE_SPEED)
#define TRACK_WAIT 3
static void
nuke_preprocess (ELEMENT *ElementPtr)
{
@@ -141,7 +149,6 @@ nuke_preprocess (ELEMENT *ElementPtr)
{
SIZE speed;
#define THRUST_SCALE DISPLAY_TO_WORLD (1)
if ((speed = MISSILE_SPEED +
((MISSILE_LIFE - ElementPtr->life_span) *
THRUST_SCALE)) > MAX_MISSILE_SPEED)
@@ -196,7 +203,6 @@ spawn_point_defense (ELEMENT *ElementPtr)
if (ObjectPtr != ShipPtr && CollidingElement (ObjectPtr) &&
!OBJECT_CLOAKED (ObjectPtr))
{
#define LASER_RANGE (UWORD)100
SIZE delta_x, delta_y;
delta_x = ObjectPtr->next.location.x -
@@ -265,10 +271,6 @@ spawn_point_defense (ELEMENT *ElementPtr)
static COUNT
initialize_nuke (ELEMENT *ShipPtr, HELEMENT NukeArray[])
{
#define HUMAN_OFFSET 42
#define MISSILE_DAMAGE 4
#define MISSILE_HITS 1
#define NUKE_OFFSET 8
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+18 -12
View File
@@ -24,21 +24,33 @@
#include "uqm/globdata.h"
// Core characteristics
#define MAX_CREW 22
#define MAX_ENERGY 16
#define ENERGY_REGENERATION 4
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 3
#define ENERGY_WAIT 4
#define MAX_THRUST 25
#define THRUST_INCREMENT 5
#define TURN_WAIT 2
#define THRUST_WAIT 0
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 13
#define TURN_WAIT 2
#define SHIP_MASS 7
#define LOOK_AHEAD 4
/* Controls how much the auto-turn will attempt to "lead"
* its target. */
// Hellfire Spout
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 0
#define MISSILE_LIFE 8
#define ILWRATH_OFFSET 29
#define MISSILE_SPEED MAX_THRUST
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 0
// Cloaking Device
#define SPECIAL_ENERGY_COST 3
#define SPECIAL_WAIT 13
static RACE_DESC ilwrath_desc =
{
@@ -178,11 +190,6 @@ ilwrath_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static COUNT
initialize_flame (ELEMENT *ShipPtr, HELEMENT FlameArray[])
{
#define ILWRATH_OFFSET 29
#define MISSILE_SPEED MAX_THRUST
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 0
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -278,7 +285,6 @@ ilwrath_preprocess (ELEMENT *ElementPtr)
facing = StarShipPtr->ShipFacing;
if (TrackShip (ElementPtr, &facing) >= 0)
{
#define LOOK_AHEAD 4
ELEMENT *eptr;
SIZE dx0, dy0, dx1, dy1;
VELOCITY_DESC v;
+51 -45
View File
@@ -27,25 +27,58 @@
#include "libs/mathlib.h"
#include "libs/timelib.h"
#define num_generators characteristics.max_thrust
// Core characteristics
#define MAX_CREW 1
#define MAX_ENERGY MAX_ENERGY_SIZE
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 2
#define SPECIAL_ENERGY_COST 3
#define ENERGY_WAIT 6
#define MAX_THRUST 0
#define THRUST_INCREMENT 0
#define TURN_WAIT 0
#define THRUST_WAIT 0
#define WEAPON_WAIT ((ONE_SECOND / BATTLE_FRAME_RATE) * 10)
#define SPECIAL_WAIT ((ONE_SECOND / BATTLE_FRAME_RATE) * 3)
#define SHIP_MASS (MAX_SHIP_MASS * 10)
#define SAMATRA_OFFSET 9
#define MISSILE_SPEED DISPLAY_TO_WORLD (8)
#define TURRET_WAIT 0 /* Controls animation of the Sa-Matra's central
* 'furnace', a new frame is displayed once every
* TURRET_WAIT frames. */
// Yellow comet
#define WEAPON_WAIT ((ONE_SECOND / BATTLE_FRAME_RATE) * 10)
#define COMET_DAMAGE 2
#define COMET_OFFSET 0
#define COMET_HITS 12
#define COMET_SPEED DISPLAY_TO_WORLD (12)
#define COMET_LIFE 2
#define COMET_TURN_WAIT 3
#define MAX_COMETS 3
#define WEAPON_ENERGY_COST 2
/* Used for samatra_desc.weapon_energy_cost, but the value isn't
* actually used. */
// Green sentinel
#define SPECIAL_WAIT ((ONE_SECOND / BATTLE_FRAME_RATE) * 3)
#define SENTINEL_SPEED DISPLAY_TO_WORLD (8)
#define SENTINEL_LIFE 2
#define SENTINEL_OFFSET 0
#define SENTINEL_HITS 10
#define SENTINEL_DAMAGE 1
#define TRACK_WAIT 1
#define ANIMATION_WAIT 1
#define RECOIL_VELOCITY WORLD_TO_VELOCITY (DISPLAY_TO_WORLD (10))
#define MAX_RECOIL_VELOCITY (RECOIL_VELOCITY * 4)
#define MAX_SENTINELS 4
#define SPECIAL_ENERGY_COST 3
/* Used for samatra_desc.special_energy_cost, but the value isn't
* actually used. */
// Blue force field
#define GATE_DAMAGE 1
#define GATE_HITS 100
// Red generators
#define GENERATOR_HITS 15
#define MAX_GENERATORS 8
static RACE_DESC samatra_desc =
{
@@ -153,8 +186,6 @@ comet_preprocess (ELEMENT *ElementPtr)
ElementPtr->state_flags |= CHANGING;
}
#define COMET_DAMAGE 2
static void
comet_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
@@ -199,10 +230,6 @@ comet_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static HELEMENT
spawn_comet (ELEMENT *ElementPtr)
{
#define COMET_OFFSET 0
#define COMET_HITS 12
#define COMET_SPEED DISPLAY_TO_WORLD (12)
#define COMET_LIFE 2
MISSILE_BLOCK MissileBlock;
HELEMENT hComet;
STARSHIP *StarShipPtr;
@@ -258,12 +285,11 @@ spawn_comet (ELEMENT *ElementPtr)
--CometPtr->turn_wait;
else
{
#define COMET_WAIT 3
facing = NORMALIZE_FACING (facing);
if (TrackShip (CometPtr, &facing) > 0)
SetVelocityVector (&CometPtr->velocity,
COMET_SPEED, facing);
CometPtr->turn_wait = COMET_WAIT;
CometPtr->turn_wait = COMET_TURN_WAIT;
}
}
UnlockElement (hComet);
@@ -279,7 +305,6 @@ turret_preprocess (ELEMENT *ElementPtr)
--ElementPtr->turn_wait;
else
{
#define TURRET_WAIT 0
ElementPtr->next.image.frame =
SetAbsFrameIndex (ElementPtr->current.image.frame,
(GetFrameIndex (ElementPtr->current.image.frame) % 10) + 1);
@@ -289,9 +314,6 @@ turret_preprocess (ELEMENT *ElementPtr)
}
}
#define GATE_DAMAGE 1
#define GATE_HITS 100
static void
gate_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
@@ -413,8 +435,6 @@ generator_death (ELEMENT *ElementPtr)
}
}
#define GENERATOR_HITS 15
static void
generator_preprocess (ELEMENT *ElementPtr)
{
@@ -443,8 +463,6 @@ generator_collision (ELEMENT *ElementPtr0, POINT *pPt0,
(void) pPt1; /* Satisfying compiler (unused parameter) */
}
#define TRACK_WAIT 1
static void
sentinel_preprocess (ELEMENT *ElementPtr)
{
@@ -458,7 +476,6 @@ sentinel_preprocess (ELEMENT *ElementPtr)
--ElementPtr->thrust_wait;
else
{
#define ANIMATION_WAIT 1
ElementPtr->next.image.frame =
SetAbsFrameIndex (ElementPtr->current.image.frame,
(GetFrameIndex (ElementPtr->current.image.frame) + 1) % 6);
@@ -483,7 +500,7 @@ sentinel_preprocess (ELEMENT *ElementPtr)
ElementPtr->state_flags &= ~NONSOLID;
facing = (COUNT)TFB_Random ();
SetVelocityVector (&ElementPtr->velocity,
MISSILE_SPEED, facing);
SENTINEL_SPEED, facing);
}
facing = NORMALIZE_FACING (facing);
if (ElementPtr->hTarget == 0)
@@ -577,16 +594,13 @@ sentinel_preprocess (ELEMENT *ElementPtr)
}
SetVelocityVector (&ElementPtr->velocity,
MISSILE_SPEED, facing);
SENTINEL_SPEED, facing);
}
ElementPtr->turn_wait = TRACK_WAIT;
}
}
#define RECOIL_VELOCITY WORLD_TO_VELOCITY (DISPLAY_TO_WORLD (10))
