More hacking.
[newkind] / space.c
1 /*
2 * Elite - The New Kind.
3 *
4 * Reverse engineered from the BBC disk version of Elite.
5 * Additional material by C.J.Pinder.
6 *
7 * The original Elite code is (C) I.Bell & D.Braben 1984.
8 * This version re-engineered in C by C.J.Pinder 1999-2001.
9 *
10 * email: <christian@newkind.co.uk>
11 *
12 *
13 */
14
15 /*
16 * space.c
17 *
18 * This module handles all the flight system and management of the space universe.
19 */
20
21 #include <stdio.h>
22 #include <string.h>
23 #include <math.h>
24 #include <stdlib.h>
25
26 #include "vector.h"
27
28 #include "alg_data.h"
29
30 #include "config.h"
31 #include "elite.h"
32 #include "gfx.h"
33 #include "docked.h"
34 #include "intro.h"
35 #include "shipdata.h"
36 #include "shipface.h"
37 #include "space.h"
38 #include "threed.h"
39 #include "sound.h"
40 #include "main.h"
41 #include "swat.h"
42 #include "random.h"
43 #include "trade.h"
44 #include "stars.h"
45 #include "pilot.h"
46
47 extern int flight_climb;
48 extern int flight_roll;
49 extern int flight_speed;
50
51 struct galaxy_seed destination_planet;
52 int hyper_ready;
53 int hyper_countdown;
54 char hyper_name[16];
55 int hyper_distance;
56 int hyper_galactic;
57
58
59
60
61
62
63 void rotate_x_first (double *a, double *b, int direction)
64 {
65 double fx,ux;
66
67 fx = *a;
68 ux = *b;
69
70 if (direction < 0)
71 {
72 *a = fx - (fx / 512) + (ux / 19);
73 *b = ux - (ux / 512) - (fx / 19);
74 }
75 else
76 {
77 *a = fx - (fx / 512) - (ux / 19);
78 *b = ux - (ux / 512) + (fx / 19);
79 }
80 }
81
82
83 void rotate_vec (struct vector *vec, double alpha, double beta)
84 {
85 double x,y,z;
86
87 x = vec->x;
88 y = vec->y;
89 z = vec->z;
90
91 y = y - alpha * x;
92 x = x + alpha * y;
93 y = y - beta * z;
94 z = z + beta * y;
95
96 vec->x = x;
97 vec->y = y;
98 vec->z = z;
99 }
100
101
102 /*
103 * Update an objects location in the universe.
104 */
105
106 void move_univ_object (struct univ_object *obj)
107 {
108 double x,y,z;
109 double k2;
110 double alpha;
111 double beta;
112 int rotx,rotz;
113 double speed;
114
115 alpha = flight_roll / 256.0;
116 beta = flight_climb / 256.0;
117
118 x = obj->location.x;
119 y = obj->location.y;
120 z = obj->location.z;
121
122 if (!(obj->flags & FLG_DEAD))
123 {
124 if (obj->velocity != 0)
125 {
126 speed = obj->velocity;
127 speed *= 1.5;
128 x += obj->rotmat[2].x * speed;
129 y += obj->rotmat[2].y * speed;
130 z += obj->rotmat[2].z * speed;
131 }
132
133 if (obj->acceleration != 0)
134 {
135 obj->velocity += obj->acceleration;
136 obj->acceleration = 0;
137 if (obj->velocity > ship_list[obj->type]->velocity)
138 obj->velocity = ship_list[obj->type]->velocity;
139
140 if (obj->velocity <= 0)
141 obj->velocity = 1;
142 }
143 }
144
145 k2 = y - alpha * x;
146 z = z + beta * k2;
147 y = k2 - z * beta;
148 x = x + alpha * y;
149
150 z = z - flight_speed;
151
152 obj->location.x = x;
153 obj->location.y = y;
154 obj->location.z = z;
155
156 obj->distance = sqrt (x*x + y*y + z*z);
157
158 if (obj->type == SHIP_PLANET)
159 beta = 0.0;
160
161 rotate_vec (&obj->rotmat[2], alpha, beta);
162 rotate_vec (&obj->rotmat[1], alpha, beta);
163 rotate_vec (&obj->rotmat[0], alpha, beta);
164
165 if (obj->flags & FLG_DEAD)
166 return;
167
168
169 rotx = obj->rotx;
170 rotz = obj->rotz;
171
172 /* If necessary rotate the object around the X axis... */
173
174 if (rotx != 0)
175 {
176 rotate_x_first (&obj->rotmat[2].x, &obj->rotmat[1].x, rotx);
177 rotate_x_first (&obj->rotmat[2].y, &obj->rotmat[1].y, rotx);
178 rotate_x_first (&obj->rotmat[2].z, &obj->rotmat[1].z, rotx);
179
180 if ((rotx != 127) && (rotx != -127))
181 obj->rotx -= (rotx < 0) ? -1 : 1;
182 }
183
184
185 /* If necessary rotate the object around the Z axis... */
186
187 if (rotz != 0)
188 {
189 rotate_x_first (&obj->rotmat[0].x, &obj->rotmat[1].x, rotz);
190 rotate_x_first (&obj->rotmat[0].y, &obj->rotmat[1].y, rotz);
191 rotate_x_first (&obj->rotmat[0].z, &obj->rotmat[1].z, rotz);
192
193 if ((rotz != 127) && (rotz != -127))
194 obj->rotz -= (rotz < 0) ? -1 : 1;
195 }
196
197
198 /* Orthonormalize the rotation matrix... */
199
200 tidy_matrix (obj->rotmat);
201 }
202
203
204 /*
205 * Dock the player into the space station.
