1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633
|
unit combat;
(********************************************************************
This file is part of Ironseed.
Ironseed is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Ironseed is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Ironseed. If not, see <https://www.gnu.org/licenses/>.
********************************************************************)
{*********************************************
Battle/Combat unit for IronSeed
Copyright:
1994 Channel 7, Destiny: Virtual
2013 y-salnikov
2020 Matija Nalis <mnalis-git@voyager.hr>
**********************************************}
{$O+}
{$I-}
{$PACKRECORDS 1}
interface
procedure initiatecombat;
implementation
uses utils_, data, gmouse, utils, utils2, modplay, weird, saveload, usecode, crewtick, math;
const
maxships = 25;
maxformations = 3;
shipclass : array[0..14] of string[14] =
('Shuttle ','Scout ','Fighter ','Assault Scout ',
'Patrol Craft ','Corvette ','Frigate ','Lt. Destroyer ',
'Hv. Destroyer ','Lt. Cruiser ','Hv. Cruiser ','Battle Cruiser',
'Flagship ','Battleship ','Dreadnaught ');
formation : array[0..maxformations-1,0..4,1..3] of integer =
(
((0,0,0),(-3000,0,0),(3000,0,0),(0,-3000,0),(0,3000,0)), { planar plus }
((0,0,0),(-3000,-3000,0),(3000,3000,0),(-3000,3000,0),(3000,-3000,0)), { planar cross}
((0,0,0),(1000,0,1000),(2000,0,2000),(3000,0,3000),(4000,0,4000)) { 3d slash }
);
type
alienshiparray= array[1..maxships] of alienshiptype;
statpictype= array[0..1,0..11] of byte;
alienshipdisplay= array[125..189,6..98] of byte;
shieldpictype= array[0..6,0..3] of byte;
msgtype= array[0..9,0..9] of byte;
msgarray= array[0..3] of msgtype;
{$PACKRECORDS DEFAULT}
var
oldshddmg,i,a,b,nships,targetindex,fireweapon,moveindex,picy: integer;
range: longint;
scanning,autofire,engaging,alienpicmode,dead,done_: boolean;
poweredup: array[1..10] of integer;
userpowerup: array[1..10] of boolean;
ships: ^alienshiparray;
statpic,blank: ^statpictype;
stats: array[1..3] of byte;
part,r: real;
asdisplay: ^alienshipdisplay;
str1: string[10];
shieldpic,shieldpic2: ^shieldpictype;
alienname: string[12];
shipdir,shipdir2: integer;
msgs: ^msgarray;
learnchance:Integer;
{*******************************************************************************}
procedure displaystats;
var i: integer;
begin
if done_ then exit;
mousehide;
part:=102/ship.hullmax*ship.hullintegrity;
if round(part)<>stats[1] then
begin
for i:=0 to 1 do
scrto_move(blank^[i],screen[117-stats[1]+i,269],10);
stats[1]:=round(part);
y:=117-round(part);
for i:=0 to 1 do
scrto_move(statpic^[i],screen[y+i,269],10);
end;
part:=102/32000*ship.battery;
if round(part)<>stats[2] then
begin
for i:=0 to 1 do
scrto_move(blank^[i],screen[117-stats[2]+i,285],10);
stats[2]:=round(part);
y:=117-round(part);
for i:=0 to 1 do
scrto_move(statpic^[i],screen[y+i,285],10);
end;
part:=102/100*ship.shieldlevel;
if round(part)<>stats[3] then
begin
for i:=0 to 1 do
scrto_move(blank^[i],screen[117-stats[3]+i,301],10);
stats[3]:=round(part);
y:=117-round(part);
for i:=0 to 1 do
scrto_move(statpic^[i],screen[y+i,301],10);
end;
mouseshow;
end;
// set shield to n% (or to the maximum the shield subsystem damages allow, if n% is too much) and display levels
procedure displayshieldpic(n: integer);
begin
mousehide;
if ship.shield<=ID_NOSHIELD then { no shield is installed, do not allow moving it }
begin
n := 0;
ship.shieldopt[SHLD_COMBAT_WANT] := 0;
end
else if ship.shield=ID_REFLECTIVEHULL then n:=100-ship.damages[DMG_SHIELD]; { reflective hull always uses max the shield damages allow }
part:=102/100*ship.shieldopt[SHLD_COMBAT_WANT];
for i:=0 to 6 do
scr_fillchar(screen[114-round(part)+i,312],4,0);
if n>100-ship.damages[DMG_SHIELD] then n:=100-ship.damages[DMG_SHIELD];
ship.shieldopt[SHLD_COMBAT_WANT]:=n;
part:=102/100*n;
for i:=0 to 6 do
scrto_move(shieldpic^[i],screen[114-round(part)+i,312],1*4);
mouseshow;
end;
procedure displaytargetinfo2;
var str1 : string[8];
j : Integer;
begin
mousehide;
with ships^[targetindex] do
begin
printxy(4,125,alienname);
b:=ships^[targetindex].maxhull;
if b<1000 then b:=b div 100
else b:=((b-1000) div 1600) + 9;
printxy(4,131,shipclass[b]+' '+chr(64+targetindex));
str(r:8:1,str1);
printxy(4,137,'Range: '+str1+' KM');
printxy(4,143,'Tech Level: '+chr(hi(techlevel)+48)+'.'+chr(lo(techlevel)+48));
str(ships^[targetindex].accelmax,str1);
printxy(4,149,'Accel: '+str1);
if picx>139 then j:=10 else j:=5;
if picy>=179 then a:=19 else a:=20;
for i:=0 to a do
scrto_move(backgr^[i+picy,picx],screen[161+i,14],j*4);
if j=5 then
for i:=0 to 19 do
scr_fillchar(screen[161+i,34],20,0);
for j:=0 to 1 do
begin
a:=random(2);
for i:=0 to 9 do
scrto_move(msgs^[a,i],screen[162+i+j*10,60],10);
end;
for j:=0 to 1 do
begin
a:=random(2);
for i:=0 to 9 do
scrto_move(msgs^[a,i],screen[162+i+j*10,70],10);
end;
for j:=0 to 1 do
begin
a:=random(2)+2;
for i:=0 to 9 do
scrto_move(msgs^[a,i],screen[162+i+j*10,80],10);
end;
end;
mouseshow;
end;
{ n=damage type: 1=Psionic, 2=Particle, 3=Inertial, 4=Energy; 5=SPECIAL damage shield subsystem only; d=amount of damage inflicted }
procedure givedamage(n,d: integer);
var j: integer;
begin
d:=round(d/100*(100-ship.damages[DMG_WEAPONS]));