#define MAX_RECOIL_VELOCITY (RECOIL_VELOCITY * 4)
static void
sentinel_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
@@ -604,8 +618,8 @@ sentinel_collision (ELEMENT *ElementPtr0, POINT *pPt0,
angle = ARCTAN (pPt0->x - pPt1->x, pPt0->y - pPt1->y);
SetVelocityComponents (&ElementPtr0->velocity,
COSINE (angle, WORLD_TO_VELOCITY (MISSILE_SPEED)),
SINE (angle, WORLD_TO_VELOCITY (MISSILE_SPEED)));
COSINE (angle, WORLD_TO_VELOCITY (SENTINEL_SPEED)),
SINE (angle, WORLD_TO_VELOCITY (SENTINEL_SPEED)));
ElementPtr0->turn_wait = TRACK_WAIT;
ElementPtr0->state_flags |= COLLISION | DEFY_PHYSICS;
}
@@ -688,9 +702,6 @@ samatra_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);
}
#define MAX_COMETS 3
#define MAX_SENTINELS 4
static void
samatra_postprocess (ELEMENT *ElementPtr)
{
@@ -709,10 +720,6 @@ samatra_postprocess (ELEMENT *ElementPtr)
if (StarShipPtr->special_counter == 0
&& StarShipPtr->RaceDescPtr->characteristics.special_wait < MAX_SENTINELS)
{
#define MISSILE_LIFE 2
#define MISSILE_OFFSET 0
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 1
MISSILE_BLOCK MissileBlock;
HELEMENT hSentinel;
@@ -724,12 +731,12 @@ samatra_postprocess (ELEMENT *ElementPtr)
MissileBlock.sender = ElementPtr->playerNr;
MissileBlock.flags = 0;
MissileBlock.pixoffs = 0;
MissileBlock.speed = MISSILE_SPEED;
MissileBlock.hit_points = MISSILE_HITS;
MissileBlock.damage = MISSILE_DAMAGE;
MissileBlock.life = MISSILE_LIFE;
MissileBlock.speed = SENTINEL_SPEED;
MissileBlock.hit_points = SENTINEL_HITS;
MissileBlock.damage = SENTINEL_DAMAGE;
MissileBlock.life = SENTINEL_LIFE;
MissileBlock.preprocess_func = sentinel_preprocess;
MissileBlock.blast_offs = MISSILE_OFFSET;
MissileBlock.blast_offs = SENTINEL_OFFSET;
hSentinel = initialize_missile (&MissileBlock);
if (hSentinel)
@@ -765,7 +772,6 @@ samatra_preprocess (ELEMENT *ElementPtr)
}
else
{
#define MAX_GENERATORS 8
POINT offs[] =
{
{-127-9, -53+18},
+22 -21
View File
@@ -23,23 +23,38 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY MAX_ENERGY_SIZE
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 5
#define SPECIAL_ENERGY_COST 20
#define ENERGY_WAIT 4
#define MAX_THRUST 36
#define THRUST_INCREMENT 6
#define TURN_WAIT 4
#define THRUST_WAIT 4
#define WEAPON_WAIT 1
#define SPECIAL_WAIT 20
#define TURN_WAIT 4
#define SHIP_MASS 7
// Blaster Pulse
#define WEAPON_ENERGY_COST 5
#define WEAPON_WAIT 1
#define MELNORME_OFFSET 24
#define LEVEL_COUNTER 72
#define MAX_PUMP 4
#define PUMPUP_SPEED DISPLAY_TO_WORLD (45)
#define PUMPUP_LIFE 10
#define PUMPUP_DAMAGE 2
#define MIN_PUMPITUDE_ANIMS 3
#define NUM_PUMP_ANIMS 5
#define REVERSE_DIR (BYTE)(1 << 7)
// Confusion Pulse
#define SPECIAL_ENERGY_COST 20
#define SPECIAL_WAIT 20
#define CMISSILE_SPEED DISPLAY_TO_WORLD (30)
#define CMISSILE_LIFE 20
#define CMISSILE_HITS 200
#define CMISSILE_DAMAGE 0
#define CMISSILE_OFFSET 4
static RACE_DESC melnorme_desc =
{
@@ -112,9 +127,6 @@ static RACE_DESC melnorme_desc =
0, /* CodeRef */
};
#define NUM_PUMP_ANIMS 5
#define REVERSE_DIR (BYTE)(1 << 7)
static void
pump_up_preprocess (ELEMENT *ElementPtr)
{
@@ -146,11 +158,6 @@ pump_up_preprocess (ELEMENT *ElementPtr)
static COUNT initialize_pump_up (ELEMENT *ShipPtr, HELEMENT PumpUpArray[]);
#define MELNORME_OFFSET 24
#define LEVEL_COUNTER 72
#define MAX_PUMP 4
#define PUMPUP_DAMAGE 2
static void
pump_up_postprocess (ELEMENT *ElementPtr)
{
@@ -282,7 +289,6 @@ pump_up_collision (ELEMENT *ElementPtr0, POINT *pPt0,
{
ELEMENT *BlastElementPtr;
#define MIN_PUMPITUDE_ANIMS 3
LockElement (hBlastElement, &BlastElementPtr);
BlastElementPtr->life_span =
@@ -474,11 +480,6 @@ confusion_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static COUNT
initialize_confusion (ELEMENT *ShipPtr, HELEMENT ConfusionArray[])
{
#define CMISSILE_SPEED DISPLAY_TO_WORLD (30)
#define CMISSILE_HITS 200
#define CMISSILE_DAMAGE 0
#define CMISSILE_LIFE 20
#define CMISSILE_OFFSET 4
STARSHIP *StarShipPtr;
MISSILE_BLOCK ConfusionBlock;
+27 -21
View File
@@ -20,35 +20,51 @@
#include "mmrnmhrm.h"
#include "resinst.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY 10
#define SHIP_MASS 3
// X-Wing characteristics
#define ENERGY_REGENERATION 2
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST MAX_ENERGY
#define ENERGY_WAIT 6
#define MAX_THRUST 20
#define THRUST_INCREMENT 5
#define TURN_WAIT 2
#define THRUST_WAIT 1
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 0
#define TURN_WAIT 2
// Y-Wing characteristics
#define YWING_ENERGY_REGENERATION 1
#define YWING_WEAPON_ENERGY_COST 1
#define YWING_SPECIAL_ENERGY_COST MAX_ENERGY
#define YWING_ENERGY_WAIT 6
#define YWING_MAX_THRUST 50
#define YWING_THRUST_INCREMENT 10
#define YWING_TURN_WAIT 14
#define YWING_THRUST_WAIT 0
#define YWING_WEAPON_WAIT 20
#define YWING_SPECIAL_WAIT 0
#define YWING_TURN_WAIT 14
#define SHIP_MASS 3
// X-Wing Lasers
#define MMRNMHRM_OFFSET 16
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 0
#define CENTER_OFFS DISPLAY_TO_WORLD (4)
#define WING_OFFS DISPLAY_TO_WORLD (10)
#define LASER_RANGE DISPLAY_TO_WORLD (125 + MMRNMHRM_OFFSET)
// Y-Wing Missiles
#define YWING_WEAPON_ENERGY_COST 1
#define YWING_WEAPON_WAIT 20
#define LAUNCH_OFFS DISPLAY_TO_WORLD (4)
#define MISSILE_OFFSET 0
#define MISSILE_SPEED DISPLAY_TO_WORLD (20)
#define MISSILE_LIFE 40
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define TRACK_WAIT 5
// Transform
#define SPECIAL_ENERGY_COST MAX_ENERGY
#define SPECIAL_WAIT 0
#define YWING_SPECIAL_WAIT 0
static RACE_DESC mmrnmhrm_desc =
{
@@ -121,9 +137,6 @@ static RACE_DESC mmrnmhrm_desc =
0, /* CodeRef */
};
#define MISSILE_SPEED DISPLAY_TO_WORLD (20)
#define TRACK_WAIT 5
// Private per-instance ship data
typedef CHARACTERISTIC_STUFF MMRNMHRM_DATA;
@@ -288,7 +301,6 @@ twin_laser_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static COUNT
initialize_dual_weapons (ELEMENT *ShipPtr, HELEMENT WeaponArray[])
{
#define CENTER_OFFS DISPLAY_TO_WORLD (4)
COORD cx, cy;
COUNT facing, angle;
SIZE offs_x, offs_y;
@@ -302,7 +314,6 @@ initialize_dual_weapons (ELEMENT *ShipPtr, HELEMENT WeaponArray[])
if (ShipPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.ship)
{
#define WING_OFFS DISPLAY_TO_WORLD (10)
COORD ex, ey;
LASER_BLOCK LaserBlock;
ELEMENT *LaserPtr;
@@ -342,11 +353,6 @@ initialize_dual_weapons (ELEMENT *ShipPtr, HELEMENT WeaponArray[])
}
else
{
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 0
#define MISSILE_LIFE 40
#define LAUNCH_OFFS DISPLAY_TO_WORLD (4)
MISSILE_BLOCK TorpBlock;
ELEMENT *TorpPtr;
+14 -13