206 */
207
208 void dock_player (void)
209 {
210 disengage_auto_pilot();
211 docked = 1;
212 flight_speed = 0;
213 flight_roll = 0;
214 flight_climb = 0;
215 front_shield = 255;
216 aft_shield = 255;
217 energy = 255;
218 myship.altitude = 255;
219 myship.cabtemp = 30;
220 reset_weapons();
221 }
222
223
224 /*
225 * Check if we are correctly aligned to dock.
226 */
227
228 int is_docking (int sn)
229 {
230 struct vector vec;
231 double fz;
232 double ux;
233
234 if (auto_pilot) // Don't want it to kill anyone!
235 return 1;
236
237 fz = universe[sn].rotmat[2].z;
238
239 if (fz > -0.90)
240 return 0;
241
242 vec = unit_vector (&universe[sn].location);
243
244 if (vec.z < 0.927)
245 return 0;
246
247 ux = universe[sn].rotmat[1].x;
248 if (ux < 0)
249 ux = -ux;
250
251 if (ux < 0.84)
252 return 0;
253
254 return 1;
255 }
256
257
258 /*
259 * Game Over...
260 */
261
262 void do_game_over (void)
263 {
264 snd_play_sample (SND_GAMEOVER);
265 game_over = 1;
266 }
267
268
269 void update_altitude (void)
270 {
271 double x,y,z;
272 double dist;
273
274 myship.altitude = 255;
275
276 if (witchspace)
277 return;
278
279 x = fabs(universe[0].location.x);
280 y = fabs(universe[0].location.y);
281 z = fabs(universe[0].location.z);
282
283 if ((x > 65535) || (y > 65535) || (z > 65535))
284 return;
285
286 x /= 256;
287 y /= 256;
288 z /= 256;
289
290 dist = (x * x) + (y * y) + (z * z);
291
292 if (dist > 65535)
293 return;
294
295 dist -= 9472;
296 if (dist < 1)
297 {
298 myship.altitude = 0;
299 do_game_over ();
300 return;
301 }
302
303 dist = sqrt (dist);
304 if (dist < 1)
305 {
306 myship.altitude = 0;
307 do_game_over ();
308 return;
309 }
310
311 myship.altitude = dist;
312 }
313
314
315 void update_cabin_temp (void)
316 {
317 int x,y,z;
318 int dist;
319
320 myship.cabtemp = 30;
321
322 if (witchspace)
323 return;
324
325 if (ship_count[SHIP_CORIOLIS] || ship_count[SHIP_DODEC])
326 return;
327
328 x = abs((int)universe[1].location.x);
329 y = abs((int)universe[1].location.y);
330 z = abs((int)universe[1].location.z);
331
332 if ((x > 65535) || (y > 65535) || (z > 65535))
333 return;
334
335 x /= 256;
336 y /= 256;
337 z /= 256;
338
339 dist = ((x * x) + (y * y) + (z * z)) / 256;
340
341 if (dist > 255)
342 return;
343
344 dist ^= 255;
345
346 myship.cabtemp = dist + 30;
347
348 if (myship.cabtemp > 255)
349 {
350 myship.cabtemp = 255;
351 do_game_over ();
352 return;
353 }
354
355 if ((myship.cabtemp < 224) || (cmdr.fuel_scoop == 0))
356 return;
357
358 cmdr.fuel += flight_speed / 2;
359 if (cmdr.fuel > myship.max_fuel)
360 cmdr.fuel = myship.max_fuel;
361
362 info_message ("Fuel Scoop On");
363 }
364
365
366
367 /*
368 * Regenerate the shields and the energy banks.