if d<1 then d:=1;
with ships^[targetindex] do // givedamage() always works on current "targetindex" ship
begin
case n of
DMGTYP_PSIONIC: inc(damages[DMG_LIFESUPPORT],d);
DMGTYP_PARTICLE: dec(hullintegrity,d);
DMGTYP_INERTIAL: dec(hullintegrity,d div 2);
DMGTYP_ENERGY: case random(8) of
0: inc(damages[DMG_POWER],d);
1: inc(damages[DMG_SHIELD],d);
2: inc(damages[DMG_WEAPONS],d);
3: inc(damages[DMG_ENGINES],d);
4: inc(damages[DMG_COMM],d);
5: inc(damages[DMG_CPU],d);
6,7: dec(hullintegrity,d);
end;
DMGTYP_FAKE_SHLD: inc(damages[DMG_SHIELD],d);
end;
if hullintegrity<0 then hullintegrity:=0;
for j:=1 to 7 do if damages[j]>100 then damages[j]:=100;
if shieldlevel<0 then shieldlevel:=0;
if shield=ID_REFLECTIVEHULL then shieldlevel:=100-damages[DMG_SHIELD]; // reflective hull always has same value as shield subsystem integrity (100%-damage%)
assert (shieldlevel >= 0, 'alien shieldlevel is negative');
assert (shieldlevel <= 100, 'alien shieldlevel is too big');
if damages[DMG_LIFESUPPORT]=100 then hullintegrity:=0;
//writeln (' givedamage() type',n,' = ',d,' GJ to alien',targetindex,' result: hullintegrity=', hullintegrity, ' shield', shield, ' level = ', shieldlevel,'%, damages: power=', damages[DMG_POWER], ' shield=', damages[DMG_SHIELD], ' weapons=', damages[DMG_WEAPONS], ' engines=', damages[DMG_ENGINES], ' life=', damages[DMG_LIFESUPPORT], ' comm=', damages[DMG_COMM], ' cpu=', damages[DMG_CPU]);
end;
end;
procedure displaymap; forward;
{ this is counterpart to impact(), but with us firing weapons at aliens }
procedure firingweapon(n: integer);
var j,i,a,b,c,d: integer;
begin
c:=ship.gunnodes[n]; // c = our current weapon index
case weapons[c].dmgtypes[DMGTYP_ENERGY] of
0..23: if weapons[c].dmgtypes[DMGTYP_PARTICLE]>weapons[c].dmgtypes[DMGTYP_INERTIAL] then soundeffect(loc_sound()+'GUN4.SAM',7000)
else soundeffect(loc_sound()+'GUN1.SAM',7000);
24..34: soundeffect(loc_sound()+'LASER1.SAM',7000);
35..45: soundeffect(loc_sound()+'LASER2.SAM',7000);
46..56: soundeffect(loc_sound()+'LASER3.SAM',7000);
57..67: soundeffect(loc_sound()+'LASER4.SAM',7000);
68..78: soundeffect(loc_sound()+'LASER5.SAM',7000);
79..89: soundeffect(loc_sound()+'LASER6.SAM',7000);
90..100: soundeffect(loc_sound()+'LASER7.SAM',7000);
end;
delay(tslice);
{if (skillcheck(4)) or ((scanning) and (random(100)<20)) then}
if SkillTest(True, 4, ships^[targetindex].skill - (ord(scanning) * 20), learnchance) then
begin
b:=ships^[targetindex].shield-ID_SHIELDS_OFFSET; // b = alien's shield index
assert (b>0); // aliens always have *some* shield, see Data_Generators/makedata/alienshp.txt
for j:=1 to 4 do if weapons[c].dmgtypes[j]>0 then // j = our weapon damage types: 1=Psionic, 2=Particle, 3=Inertial, 4=Energy
begin
i:=round(weapons[c].dmgtypes[j]/100*weapons[c].damage*5); // i = maximum damage our weapon can deal (for this dmgtype "j")
//writeln ('successfully firing weapon',c,'(node',n,') with dmgtype',j,' and maxdamage i=',i,' GJ on alien',targetindex, ' with shield', ships^[targetindex].shield, ' at ', ships^[targetindex].shieldlevel ,'%');
if ships^[targetindex].shieldlevel=0 then givedamage(j,i) // alien ship has not shields, let it take full damage "i"
else
begin // alien ship has some shield installed
a:=round(weapons[b].dmgtypes[j]/100*weapons[b].damage*ships^[targetindex].shieldlevel/100); // a = current maximum shield damage absorption
//writeln (' alien',targetindex,' has shield',b, ' with resistance ', weapons[b].dmgtypes[j], '% to dmgtype',j,', and shieldlevel ', ships^[targetindex].shieldlevel, '%. Max current damage absorption = ', a, ' GJ');
if a<i then
begin // alien ship receiving more damage than their shields can handle
givedamage(j,i-a); // let them take residual damage...
ships^[targetindex].shieldlevel:=1; // ... and collapse shields (NB: should be 0, but we are dividing by it!)
if (ships^[targetindex].shield=ID_REFLECTIVEHULL) and (j>1) then ships^[targetindex].damages[DMG_SHIELD]:=100; // psionic damage passes through reflective hull, and thus cannot destroy it
//writeln (' alien shield', ships^[targetindex].shield, ' is collapsing! shield subsystem damages=', ships^[targetindex].damages[DMG_SHIELD]);
end
else
begin // alien ship receiving less damage than their shields can handle
part:=i/ships^[targetindex].shieldlevel; // NB: This calculations looks strange... but is the same as for our ship - see "we've taken LESS damage than our shield can handle" part of the code
part:=part*(1/weapons[b].damage);
part:=part*100;
a:=round(part*100); // a = by how many percent will we reduce shield level
d:=ships^[targetindex].shieldlevel-a; // d = new shield level in percent
//writeln (' alien shield is holding, reducing shieldlevel by ',a,'% to ',d, '%');
if d<0 then
begin // alien shield has collapsed!
givedamage(DMGTYP_FAKE_SHLD,random(4)+1); // this always cases damage to shield subsystem for 1-5
if (ships^[targetindex].shield=ID_REFLECTIVEHULL) and (j>1) then // psionic damage passes through reflective hull, and thus cannot destroy it
ships^[targetindex].damages[DMG_SHIELD]:=100;
ships^[targetindex].shieldlevel:=1; // ... and collapse shields (NB: should be 0, but we are dividing by it!)