View File
@@ -20,26 +20,34 @@
#include "mycon.h"
#include "resinst.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY 40
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 20
#define SPECIAL_ENERGY_COST MAX_ENERGY
#define ENERGY_WAIT 4
#define MAX_THRUST /* DISPLAY_TO_WORLD (7) */ 27
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 9
#define TURN_WAIT 6
#define THRUST_WAIT 6
#define WEAPON_WAIT 5
#define SPECIAL_WAIT 0
#define TURN_WAIT 6
#define SHIP_MASS 7
// Plasmoid
#define WEAPON_ENERGY_COST 20
#define WEAPON_WAIT 5
#define MYCON_OFFSET 24
#define MISSILE_OFFSET 0
#define NUM_PLASMAS 11
#define NUM_GLOBALLS 8
#define PLASMA_DURATION 13
#define MISSILE_LIFE (NUM_PLASMAS * PLASMA_DURATION)
#define MISSILE_SPEED DISPLAY_TO_WORLD (8)
#define MISSILE_DAMAGE 10
#define TRACK_WAIT 1
// Regenerate
#define SPECIAL_ENERGY_COST MAX_ENERGY
#define SPECIAL_WAIT 0
#define REGENERATION_AMOUNT 4
static RACE_DESC mycon_desc =
{
@@ -112,10 +120,6 @@ static RACE_DESC mycon_desc =
0, /* CodeRef */
};
#define MISSILE_DAMAGE 10
#define TRACK_WAIT 1
static void
plasma_preprocess (ELEMENT *ElementPtr)
{
@@ -297,8 +301,6 @@ mycon_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static COUNT
initialize_plasma (ELEMENT *ShipPtr, HELEMENT PlasmaArray[])
{
#define MYCON_OFFSET 24
#define MISSILE_OFFSET 0
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -343,7 +345,6 @@ mycon_postprocess (ELEMENT *ElementPtr)
&& ElementPtr->crew_level != StarShipPtr->RaceDescPtr->ship_info.max_crew
&& DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST))
{
#define REGENERATION_AMOUNT 4
SIZE add_crew;
ProcessSound (SetAbsSoundIndex (
+31 -24
View File
@@ -24,24 +24,42 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 16
#define MAX_ENERGY 20
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST (MAX_ENERGY / 3)
#define SPECIAL_ENERGY_COST 0
#define ENERGY_WAIT 6
#define MAX_THRUST 35
#define THRUST_INCREMENT 5
#define TURN_WAIT 1
#define THRUST_WAIT 0
#define WEAPON_WAIT 4
#define SPECIAL_WAIT 12
#define TURN_WAIT 1
#define SHIP_MASS 4
// Howitzer
#define WEAPON_ENERGY_COST (MAX_ENERGY / 3)
#define WEAPON_WAIT 4
#define ORZ_OFFSET 9
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 12
#define MISSILE_HITS 2
#define MISSILE_DAMAGE 3
#define MISSILE_OFFSET 1
// Marine
#define SPECIAL_ENERGY_COST 0
#define SPECIAL_WAIT 12
#define MARINE_MAX_THRUST 32
#define MARINE_THRUST_INCREMENT 8
#define MARINE_HIT_POINTS 3
#define MARINE_MASS_POINTS 1
#define MAX_MARINES 8
#define MARINE_WAIT 12
#define ION_LIFE 1
#define START_ION_COLOR BUILD_COLOR (MAKE_RGB15 (0x1F, 0x15, 0x00), 0x7A)
// Rotating Turret
#define TURRET_OFFSET 14
#define TURRET_WAIT 3
static RACE_DESC orz_desc =
{
@@ -122,15 +140,9 @@ howitzer_collision (ELEMENT *ElementPtr0, POINT *pPt0,
weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
}
#define TURRET_OFFSET 14
#define TURRET_WAIT 3
static COUNT
initialize_turret_missile (ELEMENT *ShipPtr, HELEMENT MissileArray[])
{
#define MISSILE_HITS 2
#define MISSILE_DAMAGE 3
#define MISSILE_OFFSET 1
ELEMENT *TurretPtr;
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -180,8 +192,6 @@ initialize_turret_missile (ELEMENT *ShipPtr, HELEMENT MissileArray[])
return (1);
}
#define MAX_MARINES 8
static BYTE
count_marines (STARSHIP *StarShipPtr, BOOLEAN FindSpot)
{
@@ -310,8 +320,6 @@ orz_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
UnlockElement (GetSuccElement (ShipPtr));
}
#define START_ION_COLOR BUILD_COLOR (MAKE_RGB15 (0x1F, 0x15, 0x00), 0x7A)
static void
ion_preprocess (ELEMENT *ElementPtr)
{
@@ -352,8 +360,6 @@ ion_preprocess (ELEMENT *ElementPtr)
static void marine_preprocess (ELEMENT *ElementPtr);
#define MARINE_WAIT 12
void
intruder_preprocess (ELEMENT *ElementPtr)
{
@@ -475,7 +481,6 @@ spawn_marine_ion_trail (ELEMENT *ElementPtr, STARSHIP *StarShipPtr,
hIonElement = AllocElement ();
if (hIonElement)
{
#define ION_LIFE 1
COUNT angle;
ELEMENT *IonElementPtr;
@@ -698,8 +703,10 @@ marine_preprocess (ELEMENT *ElementPtr)
// XXX: thrust_wait is abused to store marine speed and
// gravity well flags
StarShipPtr->cur_status_flags = ElementPtr->thrust_wait << 6;
StarShipPtr->RaceDescPtr->characteristics.thrust_increment = 8;
StarShipPtr->RaceDescPtr->characteristics.max_thrust = 32;
StarShipPtr->RaceDescPtr->characteristics.thrust_increment =
MARINE_THRUST_INCREMENT;
StarShipPtr->RaceDescPtr->characteristics.max_thrust =
MARINE_MAX_THRUST;
thrust_status = inertial_thrust (ElementPtr);
@@ -965,8 +972,8 @@ turret_postprocess (ELEMENT *ElementPtr)
SpaceMarinePtr->state_flags = IGNORE_SIMILAR | APPEARING
| CREW_OBJECT;
SpaceMarinePtr->life_span = NORMAL_LIFE;
SpaceMarinePtr->hit_points = 3;
SpaceMarinePtr->mass_points = 1;
SpaceMarinePtr->hit_points = MARINE_HIT_POINTS;
SpaceMarinePtr->mass_points = MARINE_MASS_POINTS;
facing = FACING_TO_ANGLE (StarShipPtr->ShipFacing);
SpaceMarinePtr->current.location.x =
+20 -17
View File
@@ -24,23 +24,36 @@
#include "uqm/tactrans.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 8
#define MAX_ENERGY 12
#define ENERGY_REGENERATION 0
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 2
#define ENERGY_WAIT 0
#define MAX_THRUST 64
#define THRUST_INCREMENT 16
#define TURN_WAIT 0
#define THRUST_WAIT 0
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 16
#define TURN_WAIT 0
#define SHIP_MASS 1
// Triple Miniguns
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 0
#define PKUNK_OFFSET 15
#define MISSILE_OFFSET 1
#define MISSILE_SPEED DISPLAY_TO_WORLD (24)
#define MISSILE_LIFE 5
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
// Taunt
#define SPECIAL_ENERGY_COST 2
#define SPECIAL_WAIT 16
// Respawn
#define PHOENIX_LIFE 12
#define START_PHOENIX_COLOR BUILD_COLOR (MAKE_RGB15 (0x1F, 0x15, 0x00), 0x7A)
#define TRANSITION_LIFE 1
#define TRANSITION_SPEED DISPLAY_TO_WORLD (20)
static RACE_DESC pkunk_desc =
{
@@ -173,10 +186,6 @@ animate (ELEMENT *ElementPtr)
static COUNT
initialize_bug_missile (ELEMENT *ShipPtr, HELEMENT MissileArray[])
{
#define PKUNK_OFFSET 15
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
COUNT i;
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -363,9 +372,6 @@ intercept_pkunk_death (ELEMENT *ElementPtr)
UnlockElement (StarShipPtr->hShip);
}
#define START_PHOENIX_COLOR BUILD_COLOR (MAKE_RGB15 (0x1F, 0x15, 0x00), 0x7A)
#define TRANSITION_LIFE 1
static void
spawn_phoenix_trail (ELEMENT *ElementPtr)
{
@@ -399,8 +405,6 @@ spawn_phoenix_trail (ELEMENT *ElementPtr)
} // else, the element disappears.