369 */
370
371 void regenerate_shields (void)
372 {
373 if (energy > 127)
374 {
375 if (front_shield < 255)
376 {
377 front_shield++;
378 energy--;
379 }
380
381 if (aft_shield < 255)
382 {
383 aft_shield++;
384 energy--;
385 }
386 }
387
388 energy++;
389 energy += cmdr.energy_unit;
390 if (energy > 255)
391 energy = 255;
392 }
393
394
395 void decrease_energy (int amount)
396 {
397 energy += amount;
398
399 if (energy <= 0)
400 do_game_over();
401 }
402
403
404 /*
405 * Deplete the shields. Drain the energy banks if the shields fail.
406 */
407
408 void damage_ship (int damage, int front)
409 {
410 int shield;
411
412 if (damage <= 0) /* sanity check */
413 return;
414
415 shield = front ? front_shield : aft_shield;
416
417 shield -= damage;
418 if (shield < 0)
419 {
420 decrease_energy (shield);
421 shield = 0;
422 }
423
424 if (front)
425 front_shield = shield;
426 else
427 aft_shield = shield;
428 }
429
430
431
432
433 void make_station_appear (void)
434 {
435 double px,py,pz;
436 double sx,sy,sz;
437 Vector vec;
438 Matrix rotmat;
439
440 px = universe[0].location.x;
441 py = universe[0].location.y;
442 pz = universe[0].location.z;
443
444 vec.x = (rand() & 32767) - 16384;
445 vec.y = (rand() & 32767) - 16384;
446 vec.z = rand() & 32767;
447
448 vec = unit_vector (&vec);
449
450 sx = px - vec.x * 65792;
451 sy = py - vec.y * 65792;
452 sz = pz - vec.z * 65792;
453
454 // set_init_matrix (rotmat);
455
456 rotmat[0].x = 1.0;
457 rotmat[0].y = 0.0;
458 rotmat[0].z = 0.0;
459
460 rotmat[1].x = vec.x;
461 rotmat[1].y = vec.z;
462 rotmat[1].z = -vec.y;
463
464 rotmat[2].x = vec.x;
465 rotmat[2].y = vec.y;
466 rotmat[2].z = vec.z;
467
468 tidy_matrix (rotmat);
469
470 add_new_station (sx, sy, sz, rotmat);
471 }
472
473
474
475 void check_docking (int i)
476 {
477 if (is_docking(i))
478 {
479 snd_play_sample (SND_DOCK);
480 dock_player();
481 current_screen = SCR_BREAK_PATTERN;
482 return;
483 }
484
485 if (flight_speed >= 5)
486 {
487 do_game_over();
488 return;
489 }
490
491 flight_speed = 1;
492 damage_ship (5, universe[i].location.z > 0);
493 snd_play_sample (SND_CRASH);
494 }
495
496
497 void switch_to_view (struct univ_object *flip)
498 {
499 double tmp;
500
501 if ((current_screen == SCR_REAR_VIEW) ||
502 (current_screen == SCR_GAME_OVER))
503 {
504 flip->location.x = -flip->location.x;
505 flip->location.z = -flip->location.z;
506
507 flip->rotmat[0].x = -flip->rotmat[0].x;
508 flip->rotmat[0].z = -flip->rotmat[0].z;
509
510 flip->rotmat[1].x = -flip->rotmat[1].x;
511 flip->rotmat[1].z = -flip->rotmat[1].z;
512
513 flip->rotmat[2].x = -flip->rotmat[2].x;
514 flip->rotmat[2].z = -flip->rotmat[2].z;
515 return;
516 }
517
518
519 if (current_screen == SCR_LEFT_VIEW)
520 {
521 tmp = flip->location.x;
522 flip->location.x = flip->location.z;
523 flip->location.z = -tmp;
524
525 if (flip->type < 0)
526 return;
527
528 tmp = flip->rotmat[0].x;
529 flip->rotmat[0].x = flip->rotmat[0].z;
530 flip->rotmat[0].z = -tmp;
531
532 tmp = flip->rotmat[1].x;
533 flip->rotmat[1].x = flip->rotmat[1].z;
534 flip->rotmat[1].z = -tmp;
535
536 tmp = flip->rotmat[2].x;
537 flip->rotmat[2].x = flip->rotmat[2].z;
538 flip->rotmat[2].z = -tmp;
539 return;
540 }
541
542 if (current_screen == SCR_RIGHT_VIEW)
543 {
544 tmp = flip->location.x;
545 flip->location.x = -flip->location.z;
546 flip->location.z = tmp;
547
548 if (flip->type < 0)
549 return;
550
551 tmp = flip->rotmat[0].x;
552 flip->rotmat[0].x = -flip->rotmat[0].z;
553 flip->rotmat[0].z = tmp;
554
555 tmp = flip->rotmat[1].x;
556 flip->rotmat[1].x = -flip->rotmat[1].z;
557 flip->rotmat[1].z = tmp;
558
559 tmp = flip->rotmat[2].x;
560 flip->rotmat[2].x = -flip->rotmat[2].z;
561 flip->rotmat[2].z = tmp;
562
563 }
564 }
565
566
567 /*
568 * Update all the objects in the universe and render them.