end
else
begin // alien shield still holding
ships^[targetindex].shieldlevel:=d;
if (ships^[targetindex].shield=ID_REFLECTIVEHULL) and (j>1) then // psionic damage passes through reflective hull, and thus cannot damage it
ships^[targetindex].damages[DMG_SHIELD]:=100-d;
end;
end;
end;
end;
end;
if ships^[targetindex].hullintegrity=0 then
begin
//writeln (' alien', targetindex, ' has been destroyed');
ships^[targetindex].hullintegrity:=1;
displaymap;
ships^[targetindex].hullintegrity:=0;
targetindex:=1;
while (targetindex<=nships) and (ships^[targetindex].hullintegrity=0) do inc(targetindex);
if targetindex>nships then
begin
done_:=true;
end;
with ships^[targetindex] do
begin
r:=sqr(relx/10);
r:=r+sqr(rely/10);
r:=r+sqr(relz/10);
r:=sqrt(r)*100;
end;
displaymap;
end;
poweredup[n]:=0;
fireweapon:=0;
end;
procedure powerup;
var i,j: integer;
begin
for j:=1 to 10 do
if (poweredup[j]>-1) and (poweredup[j]<100) then
begin
if (userpowerup[j]) and (poweredup[j]=0) and (ship.battery>=weapons[ship.gunnodes[j]].energy) then
begin
dec(ship.battery,weapons[ship.gunnodes[j]].energy);
poweredup[j]:=1;
end
else if poweredup[j]>0 then inc(poweredup[j]);
i:=round(poweredup[j]*0.31);
if i<16 then setcolor(80+i) else setcolor(32+i);
x:=((j-1) mod 5)*23+105;
y:=((j-1) div 5)*31+131;
mousehide;
rectangle(x,y,x+20,y+20);
mouseshow;
end
else if poweredup[j]=100 then
begin
part:=weapons[ship.gunnodes[j]].range;
if part>=r then setcolor(47) else setcolor(63);
x:=((j-1) mod 5)*23+105;
y:=((j-1) div 5)*31+131;
mousehide;
rectangle(x,y,x+20,y+20);
mouseshow;
if (part>=r) and ((autofire) or (fireweapon=j)) then firingweapon(j);
end;
if (ship.battery>0) and (ship.shieldlevel<ship.shieldopt[SHLD_COMBAT_WANT]) then inc(ship.shieldlevel)
else if (ship.battery=0) and (ship.shieldlevel>0) then dec(ship.shieldlevel)
else if (Ship.shieldlevel>ship.shieldopt[SHLD_COMBAT_WANT]) then dec(ship.shieldlevel);
for j:=1 to nships do
with ships^[j] do
begin
if shield>ID_REFLECTIVEHULL then
begin
r:=sqr(relx/10);
r:=r+sqr(rely/10);
r:=r+sqr(relz/10);
r:=sqrt(r)*100;
i:=round(weapons[shield-ID_SHIELDS_OFFSET].energy*shieldlevel/100);
if (battery>0) and (abs(r)<390000) and (shieldlevel<(100-damages[DMG_SHIELD])) then inc(shieldlevel)
else if ((battery=0) or (abs(r)>400000)) and (shieldlevel>0) then dec(shieldlevel)
else if shieldlevel>(100-damages[DMG_SHIELD]) then dec(shieldlevel);
if (abs(r)>230000) and (abs(r)<400000) and (i>round(regen*(100-damages[DMG_POWER])/100))
and (shieldlevel>2) then dec(shieldlevel,3);
end;
for i:=1 to 20 do
if charges[i]<100 then
begin
if (charges[i]=0) and (battery>=weapons[maxweapons].energy) then
begin
dec(battery,weapons[maxweapons].energy);
charges[i]:=1;
end
else if charges[i]>0 then inc(charges[i]);
end;
end;
end;
procedure showweaponicon(x1,y1,weap,node: integer);
var j,i: integer;
begin
if weap=0 then
begin
for i:=0 to 19 do
scr_fillchar(screen[y1+i,x1],20,3);
exit;
end;
readweaicon(weap-1);
node:=4;
case node of
1,2,3,8: for i:=0 to 19 do
for j:=0 to 19 do
screen[y1+j,x1+i]:=tempicon^[i,j];
4,6: for i:=0 to 19 do
scrto_move(tempicon^[i],screen[y1+i,x1],5*4);
5,7: for i:=0 to 19 do
scrto_move(tempicon^[19-i],screen[y1+i,x1],5*4);
9,10: for i:=0 to 19 do
for j:=0 to 19 do
screen[y1+j,x1+20-i]:=tempicon^[i,j];
end;
end;
procedure displayweapons;
var
j : Integer;
begin
mousehide;
for j:=1 to 10 do
begin
x:=((j-1) mod 5)*23+105;
y:=((j-1) div 5)*31+131;
showweaponicon(x,y,ship.gunnodes[j],j);
if ship.gunnodes[j]>0 then
begin
a:=round(poweredup[j]*0.31);
if a<16 then setcolor(80+a) else setcolor(32+a);
rectangle(x,y,x+20,y+20);
end;
end;
mouseshow;
end;
procedure displaydamage;
var a,b,i,j: integer;
begin
if (done_) or (dead) then exit;
mousehide;
for a:=1 to 7 do
begin
b:=round((100-ship.damages[a])/100*49);
if b<=0 then b:=1;
part:=31/b;
for j:=0 to b do
begin
screen[a*9+127,267+j]:=round(j*part);
screen[a*9+128,267+j]:=round(j*part);
end;
if b<51 then
begin
scr_fillchar(screen[a*9+127,268+b],49-b,0);
scr_fillchar(screen[a*9+128,268+b],49-b,0);
end;
end;
if 100-ship.damages[DMG_SHIELD]<ship.shieldopt[SHLD_COMBAT_WANT] then displayshieldpic(100-ship.damages[DMG_SHIELD]);
part:=114-(102/100*(100-ship.damages[DMG_SHIELD]));
if round(part)<>oldshddmg then
begin
for i:=0 to 6 do
scr_fillchar(screen[oldshddmg+i,296],4,0);
for i:=0 to 6 do
scrto_move(shieldpic2^[i],screen[round(part)+i,296],1*4);
oldshddmg:=round(part);
end;
mouseshow;
end;
procedure suckpower;
var
j : Integer;
begin
if ship.shield>ID_REFLECTIVEHULL then
ship.battery:=ship.battery-round(weapons[ship.shield-ID_SHIELDS_OFFSET].energy/100*ship.shieldlevel);
i:=round((100-ship.damages[DMG_POWER])/4);
if i=0 then i:=1;
ship.battery:=ship.battery+i;
if ship.battery<0 then ship.battery:=0
else if ship.battery>32000 then ship.battery:=32000;
for j:=1 to nships do if ships^[j].hullintegrity>0 then
with ships^[j] do
begin
if shield>ID_REFLECTIVEHULL then dec(battery,round(weapons[shield-ID_SHIELDS_OFFSET].energy/100*shieldlevel));
inc(battery,round(regen*(100-damages[DMG_POWER])/100));
if battery<0 then battery:=0
else if battery>32000 then battery:=32000;
if (battery=0) and (shield>ID_REFLECTIVEHULL) and (damages[DMG_SHIELD]<99) then inc(damages[DMG_SHIELD],2);
end;
end;
procedure displaytargetinfo;
var b : integer;
j : Integer;
begin
if done_ then exit;
with ships^[targetindex] do
begin
r:=sqr(relx/10);
r:=r+sqr(rely/10);
r:=r+sqr(relz/10);
r:=sqrt(r)*100;
end;
if alienpicmode then
begin
displaytargetinfo2;
exit;
end;
mousehide;
with ships^[targetindex] do
begin
r:=sqr(relx/10);
r:=r+sqr(rely/10);
r:=r+sqr(relz/10);
r:=sqrt(r)*100;
b:=maxhull;
if b<1000 then b:=b div 100
else b:=((b-1000) div 1600) + 9;
printxy(4,126,shipclass[b]+' '+chr(64+targetindex));
b:=round(hullintegrity/maxhull*49); { hull integrity }
if b<=0 then b:=1;
part:=31/b;
for i:=0 to b do
scr_fillchar(screen[i+138,8],8,round(i*part));
if b<49 then
for i:=b+1 to 49 do
scr_fillchar(screen[i+138,8],8,0);
b:=round((100-damages[DMG_LIFESUPPORT])/100*49); { life support }
if b<=0 then b:=1;
part:=31/b;
for i:=0 to b do
scr_fillchar(screen[i+138,23],8,round(i*part));
if b<49 then
for i:=b+1 to 49 do
scr_fillchar(screen[i+138,23],8,0);
b:=round(battery/32000*49); { power / batt level }
if b<=0 then b:=1;
part:=31/b;
for i:=0 to b do
scr_fillchar(screen[i+138,38],9,round(i*part));
if b<49 then
for i:=b+1 to 49 do
scr_fillchar(screen[i+138,38],9,0);