}
#define PHOENIX_LIFE 12
static void
phoenix_transition (ELEMENT *ElementPtr)
{
@@ -417,7 +421,6 @@ phoenix_transition (ELEMENT *ElementPtr)
}
else if ((hShipImage = AllocElement ()))
{
#define TRANSITION_SPEED DISPLAY_TO_WORLD (20)
COUNT angle;
PutElement (hShipImage);
+20 -11
View File
@@ -24,12 +24,10 @@
#include "uqm/tactrans.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 6
#define MAX_ENERGY 4
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 0
#define ENERGY_WAIT 9
#define MAX_THRUST 35
#define THRUST_INCREMENT 5
@@ -37,10 +35,24 @@
#define THRUST_WAIT 0
#define WEAPON_WAIT 3
#define SPECIAL_WAIT 0
#define SHIP_MASS 1
// Dart Gun
#define WEAPON_ENERGY_COST 1
#define SHOFIXTI_OFFSET 15
#define MISSILE_OFFSET 1
#define MISSILE_SPEED DISPLAY_TO_WORLD (24)
#define MISSILE_LIFE 10
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
// Glory Device
#define SPECIAL_ENERGY_COST 0
#define DESTRUCT_RANGE 180
#define MAX_DESTRUCTION (DESTRUCT_RANGE / 10)
// Full game: Tanaka/Katana's damaged ships
#define NUM_LIMPETS 3
static RACE_DESC shofixti_desc =
{
@@ -116,10 +128,7 @@ static RACE_DESC shofixti_desc =
static COUNT
initialize_standard_missile (ELEMENT *ShipPtr, HELEMENT MissileArray[])
{
#define SHOFIXTI_OFFSET 15
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -266,7 +275,6 @@ self_destruct_kill_objects (ELEMENT *ElementPtr)
continue;
}
#define DESTRUCT_RANGE 180
delta_x = ObjPtr->next.location.x - ElementPtr->next.location.x;
if (delta_x < 0)
delta_x = -delta_x;
@@ -279,7 +287,6 @@ self_destruct_kill_objects (ELEMENT *ElementPtr)
if (delta_x <= DESTRUCT_RANGE && delta_y <= DESTRUCT_RANGE
&& dist <= DESTRUCT_RANGE * DESTRUCT_RANGE)
{
#define MAX_DESTRUCTION (DESTRUCT_RANGE / 10)
int destruction = 1 + MAX_DESTRUCTION *
(DESTRUCT_RANGE - square_root (dist)) / DESTRUCT_RANGE;
@@ -462,7 +469,6 @@ init_shofixti (void)
&& !GET_GAME_STATE (SHOFIXTI_RECRUITED))
{
// Tanaka/Katana flies in a damaged ship.
#define NUM_LIMPETS 3
COUNT i;
new_shofixti_desc.ship_data.ship_rsc[0] = OLDSHOF_BIG_MASK_PMAP_ANIM;
@@ -484,7 +490,10 @@ init_shofixti (void)
--new_shofixti_desc.characteristics.turn_wait;
if (++new_shofixti_desc.characteristics.thrust_wait == 0)
--new_shofixti_desc.characteristics.thrust_wait;
/* This should be the same as MIN_THRUST_INCREMENT in vux.c */
#define MIN_THRUST_INCREMENT DISPLAY_TO_WORLD (1)
if (new_shofixti_desc.characteristics.thrust_increment <=
MIN_THRUST_INCREMENT)
{
+68 -29
View File
@@ -26,27 +26,73 @@
#include "uqm/hyper.h"
#include "libs/mathlib.h"
#define MAX_TRACKING 3
#define MAX_DEFENSE 8
/* Core characteristics.
* All of these are changed at init time by some module, except for
* MAX_ENERGY, THRUST_INCREMENT, and SHIP_MASS. */
#define MAX_CREW MAX_CREW_SIZE
/* This value gets thrown out - actual max crew is determined by the
* number of crew pods. The minimum value is 1 (just the Captain). */
#define MAX_ENERGY MAX_ENERGY_SIZE
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 0
#define ENERGY_WAIT 10
#define MAX_THRUST 10
#define THRUST_INCREMENT 4
#define TURN_WAIT 17
#define THRUST_WAIT 6
#define WEAPON_WAIT 6
#define SPECIAL_WAIT 9
/* Shiva furnaces increase this by 1 each. */
#define SHIVA_ENERGY_REGEN_INC 1
#define ENERGY_WAIT 10
/* Dynamos decrease this by 2 each, to a minimum of 4. */
#define MIN_ENERGY_WAIT 4
#define DYNAMO_UNIT_ENERGY_WAIT_DEC 2
#define MAX_THRUST 10
/* Thrusters increase this and decrease THRUST_WAIT based on
* THRUST_INCREMENT, see InitDriveSlots near the bottom of this file
* for details. */
#define THRUST_INCREMENT 4
#define THRUST_WAIT 6
#define TURN_WAIT 17
/* Turning jets decrease by 2 each */
#define SHIP_MASS MAX_SHIP_MASS
/* Primary weapon - energy cost and damage change at init time based on
* the number and type of weapon modules installed. */
#define BLASTER_DAMAGE 2
/* This is the damage value for the basic ion bolt guns. Fusion
* blasters and hellbore cannons end up doing (BLASTER_DAMAGE * 2)
* and (BLASTER_DAMAGE * 3) damage, respectively, but this depends
* on enum values. */
#define BLASTER_HITS 2 /* Hitpoints for ion bolt guns, see BLASTER_DAMAGE */
#define WEAPON_ENERGY_COST 1
/* This value gets thrown out and reset in an ugly manner based on
* the enum that is used for module IDs. Bigger gun = higher value.