569 */
570
571 void update_universe (void)
572 {
573 int i;
574 int type;
575 int bounty;
576 char str[80];
577 struct univ_object flip;
578
579
580 gfx_start_render();
581
582 for (i = 0; i < MAX_UNIV_OBJECTS; i++)
583 {
584 type = universe[i].type;
585
586 if (type != 0)
587 {
588 if (universe[i].flags & FLG_REMOVE)
589 {
590 if (type == SHIP_VIPER ||
591 !(universe[i].flags & FLG_TARGET))
592 cmdr.legal_status |= 64;
593
594 bounty = ship_list[type]->bounty;
595
596 if ((bounty != 0) && (!witchspace))
597 {
598 cmdr.credits += bounty;
599 sprintf (str, "Bounty: %d.%d CR", bounty / 10, bounty % 10);
600 info_message (str);
601 }
602
603 remove_ship (i);
604 continue;
605 }
606
607 if ((detonate_bomb) && ((universe[i].flags & FLG_DEAD) == 0) &&
608 (type != SHIP_PLANET) && (type != SHIP_SUN) &&
609 (type != SHIP_CONSTRICTOR) && (type != SHIP_COUGAR) &&
610 (type != SHIP_CORIOLIS) && (type != SHIP_DODEC))
611 {
612 snd_play_sample (SND_EXPLODE);
613 universe[i].flags |= FLG_DEAD;
614 }
615
616 if ((current_screen != SCR_INTRO_ONE) &&
617 (current_screen != SCR_INTRO_TWO) &&
618 (current_screen != SCR_GAME_OVER) &&
619 (current_screen != SCR_ESCAPE_POD))
620 {
621 tactics (i);
622 }
623
624 move_univ_object (&universe[i]);
625
626 flip = universe[i];
627 switch_to_view (&flip);
628
629 if (type == SHIP_PLANET)
630 {
631 if ((ship_count[SHIP_CORIOLIS] == 0) &&
632 (ship_count[SHIP_DODEC] == 0) &&
633 (universe[i].distance < 65792)) // was 49152
634 {
635 make_station_appear();
636 }
637
638 draw_ship (&flip);
639 continue;
640 }
641
642 if (type == SHIP_SUN)
643 {
644 draw_ship (&flip);
645 continue;
646 }
647
648
649 if (universe[i].distance < 170)
650 {
651 if ((type == SHIP_CORIOLIS) || (type == SHIP_DODEC))
652 check_docking (i);
653 else
654 scoop_item(i);
655
656 continue;
657 }
658
659 if (universe[i].distance > 57344)
660 {
661 remove_ship (i);
662 continue;
663 }
664
665 draw_ship (&flip);
666
667 universe[i].flags = flip.flags;
668 universe[i].exp_seed = flip.exp_seed;
669 universe[i].exp_delta = flip.exp_delta;
670
671 universe[i].flags &= ~FLG_FIRING;
672
673 if (universe[i].flags & FLG_DEAD)
674 continue;
675
676 check_target (i, &flip);
677 }
678 }
679
680 gfx_finish_render();
681 detonate_bomb = 0;
682 }
683
684
685
686
687 /*
688 * Update the scanner and draw all the lollipops.
689 */
690
691 void update_scanner (void)
692 {
693 int i;
694 int x,y,z;
695 int x1,y1,y2;
696 int colour;
697
698 for (i = 0; i < MAX_UNIV_OBJECTS; i++)
699 {
700 if ((universe[i].type <= 0) ||
701 (universe[i].flags & FLG_DEAD) ||
702 (universe[i].flags & FLG_CLOAKED))
703 continue;
704
705 x = universe[i].location.x * scanner_zoom / 256;
706 y = universe[i].location.y * scanner_zoom / 256;
707 z = universe[i].location.z * scanner_zoom / 256;
708
709 x1 = x;
710 y1 = -z / 4;
711 y2 = y1 - y / 2;
712
713 if ((y2 < -28) || (y2 > 28) ||
714 (x1 < -50) || (x1 > 50))
715 continue;
716
717 x1 += scanner_cx;
718 y1 += scanner_cy;
719 y2 += scanner_cy;
720
721 colour = (universe[i].flags & FLG_HOSTILE) ? GFX_COL_YELLOW_5 : GFX_COL_WHITE;
722
723 switch (universe[i].type)
724 {
725 case SHIP_MISSILE:
726 colour = 137;
727 break;
728
729 case SHIP_DODEC:
730 case SHIP_CORIOLIS:
731 colour = GFX_COL_GREEN_1;
732 break;
733
734 case SHIP_VIPER:
735 colour = 252;
736 break;
737 }
738
739 gfx_draw_colour_line (x1+2, y2, x1-3, y2, colour);
740 gfx_draw_colour_line (x1+2, y2+1, x1-3, y2+1, colour);
741 gfx_draw_colour_line (x1+2, y2+2, x1-3, y2+2, colour);
742 gfx_draw_colour_line (x1+2, y2+3, x1-3, y2+3, colour);
743
744
745 gfx_draw_colour_line (x1, y1, x1, y2, colour);
746 gfx_draw_colour_line (x1+1, y1, x1+1, y2, colour);
747 gfx_draw_colour_line (x1+2, y1, x1+2, y2, colour);
748 }
749 }
750
751
752 /*
753 * Update the compass which tracks the space station / planet.