b:=round(shieldlevel/100*49); { shield level }
if b<=0 then b:=1;
part:=31/b;
for i:=0 to b do
scr_fillchar(screen[i+138,54],8,round(i*part));
if b<49 then
for i:=b+1 to 49 do
scr_fillchar(screen[i+138,54],8,0);
for j:=1 to 7 do { subsystem integrity: 1=power, 2=shield, 3=weapons, 4=engines, 5=life support, 6=comm, 7=cpu }
begin
b:=round((100-damages[j])/100*49);
if b<=0 then b:=1;
part:=31/b;
for i:=0 to b do
screen[i+138,62+5*j]:=round(i*part);
if b<49 then
for i:=b+1 to 49 do
screen[i+138,62+5*j]:=0;
end;
end;
mouseshow;
end;
procedure displaymap;
var
j : Integer;
begin
if dead then exit;
mousehide;
for j:=1 to nships do
begin
y:=round(ships^[j].rely/range*26.66);
x:=round(ships^[j].relx/range*119);
z:=round(ships^[j].relz/range*26);
//writeln ('displaymap ship',j, ' y=',y, ' x=',x, ' z=', z);
if (abs(x)<119) and (abs(y)<26) and (abs(z)<35) then
begin
assert (x+132+2 < 320, 'x too big');
assert (x+132-2 >= 0, 'x too small');
assert (y+62+2 < 200, 'y too big1');
assert (y+62-z+2 < 200, 'y too big2');
assert (y+62-2 >= 0, 'y too small1');
assert (y+62-z-2 >= 0, 'y too small2');
if z<0 then
for i:=y+62 to y+62-z do
screen[i,x+132]:=screen[i,x+132] xor 6
else
for i:=y+62 downto y+62-z do
screen[i,x+132]:=screen[i,x+132] xor 6;
screen[y+62,x+132]:=screen[y+62,x+132] xor 85;
if ships^[j].hullintegrity=0 then i:=12 else i:=31;
screen[y+62-z,x+132]:=screen[y+62-z,x+132] xor i;
if j=targetindex then
begin
screen[y+62-z-2,x+132-2]:=screen[y+62-z-2,x+132-2] xor 60;
screen[y+62-z-2,x+132-1]:=screen[y+62-z-2,x+132-1] xor 60;
screen[y+62-z-1,x+132-2]:=screen[y+62-z-1,x+132-2] xor 60;
screen[y+62-z+2,x+132+1]:=screen[y+62-z+2,x+132+1] xor 60;
screen[y+62-z+2,x+132+2]:=screen[y+62-z+2,x+132+2] xor 60;
screen[y+62-z+1,x+132+2]:=screen[y+62-z+1,x+132+2] xor 60;
end;
end;
end;
mouseshow;
end;
procedure drawdirection(c: integer);
begin
x:=((shipdir-1) mod 3)*12+225;
y:=((shipdir-1) div 3)*10+88;
setcolor(c);
mousehide;
rectangle(x,y,x+12,y+10);
if shipdir2=1 then rectangle(249,68,261,78)
else if shipdir2=2 then rectangle(249,78,261,88);
mouseshow;
end;
{ n=damage type: 1=Psionic, 2=Particle, 3=Inertial, 4=Energy; 5=SPECIAL damage shield subsystem only; d=amount of damage received }
procedure takedamage(n,d: integer);
var j: integer;
begin
//writeln (' takedamage(type=',n,', damage=', d, ')');
if dead then exit;
soundeffect(loc_sound()+'EXPLODE'+chr(49+random(2))+'.SAM',9000);
delay(tslice div 2);
if d<1 then d:=1;
case n of
DMGTYP_PSIONIC: inc(ship.damages[DMG_LIFESUPPORT],d); { n=1 Psionioc inflicts damage to damages[DMG_LIFESUPPORT] = Lifesupport }
DMGTYP_PARTICLE: dec(ship.hullintegrity,d); { n=2 Particle damage damages hull }
DMGTYP_INERTIAL: dec(ship.hullintegrity,d div 2); { n=3 Inertial damage damages hull more slowly }
DMGTYP_ENERGY: case random(8) of { n=4 Energy damage }
0: inc(ship.damages[DMG_POWER],d); { damages[DMG_POWER] = Power subsystem }
1: begin
if ship.damages[DMG_SHIELD]+d>135 then ship.shield:=ID_NOSHIELD; { uninstalls / permanently destroys shield if shield subsystem > 135% damage }
inc(ship.damages[DMG_SHIELD],d); { damages[DMG_SHIELD] = Shield subsystem }
end;
2: begin
inc(ship.damages[DMG_ENGINES],d); { damages[DMG_ENGINES] = Engines subsystem }
if ship.damages[DMG_ENGINES]>89 then drawdirection(95);
end;
3: begin
if ship.damages[DMG_WEAPONS]+d>120 then { uninstalles / permanently destroys random weapon if weapons subsystems > 120% damage }
begin
j:=random(10)+1;
if ship.gunnodes[j]>0 then
begin
ship.gunnodes[j]:=0;
poweredup[j]:=-1;
displayweapons;
end;
end;
inc(ship.damages[DMG_WEAPONS],d); { damages[DMG_WEAPONS] = Weapons subsystem }
end;
4: inc(ship.damages[DMG_COMM],d); { damages[DMG_COMM] = Communications subsystem }
5: inc(ship.damages[DMG_CPU],d); { damages[DMG_CPU] = CPU subsystem }
6,7: dec(ship.hullintegrity,d);
end;
DMGTYP_FAKE_SHLD: inc(ship.damages[DMG_SHIELD],d); { damages[DMG_SHIELD] = Shield subsystem }
end;
for j:=1 to 7 do if ship.damages[j]>100 then ship.damages[j]:=100;
if ship.hullintegrity<0 then ship.hullintegrity:=0;
displaydamage;
//writeln (' hull=', ship.hullintegrity, ' shieldid=', ship.shield, ' damages: power=', ship.damages[DMG_POWER], ' shield=', ship.damages[DMG_SHIELD], ' weapons=', ship.damages[DMG_WEAPONS], ' engines=', ship.damages[DMG_ENGINES], ' life=', ship.damages[DMG_LIFESUPPORT], ' comm=', ship.damages[DMG_COMM], ' cpu=', ship.damages[DMG_CPU]);
if ship.hullintegrity=0 then { hull breach - we're dead }
begin
if ship.wandering.alienid = 1013 then
begin
stopmod;
blast(63,0,0);
fadestopmod(-FADEFULL_STEP, FADEFULL_DELAY);
end else begin
deathsequence(0);
end;
done_:=true;
dead:=true;
{quit:=true;}
end
else if ship.damages[DMG_LIFESUPPORT]=100 then { damages [5] = Life support - we're dead }
begin
if ship.wandering.alienid = 1013 then
begin
stopmod;
blast(63,0,0);
fadestopmod(-FADEFULL_STEP, FADEFULL_DELAY);
end else begin
deathsequence(1);
end;
done_:=true;
dead:=true;
{quit:=true;}
end;
if ship.shield=ID_REFLECTIVEHULL then
begin // FIXME: shouldn't we do that for all shields if we are losing shield (shieldlevel > ship.damages[DMG_SHIELD])? otherwise we could have shield which has level higher than damaged subsystem allows!
ship.shieldlevel := 100 - ship.damages[DMG_SHIELD]; { damages[DMG_SHIELD] is shield subsystem, drop shield level immediately if reflective hull }
//writeln (' reflective hull damage sets shieldlevel to ', ship.shieldlevel);
end;
end;
{ s=ship attacking us; n=weapontype of ship attacking us }
procedure impact(s,n: integer);
var a,b,c,j,i: integer;
begin
b:=ship.shield-ID_SHIELDS_OFFSET; { weapons[b]=our shield, weapons[n]=attacker's weapon; weapons[] array is generic for some type and readonly }
assert (b>0);
for j:=1 to 4 do if weapons[n].dmgtypes[j]>0 then { j=damage type: 1=Psionic, 2=Particle, 3=Inertial, 4=Energy }
begin
i:=round(weapons[n].dmgtypes[j]/100 * weapons[n].damage * 5); { pct. for this damagetype * total weapon damage in GJ }
{ QUESTION: why *5 ?!
if some weapon has damage potential of 50GJ and 20% is for 'j' damage type, it should be 10GJ damage for this damage type, isn't it so?)
yet putting DIRK as example does: impact: attacking weapon1 for dmgtype4=100% and its damage dealing=5GJ; THEIR CURRENT weapon subsystem damage=0 ; their attack total i=25
ANSWER: Ah, it seems to because real alian weapons are not implemented, and we always do impact(j,maxweapons=72) in moveships().