*/
#define WEAPON_WAIT 6
#define BLASTER_SPEED DISPLAY_TO_WORLD (24)
#define BLASTER_LIFE 12
/* This value is greatly increased, based in part on the enum used
* for module IDs (bigger gun == longer life). See the first half of
* InitWeaponSlots */
#define MAX_TRACKING 3
#define TRACKER_ENERGY_COST 3
#define BLASTER_OFFSET 8
#define SIS_VERT_OFFSET 28
/* Used for foward, spread, and rear slots */
#define SIS_HORZ_OFFSET 20
/* Used for side slot */
/* Secondary weapon */
#define SPECIAL_ENERGY_COST 0
/* Increased by 1 for each point defense module */
#define ANTIMISSILE_ENERGY_INC 1
#define SPECIAL_WAIT 9
#define LASER_RANGE (UWORD)100
#define MAX_DEFENSE 8
static RACE_DESC sis_desc =
{
@@ -404,7 +450,6 @@ spawn_point_defense (ELEMENT *ElementPtr)
if (ObjectPtr != ShipPtr && CollidingElement (ObjectPtr) &&
!OBJECT_CLOAKED (ObjectPtr))
{
#define LASER_RANGE (UWORD)100
SIZE delta_x, delta_y;
delta_x = ObjectPtr->next.location.x -
@@ -507,8 +552,6 @@ sis_battle_postprocess (ELEMENT *ElementPtr)
}
}
#define BLASTER_DAMAGE 2
static void
blaster_collision (ELEMENT *ElementPtr0, POINT *pPt0,
ELEMENT *ElementPtr1, POINT *pPt1)
@@ -588,10 +631,6 @@ blaster_preprocess (ELEMENT *ElementPtr)
static COUNT
initialize_blasters (ELEMENT *ShipPtr, HELEMENT BlasterArray[])
{
#define SIS_VERT_OFFSET 28
#define SIS_HORZ_OFFSET 20
#define BLASTER_HITS 2
#define BLASTER_OFFSET 8
BYTE nt;
COUNT i;
STARSHIP *StarShipPtr;
@@ -707,10 +746,6 @@ sis_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static void
InitWeaponSlots (RACE_DESC *RaceDescPtr, const BYTE *ModuleSlots)
{
#define SIS_VERT_OFFSET 28
#define SIS_HORZ_OFFSET 20
#define BLASTER_HITS 2
#define BLASTER_OFFSET 8
COUNT i;
SIS_DATA *SisData = GetCustomShipData (RaceDescPtr);
MISSILE_BLOCK *lpMB = SisData->MissileBlock;
@@ -810,22 +845,26 @@ InitModuleSlots (RACE_DESC *RaceDescPtr, const BYTE *ModuleSlots)
++num_trackers;
break;
case ANTIMISSILE_DEFENSE:
++RaceDescPtr->characteristics.special_energy_cost;
RaceDescPtr->characteristics.special_energy_cost +=
ANTIMISSILE_ENERGY_INC;
break;
case SHIVA_FURNACE:
++RaceDescPtr->characteristics.energy_regeneration;
RaceDescPtr->characteristics.energy_regeneration +=
SHIVA_ENERGY_REGEN_INC;
break;
case DYNAMO_UNIT:
RaceDescPtr->characteristics.energy_wait -= 2;
if (RaceDescPtr->characteristics.energy_wait < 4)
RaceDescPtr->characteristics.energy_wait = 4;
RaceDescPtr->characteristics.energy_wait -=
DYNAMO_UNIT_ENERGY_WAIT_DEC;
if (RaceDescPtr->characteristics.energy_wait < MIN_ENERGY_WAIT)
RaceDescPtr->characteristics.energy_wait = MIN_ENERGY_WAIT;
break;
}
}
if (num_trackers > MAX_TRACKING)
num_trackers = MAX_TRACKING;
RaceDescPtr->characteristics.weapon_energy_cost += num_trackers * 3;
RaceDescPtr->characteristics.weapon_energy_cost +=
num_trackers * TRACKER_ENERGY_COST;
SisData->num_trackers = num_trackers;
if (RaceDescPtr->characteristics.special_energy_cost)
{
+16 -11
View File
@@ -23,22 +23,30 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 12
#define MAX_ENERGY 20
#define ENERGY_REGENERATION 0
#define WEAPON_ENERGY_COST 2
#define SPECIAL_ENERGY_COST 0
#define ENERGY_WAIT 10
#define MAX_THRUST 60
#define THRUST_INCREMENT MAX_THRUST
#define TURN_WAIT 0
#define THRUST_WAIT 0
#define WEAPON_WAIT 17
#define SPECIAL_WAIT 20
#define TURN_WAIT 0
#define SHIP_MASS 1
// Lightning weapon
#define WEAPON_ENERGY_COST 2
#define WEAPON_WAIT 17
#define SLYLANDRO_OFFSET 9
#define LASER_LENGTH 32
/* Total length of lighting bolts. Actual range is usually less than
* this, since the lightning rarely is straight. */
// Harvester
#define SPECIAL_ENERGY_COST 0
#define SPECIAL_WAIT 20
#define HARVEST_RANGE (208 * 3 / 8)
/* Was originally (SPACE_HEIGHT * 3 / 8) */
static RACE_DESC slylandro_desc =
{
@@ -238,9 +246,8 @@ initialize_lightning (ELEMENT *ElementPtr, HELEMENT LaserArray[])
angle += LOWORD (rand_val) & (QUADRANT - 1);
else
angle -= LOWORD (rand_val) & (QUADRANT - 1);
#define LASER_RANGE 32
delta = WORLD_TO_VELOCITY (
DISPLAY_TO_WORLD ((HIWORD (rand_val) & (LASER_RANGE - 1)) + 4)
DISPLAY_TO_WORLD ((HIWORD (rand_val) & (LASER_LENGTH - 1)) + 4)
);
SetVelocityComponents (&LaserPtr->velocity,
COSINE (angle, delta), SINE (angle, delta));
@@ -313,8 +320,6 @@ harvest_space_junk (ELEMENT *ElementPtr)
&& !GRAVITY_MASS (ObjPtr->mass_points)
&& CollisionPossible (ObjPtr, ElementPtr))
{
//HARVEST_RANGE was originally (SPACE_HEIGHT * 3 / 8)
#define HARVEST_RANGE (208 * 3 / 8)
SIZE dx, dy;
if ((dx = ObjPtr->next.location.x
+22 -18
View File
@@ -20,23 +20,39 @@
#include "spathi.h"
#include "resinst.h"
// Core characteristics
#define MAX_CREW 30
#define MAX_ENERGY 10
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 2
#define SPECIAL_ENERGY_COST 3
#define ENERGY_WAIT 10
#define MAX_THRUST 48
#define THRUST_INCREMENT 12
#define TURN_WAIT 1
#define THRUST_WAIT 1
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 7
#define TURN_WAIT 1
#define SHIP_MASS 5
// Forward gun
#define WEAPON_ENERGY_COST 2
#define WEAPON_WAIT 0
#define SPATHI_FORWARD_OFFSET 16
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 10
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
#define MISSILE_RANGE (MISSILE_SPEED * MISSILE_LIFE)
/* This is for the cyborg only. */
// B.U.T.T.
#define SPECIAL_ENERGY_COST 3
#define SPECIAL_WAIT 7
#define SPATHI_REAR_OFFSET 20
#define DISCRIMINATOR_SPEED DISPLAY_TO_WORLD (8)
#define DISCRIMINATOR_LIFE 30
#define DISCRIMINATOR_HITS 1
#define DISCRIMINATOR_DAMAGE 2
#define DISCRIMINATOR_OFFSET 4
#define TRACK_WAIT 1
static RACE_DESC spathi_desc =
{
@@ -109,9 +125,6 @@ static RACE_DESC spathi_desc =
0, /* CodeRef */
};
#define DISCRIMINATOR_SPEED DISPLAY_TO_WORLD (8)
#define TRACK_WAIT 1
static void
butt_missile_preprocess (ELEMENT *ElementPtr)
{
@@ -140,11 +153,6 @@ butt_missile_preprocess (ELEMENT *ElementPtr)
static void
spawn_butt_missile (ELEMENT *ShipPtr)
{
#define SPATHI_REAR_OFFSET 20
#define DISCRIMINATOR_LIFE 30
#define DISCRIMINATOR_HITS 1
#define DISCRIMINATOR_DAMAGE 2
#define DISCRIMINATOR_OFFSET 4
HELEMENT ButtMissile;
STARSHIP *StarShipPtr;
MISSILE_BLOCK ButtMissileBlock;
@@ -239,10 +247,6 @@ spathi_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static COUNT
initialize_standard_missile (ELEMENT *ShipPtr, HELEMENT MissileArray[])
{
#define SPATHI_FORWARD_OFFSET 16
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+16 -11
View File
@@ -22,23 +22,32 @@
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 12
#define MAX_ENERGY 16
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 4
#define MAX_THRUST 40
#define THRUST_INCREMENT 8
#define TURN_WAIT 1
#define THRUST_WAIT 0