754 */
755
756 void update_compass (void)
757 {
758 struct vector dest;
759 int compass_x;
760 int compass_y;
761 int un = 0;
762
763 if (witchspace)
764 return;
765
766 if (ship_count[SHIP_CORIOLIS] || ship_count[SHIP_DODEC])
767 un = 1;
768
769 dest = unit_vector (&universe[un].location);
770
771 compass_x = compass_centre_x + (dest.x * 16);
772 compass_y = compass_centre_y + (dest.y * -16);
773
774 if (dest.z < 0)
775 {
776 gfx_draw_sprite (IMG_RED_DOT, compass_x, compass_y);
777 }
778 else
779 {
780 gfx_draw_sprite (IMG_GREEN_DOT, compass_x, compass_y);
781 }
782
783 }
784
785
786 /*
787 * Display the speed bar.
788 */
789
790 void display_speed (void)
791 {
792 int sx,sy;
793 int i;
794 int len;
795 int colour;
796
797 sx = 417;
798 sy = 384 + 9;
799
800 len = ((flight_speed * 64) / myship.max_speed) - 1;
801
802 colour = (flight_speed > (myship.max_speed * 2 / 3)) ? GFX_COL_DARK_RED : GFX_COL_GOLD;
803
804 for (i = 0; i < 6; i++)
805 {
806 gfx_draw_colour_line (sx, sy + i, sx + len, sy + i, colour);
807 }
808 }
809
810
811 /*
812 * Draw an indicator bar.
813 * Used for shields and energy banks.
814 */
815
816 void display_dial_bar (int len, int x, int y)
817 {
818 int i = 0;
819
820 gfx_draw_colour_line (x, y + 384, x + len, y + 384, GFX_COL_GOLD);
821 i++;
822 gfx_draw_colour_line (x, y + i + 384, x + len, y + i + 384, GFX_COL_GOLD);
823
824 for (i = 2; i < 7; i++)
825 gfx_draw_colour_line (x, y + i + 384, x + len, y + i + 384, GFX_COL_YELLOW_1);
826
827 gfx_draw_colour_line (x, y + i + 384, x + len, y + i + 384, GFX_COL_DARK_RED);
828 }
829
830
831 /*
832 * Display the current shield strengths.
833 */
834
835 void display_shields (void)
836 {
837 if (front_shield > 3)
838 display_dial_bar (front_shield / 4, 31, 7);
839
840 if (aft_shield > 3)
841 display_dial_bar (aft_shield / 4, 31, 23);
842 }
843
844
845 void display_altitude (void)
846 {
847 if (myship.altitude > 3)
848 display_dial_bar (myship.altitude / 4, 31, 92);
849 }
850
851 void display_cabin_temp (void)
852 {
853 if (myship.cabtemp > 3)
854 display_dial_bar (myship.cabtemp / 4, 31, 60);
855 }
856
857
858 void display_laser_temp (void)
859 {
860 if (laser_temp > 0)
861 display_dial_bar (laser_temp / 4, 31, 76);
862 }
863
864
865 /*
866 * Display the energy banks.