But aliens ships^[j].gunnodes has 5 positions, so this just simulates as all 5 weapons of type 72 fired all at once with same chances to hit.
We could call it 5 times from there, but then we'd have 5 times as much sound effects in takedamage() unless we accounted for it.
}
i:=round(i/100*(100-ships^[s].damages[DMG_WEAPONS])); { damages[DMG_WEAPONS] is attacker weapons subsystem. If it is not damaged, 'i' remains as above, or is reduced appropriately }
//writeln ('impact: attacker',s,' weapon',n, ' for dmgtype',j, '=', weapons[n].dmgtypes[j],'% and its damage dealing=', weapons[n].damage, 'GJ; THEIR CURRENT weapon subsystem damage=', ships^[s].damages[DMG_WEAPONS], '% ; their attack total i=', i, 'GJ, batt=', ships^[s].battery);
//writeln (' our shield', ship.shield, ' has level=', ship.shieldlevel);
if (ship.shieldlevel=0) or (ship.shield<=ID_NOSHIELD) or (weapons[b].dmgtypes[j]=0) then takedamage(j,i) { if no shield installed, or it is down, or that shield does not protect against that damagetype at all (like psi) - take full damage without affecting the shield}
else
begin { some shield is installed }
a:=round(weapons[b].dmgtypes[j]/100 * weapons[b].damage * ship.shieldlevel/100); { a=how much damage will we resist in GJ = pct. for that dmgtype * total max shield protection * current shield level percentage }
//writeln (' shield', ship.shield, ' resist for dmgtype',j, '=', weapons[b].dmgtypes[j], '% of total shield damage absorption=', weapons[b].damage, 'GJ; OUR CURRENT shield subsystem damage=',ship.damages[DMG_SHIELD],'% current shield level=', ship.shieldlevel,'% (wanted:',ship.shieldopt[SHLD_COMBAT_WANT],') ; our defense total a=', a, 'GJ');
if a<i then
begin { we've taken MORE damage than our shield can handle }
//writeln (' a<i: shield overload; taking residual damage for dmgtype',j,' = ', i-a, 'GJ');
takedamage(j,i-a); {if weapon deals 90GJ of damage, and our shield absorbs 80GJ of damage, there will be 10GJ of pass-through damage }
ship.shieldlevel:=0; { we've taken more damage than shields can handle, so set current level to zero (as it can't be negative). It will automatically slowly recover up to 100% or less if shield subsystem is damaged }
if (ship.shield=ID_REFLECTIVEHULL) and (j>DMGTYP_PSIONIC) then ship.damages[DMG_SHIELD]:=100; { damages[DMG_SHIELD] is as shield subsystem; shield=ID_REFLECTIVEHULL is reflective hull (50GJ, no psionic defence, about 33% for each of the rest; but it does not use energy }
{ psionic damage just passes through reflective hull and inflict damage, but if any of the other damage types physically damages the reflective hull to zero or below, whole reflective hull collapses }
displaydamage;
end
else
begin { we've taken LESS damage than our shield can handle }
a:=round((i/(ship.shieldlevel/100 *weapons[b].damage)*100)); { pct current shield level * total shield protection in GJ }
{ what are we actually calculating here in a?! looks strange, but seems to work in practice...
current_shield_protection = ship.shieldlevel/100 *weapons[b].damage; // pct current shield level * total shield protection in GJ. But it does not take into account damagetype? because it just wants to move our shield slider which is one type only 0-100%?
a := round (attacking_damage_in_GJ / current_shield_protection_in_GJ * 100 )
a is by how much would shield level in PCT be reduced
}
c:=ship.shieldlevel-a; { c will be our new ship.shieldlevel in pct }
//writeln (' shield still holding; shield protection a=', a, 'GJ, new shield level c=', c, '%');
if c<0 then
begin { shield would be reduced below zero }
//writeln (' Shield passing some damage after all (total shield malfunction if reflective hull)');
takedamage(DMGTYP_FAKE_SHLD,random(3)+1); { shield subsystem takes 1-3 damage }
ship.shieldlevel:=0;
if (ship.shield=ID_REFLECTIVEHULL) and (j>DMGTYP_PSIONIC) then ship.damages[DMG_SHIELD]:=100;
displaydamage;
end
else
begin { shield stays in positive }
ship.shieldlevel:=c;
if (ship.shield=ID_REFLECTIVEHULL) and (j>DMGTYP_PSIONIC) then { hit to reflective hull actually damages shield subsystem, as it is passive defense }
begin
//writeln (' Shield stays above zero; reflective hull damage shield subsystem set to ', 100-c);
ship.damages[DMG_SHIELD]:=100-c;
displaydamage;
end;
end;
end;
end;
end;
displaystats;
end;
procedure moveships;
var r,rt: real;
a,j: integer;
begin
for j:=1 to nships do
with ships^[j] do
begin
if (moveindex=5) and (hullintegrity>0) and (damages[DMG_ENGINES]<90) then
begin
if (relx<5000) and (relx>0) and (dx<-3000) then inc(dx,accelmax)
else if (relx>-5000) and (relx<0) and (dx>3000) then dec(dx,accelmax)
else if (relx>0) and (dx>-1000) then dec(dx,accelmax)
else if (relx<0) and (dx<1000) then inc(dx,accelmax);
if (rely<5000) and (rely>0) and (dy<-3000) then inc(dy,accelmax)
else if (rely>-5000) and (rely<0) and (dy>3000) then dec(dy,accelmax)
else if (rely>0) and (dy>-1000) then dec(dy,accelmax)
else if (rely<0) and (dy<1000) then inc(dy,accelmax);
if (relz<5000) and (relz>0) and (dz<-3000) then inc(dz,accelmax)
else if (relz>-5000) and (relz<0) and (dz>3000) then dec(dz,accelmax)
else if (relz>0) and (dz>-1000) then dec(dz,accelmax)
else if (relz<0) and (dz<1000) then inc(dz,accelmax);
end;
if (moveindex=5) and (hullintegrity>0) and (damages[DMG_ENGINES]>90) then
begin
dx := round(dx * 0.9);
dy := round(dy * 0.9);
dz := round(dz * 0.9);
end;
relx:=relx+round(dx/5);
rely:=rely+round(dy/5);
relz:=relz+round(dz/5);
rt:=(relx/10)*(relx/10);
rt:=rt+(rely/10)*(rely/10);
rt:=rt+(relz/10)*(relz/10);
r:=sqrt(rt)*100;
// writeln('ship ',j,' : ',r);
a:=ship.accelmax;
if ship.damages[DMG_ENGINES]>89 then a:=a div 4;
if shipdir<4 then rely:=rely+a
else if shipdir>6 then rely:=rely-a;
if shipdir mod 3=1 then relx:=relx+a
else if shipdir mod 3=0 then relx:=relx-a;
if shipdir2=1 then relz:=relz-a
else if shipdir2=2 then relz:=relz+a;
part:=ships^[j].range;
if hullintegrity>0 then
for a:=1 to 20 do
if (charges[a]=100) then
begin
if part>=r then
begin
i:=random(120)-15*ship.options[OPT_DIFFICULTY];
{if (i<skill) or ((scanning) and (random(100)<20)) then}
if not SkillTest(True, 4, skill + (ord(scanning) * 20), learnchance) then
begin
displaymap;
if (ships^[j].damages[DMG_WEAPONS] < 100) and { enemy ship can only fire if it's weapons subsystem is not completely destroyed }
(ships^[j].battery > 0) then { and it's battery is not completely deplated }
impact(j,maxweapons); { j=enemyship, second param is weapon: currently always 72 "Alien weapon - debug" }
//FIXME: realistically we should cycle through ships^[j].gunnodes[] -- but that would require tracking their energy, using power, AI for firing etc... and would produce 5 times as much sound effects.