#define WEAPON_WAIT 2
#define SPECIAL_WAIT 0
#define TURN_WAIT 1
#define SHIP_MASS 4
// Gob launcher
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 2
#define SUPOX_OFFSET 23
#define MISSILE_OFFSET 2
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 10
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
// Lateral/reverse thrust
#define SPECIAL_ENERGY_COST 1
/* Unused - uncomment below to enable. */
#define SPECIAL_WAIT 0
/* Unused except to initialize supox_desc.special_wait */
static RACE_DESC supox_desc =
{
@@ -179,10 +188,6 @@ supox_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static COUNT
initialize_horn (ELEMENT *ShipPtr, HELEMENT HornArray[])
{
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 2
#define SUPOX_OFFSET 23
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+16 -13
View File
@@ -22,24 +22,33 @@
#include "libs/mathlib.h"
// Core characteristics
#define SYREEN_MAX_CREW_SIZE MAX_CREW_SIZE
#define MAX_CREW 12
#define MAX_ENERGY 16
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 5
#define ENERGY_WAIT 6
#define MAX_THRUST /* DISPLAY_TO_WORLD (8) */ 36
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 9
#define TURN_WAIT 1
#define THRUST_WAIT 1
#define WEAPON_WAIT 8
#define SPECIAL_WAIT 20
#define TURN_WAIT 1
#define SHIP_MASS 2
// Particle Beam Stiletto
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 8
#define SYREEN_OFFSET 30
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 10
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 2
#define MISSILE_OFFSET 3
// Syreen song
#define SPECIAL_ENERGY_COST 5
#define SPECIAL_WAIT 20
#define ABANDONER_RANGE 208 /* originally SPACE_HEIGHT */
#define MAX_ABANDONERS 8
static RACE_DESC syreen_desc =
{
@@ -115,10 +124,6 @@ static RACE_DESC syreen_desc =
static COUNT
initialize_dagger (ELEMENT *ShipPtr, HELEMENT DaggerArray[])
{
#define SYREEN_OFFSET 30
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 2
#define MISSILE_OFFSET 3
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -194,13 +199,11 @@ spawn_crew (ELEMENT *ElementPtr)
dx = WORLD_TO_DISPLAY (dx);
dy = WORLD_TO_DISPLAY (dy);
#define ABANDONER_RANGE 208 /* originally SPACE_HEIGHT */
if (dx <= ABANDONER_RANGE && dy <= ABANDONER_RANGE
&& (d_squared = (DWORD)((UWORD)dx * (UWORD)dx)
+ (DWORD)((UWORD)dy * (UWORD)dy)) <=
(DWORD)((UWORD)ABANDONER_RANGE * (UWORD)ABANDONER_RANGE))
{
#define MAX_ABANDONERS 8
COUNT crew_loss;
crew_loss = ((MAX_ABANDONERS
+36 -24
View File
@@ -22,24 +22,42 @@
#include "uqm/globdata.h"
// Core characteristics
#define MAX_CREW 8
#define MAX_ENERGY 24
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 2
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 6
#define MAX_THRUST 28
#define THRUST_INCREMENT 7
#define TURN_WAIT 1
#define THRUST_WAIT 0
#define WEAPON_WAIT 12
#define SPECIAL_WAIT 0
#define TURN_WAIT 1
#define SHIP_MASS 7
#define THRADDASH_OFFSET 9
// Ion Blasters
#define WEAPON_ENERGY_COST 2
#define WEAPON_WAIT 12
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 15
#define MISSILE_OFFSET 3
#define THRADDASH_OFFSET 9
#define MISSILE_HITS 2
#define MISSILE_DAMAGE 1
// Afterburner
#define SPECIAL_ENERGY_COST 1
#define SPECIAL_WAIT 0
#define SPECIAL_THRUST_INCREMENT 12
#define SPECIAL_MAX_THRUST 72
#define NAPALM_LIFE 48
#define NAPALM_OFFSET 0
#define NAPALM_HITS 1
#define NAPALM_DAMAGE 2
#define NAPALM_DECAY_RATE 5
/* Controls the speed of the afterburner "decay" animation; it will
* decay one step (one animation frame) per NAPALM_DECAY_RATE
* frames. */
#define NUM_NAPALM_FADES 6
static RACE_DESC thraddash_desc =
{
@@ -202,8 +220,6 @@ thraddash_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
}
}
#define NAPALM_WAIT 1
static void
flame_napalm_preprocess (ELEMENT *ElementPtr)
{
@@ -220,24 +236,26 @@ flame_napalm_preprocess (ELEMENT *ElementPtr)
InitIntersectEndPoint (ElementPtr);
InitIntersectFrame (ElementPtr);
}
/* turn_wait is abused here to store the speed of the decay animation */
else if (ElementPtr->turn_wait > 0)
--ElementPtr->turn_wait;
else
{
#define NUM_NAPALM_FADES 6
if (ElementPtr->life_span <= NUM_NAPALM_FADES * (NAPALM_WAIT + 1)
if (ElementPtr->life_span <= NUM_NAPALM_FADES * (NAPALM_DECAY_RATE + 1)
|| GetFrameIndex (
ElementPtr->current.image.frame
) != NUM_NAPALM_FADES)
ElementPtr->next.image.frame =
DecFrameIndex (ElementPtr->current.image.frame);
else if (ElementPtr->life_span > NUM_NAPALM_FADES * (NAPALM_WAIT + 1))
else if (ElementPtr->life_span > NUM_NAPALM_FADES * (NAPALM_DECAY_RATE + 1))
ElementPtr->next.image.frame = SetAbsFrameIndex (
ElementPtr->current.image.frame,
GetFrameCount (ElementPtr->current.image.frame) - 1
);
ElementPtr->turn_wait = NAPALM_WAIT;
/* turn_wait is abused here to store the speed of the decay
* animation. */
ElementPtr->turn_wait = NAPALM_DECAY_RATE;
ElementPtr->state_flags |= CHANGING;
}
}
@@ -245,9 +263,6 @@ flame_napalm_preprocess (ELEMENT *ElementPtr)
static COUNT
initialize_horn (ELEMENT *ShipPtr, HELEMENT HornArray[])
{
#define MISSILE_HITS 2
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 3
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -284,8 +299,6 @@ thraddash_preprocess (ELEMENT *ElementPtr)
}
else if (DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST))
{
#define SPECIAL_THRUST_INCREMENT 12
#define SPECIAL_MAX_THRUST 72
COUNT max_thrust, thrust_increment;
STATUS_FLAGS thrust_status;
HELEMENT hTrailElement;
@@ -317,10 +330,6 @@ thraddash_preprocess (ELEMENT *ElementPtr)
StarShipPtr->RaceDescPtr->characteristics.max_thrust = max_thrust;
{
#define NAPALM_HITS 1
#define NAPALM_DAMAGE 2
#define NAPALM_LIFE 48
#define NAPALM_OFFSET 0
MISSILE_BLOCK MissileBlock;
MissileBlock.cx = ElementPtr->next.location.x;
@@ -348,7 +357,10 @@ thraddash_preprocess (ELEMENT *ElementPtr)
LockElement (hTrailElement, &TrailElementPtr);
SetElementStarShip (TrailElementPtr, StarShipPtr);
TrailElementPtr->hTarget = 0;
TrailElementPtr->turn_wait = NAPALM_WAIT;
/* turn_wait is abused here to store the speed of the decay
* animation */
TrailElementPtr->turn_wait = NAPALM_DECAY_RATE;
TrailElementPtr->state_flags |= NONSOLID;
SetPrimType (
+21 -20
View File
@@ -22,22 +22,31 @@
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 10
#define MAX_ENERGY 30
#define ENERGY_REGENERATION MAX_ENERGY
#define WEAPON_ENERGY_COST 0
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 150
#define MAX_THRUST /* DISPLAY_TO_WORLD (5) */ 18
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 6
#define TURN_WAIT 4
#define THRUST_WAIT 3
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 2
#define TURN_WAIT 4