867 */
868
869 void display_energy (void)
870 {
871 int e1,e2,e3,e4;
872
873 e1 = energy > 64 ? 64 : energy;
874 e2 = energy > 128 ? 64 : energy - 64;
875 e3 = energy > 192 ? 64 : energy - 128;
876 e4 = energy - 192;
877
878 if (e4 > 0)
879 display_dial_bar (e4, 416, 61);
880
881 if (e3 > 0)
882 display_dial_bar (e3, 416, 79);
883
884 if (e2 > 0)
885 display_dial_bar (e2, 416, 97);
886
887 if (e1 > 0)
888 display_dial_bar (e1, 416, 115);
889 }
890
891
892
893 void display_flight_roll (void)
894 {
895 int sx,sy;
896 int i;
897 int pos;
898
899 sx = 416;
900 sy = 384 + 9 + 14;
901
902 pos = sx - ((flight_roll * 28) / myship.max_roll);
903 pos += 32;
904
905 for (i = 0; i < 4; i++)
906 {
907 gfx_draw_colour_line (pos + i, sy, pos + i, sy + 7, GFX_COL_GOLD);
908 }
909 }
910
911 void display_flight_climb (void)
912 {
913 int sx,sy;
914 int i;
915 int pos;
916
917 sx = 416;
918 sy = 384 + 9 + 14 + 16;
919
920 pos = sx + ((flight_climb * 28) / myship.max_climb);
921 pos += 32;
922
923 for (i = 0; i < 4; i++)
924 {
925 gfx_draw_colour_line (pos + i, sy, pos + i, sy + 7, GFX_COL_GOLD);
926 }
927 }
928
929
930 void display_fuel (void)
931 {
932 if (cmdr.fuel > 0)
933 display_dial_bar ((cmdr.fuel * 64) / myship.max_fuel, 31, 44);
934 }
935
936
937 void display_missiles (void)
938 {
939 int nomiss;
940 int x,y;
941
942 if (cmdr.missiles == 0)
943 return;
944
945 nomiss = cmdr.missiles > 4 ? 4 : cmdr.missiles;
946
947 x = (4 - nomiss) * 16 + 35;
948 y = 113 + 385;
949
950 if (missile_target != MISSILE_UNARMED)
951 {
952 gfx_draw_sprite ((missile_target < 0) ? IMG_MISSILE_YELLOW :
953 IMG_MISSILE_RED, x, y);
954 x += 16;
955 nomiss--;
956 }
957
958 for (; nomiss > 0; nomiss--)
959 {
960 gfx_draw_sprite (IMG_MISSILE_GREEN, x, y);
961 x += 16;
962 }
963 }
964
965
966
967 void display_condition(void)
968 {
969 static const int cc[] = { GFX_COL_BLACK, GFX_COL_GREEN_1, GFX_COL_YELLOW_1,
970 GFX_COL_RED, GFX_COL_RED };
971 int c = cc[condition];
972 if (condition == COND_ALERT && (mcount & 4))
973 c = GFX_COL_BLACK;
974 gfx_draw_filled_circle(condition_x, condition_y, condition_r, c);
975 }
976
977 void update_console (void)
978 {
979 gfx_draw_scanner();
980
981 display_speed();
982 display_flight_climb();
983 display_flight_roll();
984 display_shields();
985 display_altitude();
986 display_energy();
987 display_cabin_temp();
988 display_laser_temp();
989 display_fuel();
990 display_missiles();
991 update_condition();
992
993 if (docked) {
994 gfx_set_clip_region (0, 0, 512, 512);
995 return;
996 }
997
998 update_scanner();
999 update_compass();
1000 display_condition();
1001
1002 {
1003 char buf[5];
1004 sprintf(buf, "x%d", scanner_zoom);
1005 gfx_display_text(zoom_x, zoom_y, buf);
1006 }
1007
1008 if (ship_count[SHIP_CORIOLIS] || ship_count[SHIP_DODEC])
1009 gfx_draw_sprite (IMG_BIG_S, 387, 490);
1010
1011 if (ecm_active)
1012 gfx_draw_sprite (IMG_BIG_E, 115, 490);
1013
1014 gfx_set_clip_region (0, 0, 512, 512);
1015 }
1016
1017 void increase_flight_roll (void)
1018 {
1019 if (flight_roll < myship.max_roll)
1020 flight_roll++;
1021 }
1022
1023
1024 void decrease_flight_roll (void)
1025 {
1026 if (flight_roll > -myship.max_roll)
1027 flight_roll--;
1028 }
1029
1030
1031 void increase_flight_climb (void)
1032 {
1033 if (flight_climb < myship.max_climb)
1034 flight_climb++;
1035 }
1036
1037 void decrease_flight_climb (void)
1038 {
1039 if (flight_climb > -myship.max_climb)
1040 flight_climb--;
1041 }
1042
1043
1044 void start_hyperspace (void)
1045 {
1046 if (hyper_ready)
1047 return;
1048
1049 hyper_distance = calc_distance_to_planet (docked_planet, hyperspace_planet);
1050
1051 if ((docked_planet.a == hyperspace_planet.a &&