displaymap;
end;
charges[a]:=0;
end;
end;
if (abs(r)>1200000) then
begin
hullintegrity:=0;
end;
if (hullintegrity=0) and (targetindex=j) then
begin
targetindex:=1;
while (targetindex<=nships) and (ships^[targetindex].hullintegrity=0) do inc(targetindex);
if targetindex>nships then
begin
done_:=true;
end;
end;
end;
if moveindex=5 then moveindex:=0 else inc(moveindex);
end;
procedure previoustarget;
begin
displaymap;
dec(targetindex);
while (targetindex>0) and (ships^[targetindex].hullintegrity=0) do dec(targetindex);
if (targetindex=0) then
begin
targetindex:=nships;
while (targetindex>0) and (ships^[targetindex].hullintegrity=0) do dec(targetindex);
end;
displaymap;
end;
procedure nexttarget;
begin
displaymap;
inc(targetindex);
while (targetindex<=nships) and (ships^[targetindex].hullintegrity=0) do inc(targetindex);
if (targetindex>nships) or (ships^[targetindex].hullintegrity=0) then
begin
targetindex:=1;
while (targetindex<nships) and (ships^[targetindex].hullintegrity=0) do inc(targetindex);
end;
displaymap;
end;
procedure switchalienmode;
begin
mousehide;
for i:=125 to 189 do
scr_fillchar(screen[i,6],93,0);
if not alienpicmode then
begin
for i:=156 to 189 do
scrto_move(asdisplay^[i,6],screen[i,6],93);
alienpicmode:=true;
end
else
begin
for i:=125 to 155 do
scrto_move(asdisplay^[i,6],screen[i,6],93);
alienpicmode:=false;
end;
mouseshow;
end;
procedure setdir(d: integer);
begin
if ship.damages[DMG_ENGINES]>89 then exit;
drawdirection(0);
shipdir:=d;
if d=5 then shipdir2:=0;
drawdirection(63);
end;
procedure setdir2(d: integer);
begin
if ship.damages[DMG_ENGINES]>89 then exit;
drawdirection(0);
shipdir2:=d;
drawdirection(63);
end;
procedure findtarget;
var j: integer;
begin
if (mouse.x<6) or (mouse.x>259) or (mouse.y<6) or (mouse.y>117) then exit;
for j:=1 to nships do
begin
z:=round(ships^[j].relz/range*26);
y:=62+round(ships^[j].rely/range*26.66)-z;
x:=132+round(ships^[j].relx/range*119);
if (abs(mouse.x-x)<5) and (abs(mouse.y-y)<5) and (ships^[j].hullintegrity>0) then
begin
displaymap;
targetindex:=j;
displaymap;
displaytargetinfo;
j:=nships;
end;
end;
end;
procedure displaytimedelay;
var
s: string[3];
begin
tcolor:=63;
str(ship.options[OPT_TIMESLICE]:3,s);
mousehide;
printxy(277,2,s);
mouseshow;
tcolor:=95;
end;
procedure findmouse;
begin
if not mouse.getstatus then exit;
case mouse.x of
105..125: case mouse.y of
131..151: fireweapon:=1;
152..156: if (mouse.x>108) and (mouse.x<122) then
begin
if userpowerup[1] then
begin
plainfadearea(109,152,121,154,32);
userpowerup[1]:=false;
end
else
begin
plainfadearea(109,152,121,154,-32);
userpowerup[1]:=true;
end;
end
else findtarget;
157..161: if (mouse.x>108) and (mouse.x<122) then
begin
if userpowerup[6] then
begin
plainfadearea(109,159,121,161,32);
userpowerup[6]:=false;
end
else
begin
plainfadearea(109,159,121,161,-32);
userpowerup[6]:=true;
end;
end
else findtarget;
162..182: fireweapon:=6;
else findtarget;
end;
128..148: case mouse.y of
131..151: fireweapon:=2;
152..156: if (mouse.x>131) and (mouse.x<145) then
begin
if userpowerup[2] then
begin
plainfadearea(132,152,144,154,32);
userpowerup[2]:=false;
end
else
begin
plainfadearea(132,152,144,154,-32);
userpowerup[2]:=true;
end;
end
else findtarget;
157..161: if (mouse.x>131) and (mouse.x<145) then
begin
if userpowerup[7] then
begin
plainfadearea(132,159,144,161,32);
userpowerup[7]:=false;
end
else
begin
plainfadearea(132,159,144,161,-32);
userpowerup[7]:=true;
end;
end
else findtarget;
162..182: fireweapon:=7;
else findtarget;
end;
151..171: case mouse.y of
131..151: fireweapon:=3;
152..156: if (mouse.x>154) and (mouse.x<168) then
begin
if userpowerup[3] then
begin
plainfadearea(155,152,167,154,32);
userpowerup[3]:=false;
end
else
begin
plainfadearea(155,152,167,154,-32);
userpowerup[3]:=true;
end;
end
else findtarget;
157..161: if (mouse.x>154) and (mouse.x<168) then
begin
if userpowerup[8] then
begin
plainfadearea(155,159,167,161,32);
userpowerup[8]:=false;
end
else
begin
plainfadearea(155,159,167,161,-32);
userpowerup[8]:=true;
end;
end
else findtarget;
162..182: fireweapon:=8;
else findtarget;
end;
174..194: case mouse.y of
131..151: fireweapon:=4;
152..156: if (mouse.x>177) and (mouse.x<191) then
begin
if userpowerup[4] then
begin
plainfadearea(178,152,190,154,32);
userpowerup[4]:=false;
end
else
begin
plainfadearea(178,152,190,154,-32);
userpowerup[4]:=true;
end;
end
else findtarget;
157..161: if (mouse.x>177) and (mouse.x<191) then
begin
if userpowerup[9] then
begin
plainfadearea(178,159,190,161,32);
userpowerup[9]:=false;
end
else
begin
plainfadearea(178,159,190,161,-32);
userpowerup[9]:=true;
end;
end
else findtarget;
162..182: fireweapon:=9;
191..195: if (mouse.x>183) then switchalienmode else findtarget;
else findtarget;
end;
195..196: case mouse.y of
191..195: switchalienmode;
else findtarget;
end;
197..217: case mouse.y of
131..151: fireweapon:=5;
152..156: if (mouse.x>200) and (mouse.x<214) then
begin
if userpowerup[5] then
begin
plainfadearea(201,152,213,154,32);
userpowerup[5]:=false;
end
else
begin
plainfadearea(201,152,213,154,-32);
userpowerup[5]:=true;
end;
end
else findtarget;
157..161: if (mouse.x>200) and (mouse.x<214) then
begin
if userpowerup[10] then
begin
plainfadearea(201,159,213,161,32);
userpowerup[10]:=false;
end
else
begin
plainfadearea(201,159,213,161,-32);
userpowerup[10]:=true;
end;
end
else findtarget;
162..182: fireweapon:=10;
191..195: if (mouse.x<209) then switchalienmode else findtarget;
else findtarget;
end;
223..225: if (mouse.y>184) and (mouse.y<193) then previoustarget;
226..242: case mouse.y of
124..144: if range>5000 then
begin
displaymap;
dec(range,5000);