#define SHIP_MASS 1
// Antimatter cone
#define WEAPON_ENERGY_COST 0
#define WEAPON_WAIT 0
#define UMGAH_OFFSET 0
#define CONE_OFFSET 0
#define CONE_SPEED 0
#define CONE_HITS 100
#define CONE_DAMAGE 1
#define CONE_LIFE 1
// Retropropulsion
#define SPECIAL_ENERGY_COST 1
#define SPECIAL_WAIT 2
#define JUMP_DIST DISPLAY_TO_WORLD (40)
static RACE_DESC umgah_desc =
{
@@ -179,8 +188,6 @@ cone_collision (ELEMENT *ElementPtr0, POINT *pPt0,
}
}
#define JUMP_DIST DISPLAY_TO_WORLD (40)
static void
umgah_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
COUNT ConcernCounter)
@@ -299,12 +306,6 @@ umgah_intelligence (ELEMENT *ShipPtr, EVALUATE_DESC *ObjectsOfConcern,
static COUNT
initialize_cone (ELEMENT *ShipPtr, HELEMENT ConeArray[])
{
#define UMGAH_OFFSET 0
#define MISSILE_SPEED 0
#define MISSILE_HITS 100
#define MISSILE_DAMAGE 1
#define MISSILE_LIFE 1
#define MISSILE_OFFSET 0
STARSHIP *StarShipPtr;
UMGAH_DATA* UmgahData;
MISSILE_BLOCK MissileBlock;
@@ -317,12 +318,12 @@ initialize_cone (ELEMENT *ShipPtr, HELEMENT ConeArray[])
MissileBlock.sender = ShipPtr->playerNr;
MissileBlock.flags = IGNORE_SIMILAR;
MissileBlock.pixoffs = UMGAH_OFFSET;
MissileBlock.speed = MISSILE_SPEED;
MissileBlock.hit_points = MISSILE_HITS;
MissileBlock.damage = MISSILE_DAMAGE;
MissileBlock.life = MISSILE_LIFE;
MissileBlock.speed = CONE_SPEED;
MissileBlock.hit_points = CONE_HITS;
MissileBlock.damage = CONE_DAMAGE;
MissileBlock.life = CONE_LIFE;
MissileBlock.preprocess_func = cone_preprocess;
MissileBlock.blast_offs = MISSILE_OFFSET;
MissileBlock.blast_offs = CONE_OFFSET;
// This func is called every frame while the player is holding down WEAPON
// Don't reset the cone FRAME to the first image every time
+30 -27
View File
@@ -24,23 +24,39 @@
#include <stdlib.h>
// Core characteristics
#define MAX_CREW MAX_CREW_SIZE
#define MAX_ENERGY MAX_ENERGY_SIZE
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 6
#define SPECIAL_ENERGY_COST 8
#define ENERGY_WAIT 4
#define MAX_THRUST 30
#define THRUST_INCREMENT 6
#define TURN_WAIT 4
#define THRUST_WAIT 6
#define WEAPON_WAIT 6
#define SPECIAL_WAIT 9
#define TURN_WAIT 4
#define SHIP_MASS 10
// Fusion blast
#define WEAPON_ENERGY_COST 6
#define WEAPON_WAIT 6
#define MISSILE_SPEED DISPLAY_TO_WORLD (20)
#define MISSILE_LIFE 20
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 6
#define MISSILE_OFFSET 8
#define URQUAN_OFFSET 32
// Fighters
#define SPECIAL_ENERGY_COST 8
#define SPECIAL_WAIT 9
#define FIGHTER_OFFSET 4
#define FIGHTER_SPEED DISPLAY_TO_WORLD (8)
#define ONE_WAY_FLIGHT 125
#define TRACK_THRESHOLD 6
#define FIGHTER_LIFE (ONE_WAY_FLIGHT + ONE_WAY_FLIGHT + 150)
#define FIGHTER_HITS 1
#define FIGHTER_MASS 0
#define FIGHTER_WEAPON_WAIT 8
#define FIGHTER_LASER_RANGE DISPLAY_TO_WORLD (40 + FIGHTER_OFFSET)
static RACE_DESC urquan_desc =
{
@@ -116,10 +132,6 @@ static RACE_DESC urquan_desc =
static COUNT
initialize_fusion (ELEMENT *ShipPtr, HELEMENT FusionArray[])
{
#define MISSILE_HITS 10
#define MISSILE_DAMAGE 6
#define MISSILE_OFFSET 8
#define URQUAN_OFFSET 32
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -142,15 +154,6 @@ initialize_fusion (ELEMENT *ShipPtr, HELEMENT FusionArray[])
return (1);
}
#define TRACK_THRESHOLD 6
#define FIGHTER_SPEED DISPLAY_TO_WORLD (8)
#define ONE_WAY_FLIGHT 125
#define FIGHTER_LIFE (ONE_WAY_FLIGHT + ONE_WAY_FLIGHT + 150)
#define FIGHTER_WEAPON_WAIT 8
#define FIGHTER_OFFSET 4
#define LASER_RANGE DISPLAY_TO_WORLD (40 + FIGHTER_OFFSET)
static void
fighter_postprocess (ELEMENT *ElementPtr)
{
@@ -162,8 +165,8 @@ fighter_postprocess (ELEMENT *ElementPtr)
LaserBlock.cx = ElementPtr->next.location.x;
LaserBlock.cy = ElementPtr->next.location.y;
LaserBlock.face = ElementPtr->thrust_wait;
LaserBlock.ex = COSINE (FACING_TO_ANGLE (LaserBlock.face), LASER_RANGE);
LaserBlock.ey = SINE (FACING_TO_ANGLE (LaserBlock.face), LASER_RANGE);
LaserBlock.ex = COSINE (FACING_TO_ANGLE (LaserBlock.face), FIGHTER_LASER_RANGE);
LaserBlock.ey = SINE (FACING_TO_ANGLE (LaserBlock.face), FIGHTER_LASER_RANGE);
LaserBlock.sender = ElementPtr->playerNr;
LaserBlock.flags = IGNORE_SIMILAR;
LaserBlock.pixoffs = FIGHTER_OFFSET;
@@ -256,10 +259,10 @@ fighter_preprocess (ELEMENT *ElementPtr)
delta_y = WRAP_DELTA_Y (delta_y);
if (ElementPtr->thrust_wait == 0
&& abs (delta_x) < LASER_RANGE * 3 / 4
&& abs (delta_y) < LASER_RANGE * 3 / 4
&& abs (delta_x) < FIGHTER_LASER_RANGE * 3 / 4
&& abs (delta_y) < FIGHTER_LASER_RANGE * 3 / 4
&& delta_x * delta_x + delta_y * delta_y <
(LASER_RANGE * 3 / 4) * (LASER_RANGE * 3 / 4))
(FIGHTER_LASER_RANGE * 3 / 4) * (FIGHTER_LASER_RANGE * 3 / 4))
{
ElementPtr->thrust_wait =
(BYTE)NORMALIZE_FACING (
@@ -414,8 +417,8 @@ spawn_fighters (ELEMENT *ElementPtr)
PutElement (hFighterElement);
LockElement (hFighterElement, &FighterElementPtr);
FighterElementPtr->hit_points = 1;
FighterElementPtr->mass_points = 0;
FighterElementPtr->hit_points = FIGHTER_HITS;
FighterElementPtr->mass_points = FIGHTER_MASS;
FighterElementPtr->thrust_wait = TRACK_THRESHOLD + 1;
FighterElementPtr->playerNr = ElementPtr->playerNr;
FighterElementPtr->state_flags = APPEARING | FINITE_LIFE
+19 -16
View File
@@ -23,24 +23,36 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY 20
#define ENERGY_REGENERATION 0
#define WEAPON_ENERGY_COST 0
#define SPECIAL_ENERGY_COST 1
#define ENERGY_WAIT 255
#define MAX_THRUST 36
#define THRUST_INCREMENT 6
#define TURN_WAIT 1
#define THRUST_WAIT 6
#define WEAPON_WAIT 7
#define SPECIAL_WAIT 12
#define TURN_WAIT 1
#define SHIP_MASS 8
// Weapon
#define WEAPON_ENERGY_COST 0
#define WEAPON_WAIT 7
#define UTWIG_OFFSET 9
#define MISSILE_SPEED DISPLAY_TO_WORLD (30)
#define MISSILE_LIFE 10
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
#define LAUNCH_XOFFS0 DISPLAY_TO_WORLD (5)
#define LAUNCH_YOFFS0 -DISPLAY_TO_WORLD (18)
#define LAUNCH_XOFFS1 DISPLAY_TO_WORLD (13)
#define LAUNCH_YOFFS1 -DISPLAY_TO_WORLD (9)
#define LAUNCH_XOFFS2 DISPLAY_TO_WORLD (17)
#define LAUNCH_YOFFS2 -DISPLAY_TO_WORLD (4)
// Shield
#define SPECIAL_ENERGY_COST 1
#define SPECIAL_WAIT 12
static RACE_DESC utwig_desc =
{
@@ -116,15 +128,6 @@ static RACE_DESC utwig_desc =
static COUNT
initialize_lance (ELEMENT *ShipPtr, HELEMENT WeaponArray[])
{
#define LAUNCH_XOFFS0 DISPLAY_TO_WORLD (5)
#define LAUNCH_YOFFS0 -DISPLAY_TO_WORLD (18)
#define LAUNCH_XOFFS1 DISPLAY_TO_WORLD (13)
#define LAUNCH_YOFFS1 -DISPLAY_TO_WORLD (9)
#define LAUNCH_XOFFS2 DISPLAY_TO_WORLD (17)
#define LAUNCH_YOFFS2 -DISPLAY_TO_WORLD (4)
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
COUNT i;
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
+27 -22
View File
@@ -23,26 +23,44 @@
#include "uqm/globdata.h"