1052 docked_planet.b == hyperspace_planet.b &&
1053 docked_planet.c == hyperspace_planet.c &&
1054 docked_planet.d == hyperspace_planet.d &&
1055 docked_planet.e == hyperspace_planet.e &&
1056 docked_planet.f == hyperspace_planet.f) ||
1057 (hyper_distance > cmdr.fuel))
1058 return;
1059
1060 destination_planet = hyperspace_planet;
1061 name_planet (hyper_name, destination_planet);
1062 capitalise_name (hyper_name);
1063
1064 hyper_ready = 1;
1065 hyper_countdown = 15;
1066 hyper_galactic = 0;
1067
1068 disengage_auto_pilot();
1069 }
1070
1071 void start_galactic_hyperspace (void)
1072 {
1073 if (hyper_ready)
1074 return;
1075
1076 if (cmdr.galactic_hyperdrive == 0)
1077 return;
1078
1079 hyper_ready = 1;
1080 hyper_countdown = 2;
1081 hyper_galactic = 1;
1082 disengage_auto_pilot();
1083 }
1084
1085
1086
1087 void display_hyper_status (void)
1088 {
1089 char str[80];
1090
1091 sprintf (str, "%d", hyper_countdown);
1092
1093 if ((current_screen == SCR_FRONT_VIEW) || (current_screen == SCR_REAR_VIEW) ||
1094 (current_screen == SCR_LEFT_VIEW) || (current_screen == SCR_RIGHT_VIEW))
1095 {
1096 gfx_display_text (5, 5, str);
1097 if (hyper_galactic)
1098 {
1099 gfx_display_centre_text (358, "Galactic Hyperspace", 120, GFX_COL_WHITE);
1100 }
1101 else
1102 {
1103 sprintf (str, "Hyperspace - %s", hyper_name);
1104 gfx_display_centre_text (358, str, 120, GFX_COL_WHITE);
1105 }
1106 }
1107 else
1108 {
1109 gfx_clear_area (5, 5, 25, 34);
1110 gfx_display_text (5, 5, str);
1111 }
1112 }
1113
1114
1115 int rotate_byte_left (int x)
1116 {
1117 return ((x << 1) | (x >> 7)) & 255;
1118 }
1119
1120 void enter_next_galaxy (void)
1121 {
1122 cmdr.galaxy_number++;
1123 cmdr.galaxy_number &= 7;
1124
1125 cmdr.galaxy.a = rotate_byte_left (cmdr.galaxy.a);
1126 cmdr.galaxy.b = rotate_byte_left (cmdr.galaxy.b);
1127 cmdr.galaxy.c = rotate_byte_left (cmdr.galaxy.c);
1128 cmdr.galaxy.d = rotate_byte_left (cmdr.galaxy.d);
1129 cmdr.galaxy.e = rotate_byte_left (cmdr.galaxy.e);
1130 cmdr.galaxy.f = rotate_byte_left (cmdr.galaxy.f);
1131
1132 docked_planet = find_planet (0x60, 0x60);
1133 hyperspace_planet = docked_planet;
1134 }
1135
1136
1137
1138
1139
1140 void enter_witchspace (void)
1141 {
1142 int i;
1143 int nthg;
1144
1145 witchspace = 1;
1146 docked_planet.b ^= 31;
1147 in_battle = 1;
1148
1149 flight_speed = 12;
1150 flight_roll = 0;
1151 flight_climb = 0;
1152 create_new_stars();
1153 clear_universe();
1154
1155 nthg = (randint() & 3) + 1;
1156
1157 for (i = 0; i < nthg; i++)
1158 create_thargoid();
1159
1160 current_screen = SCR_BREAK_PATTERN;
1161 snd_play_sample (SND_HYPERSPACE);
1162 }
1163
1164
1165 void complete_hyperspace (void)
1166 {
1167 Matrix rotmat;
1168 int px,py,pz;
1169
1170 hyper_ready = 0;
1171 witchspace = 0;
1172
1173 if (hyper_galactic)
1174 {
1175 cmdr.galactic_hyperdrive = 0;
1176 enter_next_galaxy();
1177 cmdr.legal_status = 0;
1178 }
1179 else
1180 {
1181 cmdr.fuel -= hyper_distance;
1182 cmdr.legal_status /= 2;
1183
1184 if ((rand255() > 253) || (flight_climb == myship.max_climb))
1185 {
1186 enter_witchspace();
1187 return;
1188 }
1189
1190 docked_planet = destination_planet;
1191 }
1192
1193 cmdr.market_rnd = rand255();
1194 generate_planet_data (&current_planet_data, docked_planet);
1195 generate_stock_market ();
1196
1197 flight_speed = 12;
1198 flight_roll = 0;
1199 flight_climb = 0;
1200 create_new_stars();
1201 clear_universe();
1202
1203 generate_landscape(docked_planet.a * 251 + docked_planet.b);
1204 set_init_matrix (rotmat);
1205
1206 pz = (((docked_planet.b) & 7) + 7) / 2;
1207 px = pz / 2;
1208 py = px;
1209
1210 px <<= 16;
1211 py <<= 16;
1212 pz <<= 16;