str(range*10:7,str1);
printxy(33,110,str1);
displaymap;
end;
151..173: if not autofire then
begin
autofire:=true;
mousehide;
for i:=125 to 126 do
scr_fillchar(screen[i,163],52,63);
mouseshow;
end
else
begin
autofire:=false;
mousehide;
for i:=125 to 126 do
scr_fillchar(screen[i,163],52,95);
mouseshow;
end;
185..192: if (mouse.x<241) then previoustarget;
89..97: if mouse.x<237 then setdir(1) else setdir(2);
99..107: if mouse.x<237 then setdir(4) else setdir(5);
109..117: if mouse.x<237 then setdir(7) else setdir(8);
else findtarget;
end;
244..260: case mouse.y of
124..144: if range<5000000 then
begin
displaymap;
inc(range,5000);
str(range*10:7,str1);
printxy(33,110,str1);
displaymap;
end;
151..173: if not scanning then
begin
scanning:=true;
mousehide;
for i:=187 to 188 do
scr_fillchar(screen[i,163],52,63);
mouseshow;
end
else
begin
scanning:=false;
mousehide;
for i:=187 to 188 do
scr_fillchar(screen[i,163],52,95);
mouseshow;
end;
185..192: if (mouse.x>245) then nexttarget;
69..77: if mouse.x>248 then setdir2(1);
79..87: if mouse.x>248 then setdir2(2);
89..97: if mouse.x<249 then setdir(2) else setdir(3);
99..107: if mouse.x<249 then setdir(5) else setdir(6);
109..117: if mouse.x<249 then setdir(8) else setdir(9);
else findtarget;
end;
261..263: if (mouse.y>184) and (mouse.y<193) then nexttarget else findtarget;
271..279: if (mouse.y<10) and (ship.options[OPT_TIMESLICE]>1) then
begin
dec(ship.options[OPT_TIMESLICE]);
tslice:=ship.options[OPT_TIMESLICE];
displaytimedelay;
end;
291..312: case mouse.y of
11..117: displayshieldpic(round((117-mouse.y)*100/102));
1..9: if (mouse.x>299) and (mouse.x<309) and (ship.options[OPT_TIMESLICE]<255) then
begin
inc(ship.options[OPT_TIMESLICE]);
tslice:=ship.options[OPT_TIMESLICE];
displaytimedelay;
end;
end;
else findtarget;
end;
end;
procedure processkey;
var ans: char;
begin
ans:=readkey_nomap;
case upcase(ans) of
#0: begin
ans:=readkey;
case ans of
#71: setdir(1); { home }
#72: setdir(2); { up }
#73: setdir(3); { PgUp }
#75: setdir(4); { left }
#77: setdir(6); { right }
#79: setdir(7); { end }
#80: setdir(8); { down }
#81: setdir(9); { PgDn}
#59: if range>5000 then { F1 - zoom in}
begin
displaymap;
dec(range,5000);
str(range*10:7,str1);
printxy(33,110,str1);
displaymap;
end;
#60: if range<5000000 then { F2 - zoom out}
begin
displaymap;
inc(range,5000);
str(range*10:7,str1);
printxy(33,110,str1);
displaymap;
end;
#61: if not autofire then { F3 - Active Fire (autofire) }
begin
autofire:=true;
mousehide;
for i:=125 to 126 do
scr_fillchar(screen[i,163],52,63);
mouseshow;
end
else
begin
autofire:=false;
mousehide;
for i:=125 to 126 do
scr_fillchar(screen[i,163],52,95);
mouseshow;
end;
#62: if not scanning then { F4 - Active Radar}
begin
scanning:=true;
mousehide;
for i:=187 to 188 do
scr_fillchar(screen[i,163],52,63);
mouseshow;
end
else
begin
scanning:=false;
mousehide;
for i:=187 to 188 do
scr_fillchar(screen[i,163],52,95);
mouseshow;
end;
#16,#45: begin
if yesnorequest('Do you want to quit?',0,31) then
begin
quit:=true;
done_:=true;
{dead:=true;}
end;
tcolor:=95;
bkcolor:=0;
end;
end; { case }
end;
'-': setdir2(1);
'+': setdir2(2);
'7': setdir(1);
'8': setdir(2);
'9': setdir(3);
'4': setdir(4);
'5', #13: setdir(5);
'6': setdir(6);
'1': setdir(7);
'2': setdir(8);
'3': setdir(9);
'Z': displayshieldpic(max(0, ship.shieldopt[SHLD_COMBAT_WANT] - 10)); { 'Z' - shield level down }
'X': displayshieldpic(min(100, ship.shieldopt[SHLD_COMBAT_WANT] + 10)); { 'X' - shield level up }
' ': switchalienmode;
'<',',': previoustarget;
'>','.': nexttarget;
'`': bossmode;
'Q': fireweapon:=1;
'W': fireweapon:=2;
'E': fireweapon:=3;
'R': fireweapon:=4;
'T': fireweapon:=5;
'A': fireweapon:=6;
'S': fireweapon:=7;
'D': fireweapon:=8;
'F': fireweapon:=9;
'G': fireweapon:=10;
end;
end;
procedure mainloop;
var index,cindex: integer;
begin
index:=0;
cindex:=0;
displaymap;
repeat
fadestep(FADESTEP_STEP);
findmouse;
if fastkeypressed then processkey;
inc(index);
if index=8 then
begin
suckpower;
index:=0;
displaymap;
moveships;
displaymap;
end;
displaystats;
displaytargetinfo;
powerup;
if not done_ then
begin
if cindex<16 then i:=cindex+32 else i:=64-cindex;
setrgb256(i,0,0,colors[i,3]);
if cindex<31 then inc(cindex) else cindex:=0;
if cindex<16 then i:=cindex+32 else i:=64-cindex;
setrgb256(i,0,0,63);
delay(tslice*FADE_TSLICE_MUL_COMBAT);
end;
until done_;
if not quit then
begin
wait(1);
set256colors(colors);
end;
end;
procedure getshipinfo(n,j: integer);
var f: file of alienshiptype;
i: integer;
begin
case ship.wandering.alienid of
1..999: i:=0;
1000..1007: i:=ship.wandering.alienid-1000;
1009: i:=8;
1010: i:=9;
1013: i:=10; { drones }
else errorhandler('Invalid alien ship ID.',6);
end;
if i=10 then picy:=0 else picy:=i*20;
assign(f,loc_data()+'ships.dta');
reset(f);
if ioresult<>0 then errorhandler('ships.dta',1);
seek(f,Int64(j)+Int64(i)*11);
if ioresult<>0 then errorhandler('ships.dta',5);
read(f,ships^[n]);
if ioresult<>0 then errorhandler('ships.dta',5);
close(f);
with ships^[n] do
case j of
0..6: picx:=j*20;
7: picx:=140;
8: picx:=180;
9: picx:=220;
10: picx:=260;
end;
end;
procedure readyships;
var f: file of alientype;
t: alientype;
form,index,c: integer;
basex,basey,basez: longint;
begin
nships:=0;
learnchance := 100;
if ship.wandering.alienid=1013 then
begin
learnchance := 5;
t.name:='Drone';
t.victory:=(ship.options[OPT_DIFFICULTY]+1)*10;
end
else
begin
assign(f,loc_tmp()+'contacts.dta');
reset(f);
if ioresult<>0 then errorhandler(loc_tmp()+'contacts.dta',1);
repeat
read(f,t);
if ioresult<>0 then errorhandler(loc_tmp()+'contacts.dta',5);
until t.id=ship.wandering.alienid;
close(f);
end;