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY 40
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 2
#define ENERGY_WAIT 8
#define MAX_THRUST /* DISPLAY_TO_WORLD (5) */ 21
#define THRUST_INCREMENT /* DISPLAY_TO_WORLD (2) */ 7
#define TURN_WAIT 6
#define THRUST_WAIT 4
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 7
#define TURN_WAIT 6
#define SHIP_MASS 6
#define WARP_OFFSET 46 /* How far outside of laser-range ship can warp in */
// Laser
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 0
#define VUX_OFFSET 12
#define LASER_BASE 150
#define LASER_RANGE DISPLAY_TO_WORLD (LASER_BASE + VUX_OFFSET)
// Limpet
#define SPECIAL_ENERGY_COST 2
#define SPECIAL_WAIT 7
#define LIMPET_SPEED 25
#define LIMPET_OFFSET 8
#define LIMPET_LIFE 80
#define LIMPET_HITS 1
#define LIMPET_DAMAGE 0
#define MIN_THRUST_INCREMENT DISPLAY_TO_WORLD (1)
// Aggressive Entry
#define WARP_OFFSET 46
/* How far outside of the laser range can the ship warp in. */
#define MAXX_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
#define MAXY_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
/* Originally, the warp distance was:
* DISPLAY_TO_WORLD (SPACE_HEIGHT << 1)
* where SPACE_HEIGHT = SCREEN_HEIGHT - (SAFE_Y * 2)
* But in reality this should be relative to the laser-range. */
static RACE_DESC vux_desc =
{
{ /* SHIP_INFO */
@@ -114,7 +132,6 @@ static RACE_DESC vux_desc =
0, /* CodeRef */
};
#define LIMPET_SPEED 25
static void
limpet_preprocess (ELEMENT *ElementPtr)
@@ -128,8 +145,7 @@ limpet_preprocess (ELEMENT *ElementPtr)
if ((delta_facing = TrackShip (ElementPtr, &facing)) > 0)
{
facing = orig_facing + delta_facing;
SetVelocityVector (&ElementPtr->velocity,
LIMPET_SPEED, facing);
SetVelocityVector (&ElementPtr->velocity, LIMPET_SPEED, facing);
}
ElementPtr->next.image.frame =
IncFrameIndex (ElementPtr->next.image.frame);
@@ -154,7 +170,6 @@ limpet_collision (ELEMENT *ElementPtr0, POINT *pPt0,
--RDPtr->characteristics.turn_wait;
if (++RDPtr->characteristics.thrust_wait == 0)
--RDPtr->characteristics.thrust_wait;
#define MIN_THRUST_INCREMENT DISPLAY_TO_WORLD (1)
if (RDPtr->characteristics.thrust_increment <= MIN_THRUST_INCREMENT)
{
RDPtr->characteristics.max_thrust =
@@ -193,10 +208,6 @@ limpet_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static void
spawn_limpets (ELEMENT *ElementPtr)
{
#define LIMPET_OFFSET 8
#define LIMPET_LIFE 80
#define LIMPET_HITS 1
#define LIMPET_DAMAGE 0
HELEMENT Limpet;
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -327,12 +338,6 @@ vux_preprocess (ELEMENT *ElementPtr)
do
{
// Originally, the warp distance was:
// DISPLAY_TO_WORLD (SPACE_HEIGHT << 1)
// where SPACE_HEIGHT = SCREEN_HEIGHT - (SAFE_Y * 2)
// But in reality this should be relative to the laser-range
#define MAXX_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
#define MAXY_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
SIZE dx, dy;
ElementPtr->current.location.x =
+16 -13
View File
@@ -22,23 +22,32 @@
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 20
#define MAX_ENERGY 10
#define ENERGY_REGENERATION 2
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST 3
#define ENERGY_WAIT 6
#define MAX_THRUST 30
#define THRUST_INCREMENT 6
#define TURN_WAIT 2
#define THRUST_WAIT 2
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 2
#define TURN_WAIT 2
#define SHIP_MASS 3
// Twin Pulse Cannon
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 0
#define YEHAT_OFFSET 16
#define LAUNCH_OFFS DISPLAY_TO_WORLD (8)
#define MISSILE_SPEED DISPLAY_TO_WORLD (20)
#define MISSILE_LIFE 10
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
// Force Shield
#define SPECIAL_ENERGY_COST 3
#define SPECIAL_WAIT 2
#define SHIELD_LIFE 10
static RACE_DESC yehat_desc =
{
@@ -114,11 +123,6 @@ static RACE_DESC yehat_desc =
static COUNT
initialize_standard_missiles (ELEMENT *ShipPtr, HELEMENT MissileArray[])
{
#define YEHAT_OFFSET 16
#define LAUNCH_OFFS DISPLAY_TO_WORLD (8)
#define MISSILE_HITS 1
#define MISSILE_DAMAGE 1
#define MISSILE_OFFSET 1
SIZE offs_x, offs_y;
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -334,7 +338,6 @@ yehat_preprocess (ELEMENT *ElementPtr)
DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST); /* so text will flash */
else
{
#define SHIELD_LIFE 10
ElementPtr->life_span = SHIELD_LIFE + NORMAL_LIFE;
ElementPtr->next.image.farray = StarShipPtr->RaceDescPtr->ship_data.special;
+24 -17
View File
@@ -22,24 +22,39 @@
#include "libs/mathlib.h"
// Core characteristics
#define MAX_CREW 10
#define MAX_ENERGY 10
#define ENERGY_REGENERATION 1
#define WEAPON_ENERGY_COST 1
#define SPECIAL_ENERGY_COST (MAX_ENERGY * 3 / 4)
#define ENERGY_WAIT 4
#define MAX_THRUST 40
#define THRUST_INCREMENT 10
#define TURN_WAIT 1
#define THRUST_WAIT 0
#define WEAPON_WAIT 0
#define SPECIAL_WAIT 6
#define TURN_WAIT 1
#define SHIP_MASS 5
// Main weapon
#define WEAPON_ENERGY_COST 1
#define WEAPON_WAIT 0
#define ZOQFOTPIK_OFFSET 13
#define MISSILE_OFFSET 0
#define MISSILE_SPEED DISPLAY_TO_WORLD (10)
/* Used by the cyborg only. */
#define MISSILE_LIFE 10
#define MISSILE_RANGE (MISSILE_SPEED * MISSILE_LIFE)
#define MISSILE_DAMAGE 1
#define MISSILE_HITS 1
#define SPIT_WAIT 2
/* Controls the main weapon color change animation's speed.
* The animation advances one frame every SPIT_WAIT frames. */
// Tongue
#define SPECIAL_ENERGY_COST (MAX_ENERGY * 3 / 4)
#define SPECIAL_WAIT 6
#define TONGUE_SPEED 0
#define TONGUE_HITS 1
#define TONGUE_DAMAGE 12
#define TONGUE_OFFSET 4
static RACE_DESC zoqfotpik_desc =
{
@@ -112,12 +127,10 @@ static RACE_DESC zoqfotpik_desc =
0, /* CodeRef */
};
#define ZOQFOTPIK_OFFSET 13
#define SPIT_WAIT 2
static void
spit_preprocess (ELEMENT *ElementPtr)
{
/* turn_wait is abused here to control the animation speed. */
if (ElementPtr->turn_wait > 0)
--ElementPtr->turn_wait;
else
@@ -136,6 +149,7 @@ spit_preprocess (ELEMENT *ElementPtr)
(SIZE)COSINE (angle, speed),
(SIZE)SINE (angle, speed));
/* turn_wait is abused here to control the animation speed. */
ElementPtr->turn_wait = SPIT_WAIT;
ElementPtr->state_flags |= CHANGING;
}
@@ -144,9 +158,6 @@ spit_preprocess (ELEMENT *ElementPtr)
static COUNT
initialize_spit (ELEMENT *ShipPtr, HELEMENT SpitArray[])
{
#define MISSILE_DAMAGE 1
#define MISSILE_HITS 1
#define MISSILE_OFFSET 0
STARSHIP *StarShipPtr;
MISSILE_BLOCK MissileBlock;
@@ -199,10 +210,6 @@ tongue_collision (ELEMENT *ElementPtr0, POINT *pPt0,
static void
spawn_tongue (ELEMENT *ElementPtr)
{
#define TONGUE_SPEED 0
#define TONGUE_HITS 1
#define TONGUE_DAMAGE 12
#define TONGUE_OFFSET 4
STARSHIP *StarShipPtr;
MISSILE_BLOCK TongueBlock;
HELEMENT Tongue;