1213
1214 if ((docked_planet.b & 1) == 0)
1215 {
1216 px = -px;
1217 py = -py;
1218 }
1219
1220 add_new_ship (SHIP_PLANET, px, py, pz, rotmat, 0, 0);
1221
1222
1223 pz = -(((docked_planet.d & 7) | 1) << 16);
1224 px = ((docked_planet.f & 3) << 16) | ((docked_planet.f & 3) << 8);
1225
1226 add_new_ship (SHIP_SUN, px, py, pz, rotmat, 0, 0);
1227
1228 current_screen = SCR_BREAK_PATTERN;
1229 snd_play_sample (SND_HYPERSPACE);
1230 }
1231
1232
1233 void countdown_hyperspace (void)
1234 {
1235 if (hyper_countdown == 0)
1236 {
1237 complete_hyperspace();
1238 return;
1239 }
1240
1241 hyper_countdown--;
1242 }
1243
1244
1245
1246 void jump_warp (void)
1247 {
1248 int i;
1249 int type;
1250 int jump;
1251
1252 for (i = 0; i < MAX_UNIV_OBJECTS; i++)
1253 {
1254 type = universe[i].type;
1255
1256 if ((type > 0) && (type != SHIP_ASTEROID) && (type != SHIP_CARGO) &&
1257 (type != SHIP_ALLOY) && (type != SHIP_ROCK) &&
1258 (type != SHIP_BOULDER) && (type != SHIP_ESCAPE_CAPSULE))
1259 {
1260 info_message ("Mass Locked");
1261 return;
1262 }
1263 }
1264
1265 if ((universe[0].distance < 75001) || (universe[1].distance < 75001))
1266 {
1267 info_message ("Mass Locked");
1268 return;
1269 }
1270
1271
1272 if (universe[0].distance < universe[1].distance)
1273 jump = universe[0].distance - 75000;
1274 else
1275 jump = universe[1].distance - 75000;
1276
1277 if (jump > 1024)
1278 jump = 1024;
1279
1280 for (i = 0; i < MAX_UNIV_OBJECTS; i++)
1281 {
1282 if (universe[i].type != 0)
1283 universe[i].location.z -= jump;
1284 }
1285
1286 warp_stars = 1;
1287 mcount &= 63;
1288 in_battle = 0;
1289 }
1290
1291
1292 void launch_player (void)
1293 {
1294 Matrix rotmat;
1295
1296 docked = 0;
1297 flight_speed = 12;
1298 flight_roll = -15;
1299 flight_climb = 0;
1300 cmdr.legal_status |= carrying_contraband();
1301 create_new_stars();
1302 clear_universe();
1303 generate_landscape(docked_planet.a * 251 + docked_planet.b);
1304 set_init_matrix (rotmat);
1305 add_new_ship (SHIP_PLANET, 0, 0, 65536, rotmat, 0, 0);
1306 identify = 0;
1307 scanner_zoom = 1;
1308
1309 rotmat[2].x = -rotmat[2].x;
1310 rotmat[2].y = -rotmat[2].y;
1311 rotmat[2].z = -rotmat[2].z;
1312 add_new_station (0, 0, -256, rotmat);
1313
1314 current_screen = SCR_BREAK_PATTERN;
1315 snd_play_sample (SND_LAUNCH);
1316 }
1317
1318
1319
1320 /*
1321 * Engage the docking computer.
1322 * For the moment we just do an instant dock if we are in the safe zone.
1323 */
1324
1325 void engage_docking_computer (void)
1326 {
1327 if (ship_count[SHIP_CORIOLIS] || ship_count[SHIP_DODEC])
1328 {
1329 snd_play_sample (SND_DOCK);
1330 dock_player();
1331 current_screen = SCR_BREAK_PATTERN;
1332 }
1333 }
1334
1335
1336 void update_condition(void)
1337 {
1338 if (docked)
1339 condition = COND_DOCKED;
1340 else if (energy < 50 || myship.altitude < 32 || myship.cabtemp > 224)
1341 condition = COND_ALERT;
1342 else if (energy < 128 || myship.altitude < 64 || myship.cabtemp > 192)
1343 condition = COND_RED;
1344 else {
1345 int i;
1346 condition = COND_GREEN;
1347 if (myship.altitude < 128 || myship.cabtemp >= 128)
1348 condition = COND_YELLOW;
1349 for (i = 0; i < MAX_UNIV_OBJECTS; i++) {
1350 struct univ_object *un = &universe[i];
1351 if (un->type <= 0)
1352 continue;
1353 if (un->flags & FLG_HOSTILE) {
1354 condition = COND_RED;
1355 break;
1356 }
1357 if (condition == COND_GREEN &&
1358 un->type != SHIP_ASTEROID && un->type != SHIP_CARGO &&
1359 un->type != SHIP_ALLOY && un->type != SHIP_ROCK &&
1360 un->type != SHIP_BOULDER && un->type != SHIP_ESCAPE_CAPSULE &&
1361 un->type != SHIP_CORIOLIS && un->type != SHIP_DODEC)
1362 condition = COND_YELLOW;
1363 }
1364 }
1365 }