tcolor:=95;
alienname:=t.name;
printxy(3,10,alienname);
if (showplanet) and (tempplan^[curplan].system=182) then a:=300 else a:=t.victory;
if a=0 then a:=1;
index:=4;
form:=random(maxformations);
repeat
inc(nships);
with ships^[nships] do
begin
if a>75 then c:=10
else if a<11 then c:=random(a)
else c:=random(6)+5;
getshipinfo(nships,c);
dec(a,c+1);
if index<4 then inc(index) else
begin
basex:=100*random(600); //WTF? too far away was basex:=10000*random(6000);
if random(2)=0 then basex:=-basex;
basey:=100*random(600);
if random(2)=0 then basey:=-basey;
basez:=100*random(600);
if random(2)=0 then basez:=-basez;
index:=0;
end;
relx:=basex+formation[form,index,1];
rely:=basey+formation[form,index,2];
relz:=basez+formation[form,index,3];
if (shield<=ID_REFLECTIVEHULL) then shieldlevel:=100;
end;
until (nships=maxships) or (a=0);
end;
procedure readydata;
var
j : Integer;
begin
mousehide;
compressfile(loc_tmp()+'current',@screen);
{fading;}
fadestopmod(-FADEFULL_STEP, FADEFULL_DELAY);
playmod(true,loc_sound()+'COMBAT.MOD');
loadscreen(loc_data()+'fight',@screen);
loadscreen(loc_data()+'cloud',backgr);
done_:=false;
new(ships);
new(statpic);
new(blank);
new(asdisplay);
new(shieldpic);
new(shieldpic2);
new(msgs);
for i:=10 to 11 do
scrfrom_move(screen[i,71],statpic^[i-10],10);
for i:=26 to 27 do
scrfrom_move(screen[i,269],blank^[i-26],10);
for i:=0 to 6 do
scrfrom_move(screen[i+10,91],shieldpic^[i],1*4);
for i:=0 to 6 do
scrfrom_move(screen[i+10,101],shieldpic2^[i],1*4);
for j:=0 to 3 do
for i:=0 to 9 do
scrfrom_move(screen[i+10,110+j*10],msgs^[j,i],10);
for i:=9 to 20 do
scr_fillchar(screen[i,71],177,0);
displaytimedelay;
tcolor:=95;
bkcolor:=0;
oldt1:=t1;
targetindex:=1;
if ship.options[OPT_DIFFICULTY]=0 then
begin
autofire:=true;
scanning:=true;
for i:=125 to 126 do
scr_fillchar(screen[i,163],52,63);
for i:=187 to 188 do
scr_fillchar(screen[i,163],52,63);
end
else
begin
autofire:=false;
scanning:=false;
for i:=125 to 126 do
scr_fillchar(screen[i,163],52,95);
for i:=187 to 188 do
scr_fillchar(screen[i,163],52,95);
end;
for i:=9 to 117 do
for j:=6 to 260 do
if screen[i,j]=0 then screen[i,j]:=backgr^[i,j];
loadscreen(loc_data()+'waricon',backgr);
stats[1]:=0;
stats[2]:=0;
stats[3]:=0;
oldshddmg:=20;
shipdir:=5;
shipdir2:=0;
fireweapon:=0;
moveindex:=0;
engaging:=false;
alienpicmode:=false;
dead:=false;
range:=60000;
printxy(33,110,' 600000 KM.R.');
for j:=1 to 10 do
begin
poweredup[j]:=-1;
if ship.armed then poweredup[j]:=99 else poweredup[j]:=0;
if ship.gunnodes[j]=0 then poweredup[j]:=-1;
end;
for i:=125 to 189 do
scrfrom_move(screen[i,6],asdisplay^[i],93);
for i:=137 to 189 do
scr_fillchar(screen[i,6],93,0);
for j:=1 to 3 do stats[j]:=0;
displayweapons;
displaystats;
displaydamage;
drawdirection(63);
displayshieldpic(ship.shieldopt[SHLD_COMBAT_WANT]);
readyships;
displaytargetinfo;
mouseshow;
for j:=1 to 10 do
if not userpowerup[j] then
begin
x:=((j-1) mod 5)*23;
y:=((j-1) div 5)*7;
plainfadearea(109+x,152+y,121+x,154+y,32);
end;
{fadein;}
end;
procedure savevictories;
var f : file of alientype;
t : alientype;
j : Integer;
begin
assign(f,loc_tmp()+'contacts.dta');
reset(f);
if ioresult<>0 then errorhandler(loc_tmp()+'contacts.dta',1);
i:=-1;
repeat
inc(i);
read(f,t);
if ioresult<>0 then errorhandler(loc_tmp()+'contacts.dta',4);
until t.id=ship.wandering.alienid;
seek(f,i);
if ioresult<>0 then errorhandler(loc_tmp()+'contacts.dta',4);
i:=nships div 4;
if i=0 then i:=1;
inc(t.victory,i);
i:=0;
for j:=1 to 7 do i:=i+ship.damages[j];
if i=0 then inc(t.victory,nships);
if t.anger<200 then inc(t.anger)
else if t.congeniality>0 then dec(t.congeniality);
if t.victory>20000 then t.victory:=20000;
write(f,t);
if ioresult<>0 then errorhandler(loc_tmp()+'contacts.dta',4);
close(f);
end;
procedure aftereffects;
var
cargoitems : array[0..13] of integer;
j : Integer;
begin
playmod(true,loc_sound()+'VICTORY.MOD');
mousehide;
for i:=9 to 117 do
scr_fillchar(screen[i,6],254,0);
for i:=125 to 189 do
scr_fillchar(screen[i,6],93,0);
tcolor:=95;
printxy(18,8,'VICTORY!');
mouseshow;
if yesnorequest('DEPLOY SCAVENGER BOTS?',0,31) then
begin
tcolor:=22;
bkcolor:=0;
mousehide;
printxy(18,18,'SCAVENGER BOTS DEPLOYED...');
mouseshow;
tcolor:=28;
cargoitems[0]:=0; // to turn off warnings, variables are actually correctly initialized by function below
fillchar(cargoitems,sizeof(cargoitems),0);
i:=random(nships);
if i>13 then i:=13;
a:=1;
while cargo[a].index<>ID_UNKNOWN_COMPONENT do inc(a);
for j:=0 to i do
begin
cargoitems[j]:=random(21);
mousehide;
printxy(24,28+j*6,cargo[a+cargoitems[j]].name);
mouseshow;
addcargo2(cargoitems[j]+ID_UNKNOWN_COMPONENT, true);
end;
while fastkeypressed do readkey;
repeat
until (fastkeypressed) or (mouse.getstatus);
while fastkeypressed do readkey;
end;
savevictories;
end;
procedure initiatecombat;
begin
readydata;
mainloop;
loadscreen(loc_data()+'cloud',backgr);
if ((tempplan^[curplan].state=6) and (tempplan^[curplan].mode=2)) then makeasteroidfield
else if (tempplan^[curplan].state=0) and (tempplan^[curplan].mode=1) then makecloud;
dispose(msgs);
dispose(statpic);
dispose(blank);
dispose(ships);
dispose(asdisplay);
dispose(shieldpic);
dispose(shieldpic2);
if (not engaging) and (not dead) and (ship.wandering.alienid<1013) then aftereffects;
stopmod;
removedata;
if (engaging) and (targetready) then
engage(systems[nearby[target].index].x,systems[nearby[target].index].y,systems[nearby[target].index].z)
else if engaging then
begin
targetready:=true;
engage(ship.posx-10+random(20),ship.posy-10+random(20),ship.posz-10+random(20));
end;
end;
var
j : Integer;
begin
for j:=1 to 10 do userpowerup[j]:=true;
end.
|