463 lines
6.7 KiB
C++
463 lines
6.7 KiB
C++
//
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// A thrust ship.
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//
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#include "always.h"
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#include "game.h"
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#include "land.h"
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#include "log.h"
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#include "os.h"
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#include "ship.h"
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#include "tb.h"
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//
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// The ships.
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//
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SHIP_Ship SHIP_ship[SHIP_MAX_SHIPS];
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//
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// Our ship texture.
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//
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OS_Texture *SHIP_ot;
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//
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// The radius of our ship.
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//
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#define SHIP_RADIUS (1.0F)
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void SHIP_init()
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{
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memset(SHIP_ship, 0, sizeof(SHIP_ship));
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SHIP_ot = OS_texture_create("ship.tga");
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}
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SHIP_Ship *SHIP_create(float x, float y, float mass, float power)
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{
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SLONG i;
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SHIP_Ship *ss;
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for (i = 0; i < SHIP_MAX_SHIPS; i++)
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{
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ss = &SHIP_ship[i];
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if (!(ss->flag & SHIP_FLAG_USED))
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{
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ss->flag = SHIP_FLAG_USED;
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ss->tb = 255;
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ss->red = 255;
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ss->green = 255;
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ss->blue = 255;
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ss->x = x;
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ss->y = y;
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ss->dx = 0.0F;
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ss->dy = 0.0F;
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ss->angle = 0.0F;
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ss->mass = mass;
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ss->power = power;
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return ss;
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}
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}
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return NULL;
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}
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void SHIP_flag_active(SLONG gameturn)
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{
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SLONG i;
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SHIP_Ship *ss;
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for (i = 0; i < SHIP_MAX_SHIPS; i++)
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{
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ss = &SHIP_ship[i];
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if (ss->flag & SHIP_FLAG_USED)
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{
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if (ss->active <= gameturn)
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{
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ss->flag |= SHIP_FLAG_ACTIVE;
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}
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}
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}
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}
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//
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// Processes a particular ship.
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//
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void SHIP_process_one(SHIP_Ship *ss)
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{
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if (!(ss->flag & SHIP_FLAG_ACTIVE))
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{
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return;
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}
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static counter;
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LOG_file("Ship %5d = (%f,%f) %f = %f", counter, ss->x, ss->y, ss->angle, ss->x + ss->y + ss->angle);
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{
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union
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{
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ULONG a;
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float b;
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} u1;
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union
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{
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ULONG a;
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float b;
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} u2;
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union
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{
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ULONG a;
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float b;
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} u3;
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u1.b = ss->x;
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u2.b = ss->y;
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u3.b = ss->x + ss->y;
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LOG_file("%d,%d,%d\n", u1.a, u2.a, u3.a);
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}
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counter += 1;
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if (ss->flag & SHIP_FLAG_KEY_LEFT) {ss->angle += 0.013F;}
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if (ss->flag & SHIP_FLAG_KEY_RIGHT) {ss->angle -= 0.013F;}
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if (ss->flag & SHIP_FLAG_KEY_THRUST)
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{
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ss->dx += ss->power * sin(ss->angle) * 0.00025F / ss->mass;
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ss->dy -= ss->power * cos(ss->angle) * 0.00025F / ss->mass;
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}
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// if (WITHIN(counter,635,642))
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = ss->x;
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v[1].f = ss->y;
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v[2].f = ss->dx;
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v[3].f = ss->dy;
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LOG_file("1: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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ss->dy -= 0.00007F;
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// if (WITHIN(counter,635,642))
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = ss->x;
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v[1].f = ss->y;
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v[2].f = ss->dx;
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v[3].f = ss->dy;
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LOG_file("2: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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if (fabs(ss->dx) > 0.00004F) {ss->dx *= 0.999F;} else {ss->dx = 0.0F;}
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if (fabs(ss->dy) > 0.00004F) {ss->dy *= 0.999F;} else {ss->dy = 0.0F;}
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// if (WITHIN(counter,635,642))
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = ss->x;
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v[1].f = ss->y;
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v[2].f = ss->dx;
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v[3].f = ss->dy;
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LOG_file("3: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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ss->x += ss->dx;
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ss->y += ss->dy;
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// if (WITHIN(counter,635,642))
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = ss->x;
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v[1].f = ss->y;
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v[2].f = ss->dx;
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v[3].f = ss->dy;
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LOG_file("4: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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if (ss->x < -SHIP_ARENA) {ss->dx = fabs(ss->dx);}
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if (ss->y < -SHIP_ARENA) {ss->dy = fabs(ss->dy);}
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if (ss->x > SHIP_ARENA) {ss->dx = -fabs(ss->dx);}
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if (ss->y > SHIP_ARENA) {ss->dy = -fabs(ss->dy);}
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//
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// Collide with the landscape.
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//
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float nx;
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float ny;
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ss->flag &= ~SHIP_FLAG_COLLIDED;
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if (LAND_collide_sphere(ss->x, ss->y, SHIP_RADIUS, &nx, &ny))
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{
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LOG_file(" SHIP COLLISION! Ship pos = (%f,%f) vel = (%f,%f)\n", ss->x, ss->y, ss->dx, ss->dy);
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//
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// Bounce the ship against the normal.
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//
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float dprod;
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dprod = ss->dx*nx + ss->dy*ny;
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = dprod;
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LOG_file("5: %f %d\n", v[0].f, v[0].i);
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}
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = nx;
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v[1].f = ny;
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v[2].f = nx * dprod * 2.0F;
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v[3].f = ny * dprod * 2.0F;
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LOG_file("6: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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ss->dx -= nx * dprod * 2.0F;
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ss->dy -= ny * dprod * 2.0F;
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = ss->x;
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v[1].f = ss->y;
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v[2].f = ss->dx;
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v[3].f = ss->dy;
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LOG_file("7: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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//
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// Make sure the ship is moving on a positive direction
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// along the normal of the collision point.
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//
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dprod = ss->dx*nx + ss->dy*ny;
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if (dprod < 0.0F)
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{
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ss->dx = -ss->dx;
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ss->dy = -ss->dy;
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}
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = dprod;
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LOG_file("8: %f %d\n", v[0].f, v[0].i);
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}
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ss->x += ss->dx;
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ss->y += ss->dy;
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{
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union
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{
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float f;
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int i;
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} v[4];
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v[0].f = ss->x;
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v[1].f = ss->y;
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v[2].f = ss->dx;
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v[3].f = ss->dy;
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LOG_file("9: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
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}
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ss->flag |= SHIP_FLAG_COLLIDED;
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}
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//
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// Create/destroy a tractor beam.
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//
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if (ss->flag & SHIP_FLAG_KEY_TRACTOR_BEAM)
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{
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ss->flag &= ~SHIP_FLAG_KEY_TRACTOR_BEAM;
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if (ss->flag & SHIP_FLAG_TRACTORING)
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{
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//
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// Get rid of the current tractor beam.
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//
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TB_destroy(&TB_tb[ss->tb]);
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//
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// No longer got a tractor beam.
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//
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ss->flag &= ~SHIP_FLAG_TRACTORING;
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ss->tb = 255;
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}
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else
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{
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TB_Tb *tb;
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//
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// Try to create a tractor beam.
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//
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tb = TB_create(ss, 5.0F);
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if (tb)
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{
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ss->tb = tb - TB_tb;
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ss->flag |= SHIP_FLAG_TRACTORING;
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}
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}
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}
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}
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void SHIP_process_all()
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{
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SLONG i;
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SHIP_Ship *ss;
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for (i = 0; i < SHIP_MAX_SHIPS; i++)
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{
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ss = &SHIP_ship[i];
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if (!(ss->flag & SHIP_FLAG_USED))
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{
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continue;
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}
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SHIP_process_one(ss);
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}
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}
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void SHIP_draw_all(float mid_x, float mid_y, float zoom)
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{
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SLONG i;
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ULONG colour;
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SHIP_Ship *ss;
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OS_Buffer *ob;
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ob = OS_buffer_new();
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for (i = 0; i < SHIP_MAX_SHIPS; i++)
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{
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ss = &SHIP_ship[i];
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if (!(ss->flag & SHIP_FLAG_USED))
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{
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continue;
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}
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colour = ss->red << 16;
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colour |= ss->green << 8;
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colour |= ss->blue << 0;
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if ((GAME_turn & 0x4) && !(ss->flag & SHIP_FLAG_ACTIVE))
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{
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//
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// Inactive ships flash.
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//
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colour &= 0x7f7f7f7f;
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}
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OS_buffer_add_sprite_rot(
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ob,
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0.5F + (ss->x - mid_x) * zoom,
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0.5F - (ss->y - mid_y) * zoom * 1.33F,
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SHIP_RADIUS * zoom,
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ss->angle,
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0.0F, 0.0F,
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1.0F, 1.0F,
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0.0F,
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0xffffff);
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}
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OS_buffer_draw(ob, SHIP_ot, NULL, OS_DRAW_ADD);
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}
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