351 lines
5.9 KiB
C
351 lines
5.9 KiB
C
/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "tankCommander.h"
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static void activate(int activate);
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static void tick(void);
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static void walk(void);
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static void attackPistol(void);
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static void attackMissile(void);
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static void die1(void);
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static void die2(void);
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static void attack(void);
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static void applyDamage(int amount);
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static void preFire(void);
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static void selectWeapon(void);
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static void moveTowardsPlayer(void);
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static Entity *tankTrack;
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static int brakingTimer;
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static Sprite *missileSprite[2];
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static Sprite *aimedSprite;
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void initTankCommander(Entity *e)
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{
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Boss *b;
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initBoss(e);
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b = (Boss*)e;
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STRNCPY(e->name, "Tank Commander", MAX_NAME_LENGTH);
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b->sprite[FACING_LEFT] = getSprite("TankCommanderLeft");
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b->sprite[FACING_RIGHT] = getSprite("TankCommanderRight");
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b->sprite[FACING_DIE] = getSprite("TankCommanderDie");
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b->flags |= EF_EXPLODES;
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b->health = e->healthMax = 400;
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b->activate = activate;
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b->walk = walk;
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b->tick = tick;
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b->die = die1;
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b->applyDamage = applyDamage;
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brakingTimer = 0;
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world.boss = b;
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aimedSprite = getSprite("AimedShot");
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missileSprite[0] = getSprite("MissileRight");
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missileSprite[1] = getSprite("MissileLeft");
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initTankTrack(tankTrack);
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}
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static void activate(int activate)
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{
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Boss *b;
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b = (Boss*)self;
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b->flags &= ~EF_GONE;
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tankTrack->flags &= ~EF_GONE;
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world.isBossActive = 1;
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addTeleportStars(self);
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addTeleportStars(tankTrack);
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playMusic("", 1);
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}
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static void tick(void)
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{
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Boss *b;
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b = (Boss*)self;
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if (b->health > 0)
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{
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b->facing = (world.bob->x < b->x) ? FACING_LEFT : FACING_RIGHT;
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b->reload = limit(b->reload - 1, 0, FPS);
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brakingTimer = limit(brakingTimer - 1, 0, FPS);
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if (brakingTimer > 0)
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{
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b->dx *= 0.9;
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b->dy *= 0.9;
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}
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}
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}
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static void lookForPlayer(void)
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{
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Boss *b;
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b = (Boss*)self;
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b->thinkTime = rrnd(0, FPS / 2);
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if (rand() % 10 == 0)
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{
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brakingTimer = rrnd(60, 120);
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}
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if (getDistance(world.bob->x, world.bob->y, b->x, b->y) > 650)
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{
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moveTowardsPlayer();
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return;
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}
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if (!enemyCanSeePlayer(self))
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{
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moveTowardsPlayer();
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return;
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}
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if (rand() % 100 <15)
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{
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selectWeapon();
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}
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moveTowardsPlayer();
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}
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static void walk(void)
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{
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self->action = (self->health > 0) ? lookForPlayer : die1;
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}
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static void moveTowardsPlayer(void)
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{
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if (brakingTimer == 0)
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{
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if (world.bob->x < self->x)
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{
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self->dx -= 0.5;
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}
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if (world.bob->x > self->x)
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{
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self->dx += 0.5;
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}
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}
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self->dx = limit(self->dx, -7.5, 7.5);
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}
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static void selectWeapon(void)
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{
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Boss *b;
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b = (Boss*)self;
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if (abs(b->y - world.bob->y) > 64)
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{
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b->weaponType = WPN_AIMED_PISTOL;
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b->shotsToFire = rrnd(4, 12);
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b->action = preFire;
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}
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else
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{
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b->weaponType = WPN_MISSILE;
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b->shotsToFire = rrnd(1, 3);
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b->action = preFire;
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}
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}
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static void preFire(void)
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{
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Boss *b;
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b = (Boss*)self;
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if (b->reload > 0)
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{
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moveTowardsPlayer();
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return;
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}
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attack();
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b->shotsToFire--;
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if (b->shotsToFire == 0)
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{
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b->walk();
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}
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}
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static void attack(void)
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{
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Boss *b;
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b = (Boss*)self;
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switch (b->weaponType)
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{
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case WPN_AIMED_PISTOL:
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attackPistol();
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break;
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case WPN_MISSILE:
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attackMissile();
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break;
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default:
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break;
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}
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}
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static void attackPistol(void)
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{
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int bx, by;
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float dx, dy;
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Bullet *bullet;
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Boss *b;
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b = (Boss*)self;
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bx = world.bob->x + rrnd(-8, 24);
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by = world.bob->y + rrnd(-8, 24);
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getSlope(bx, by, b->x, b->y, &dx, &dy);
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bullet = createBaseBullet((Unit*)self);
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bullet->x = (b->x + b->w / 2);
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bullet->y = b->y + 30;
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bullet->facing = b->facing;
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bullet->damage = 1;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 12;
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bullet->dy = dy * 12;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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b->reload = 4;
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playSound(SND_MACHINE_GUN, CH_WEAPON);
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}
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static void attackMissile(void)
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{
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Bullet *missile;
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Boss *b;
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b = (Boss*)self;
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missile = createBaseBullet((Unit*)self);
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missile->x = b->x + b->w / 2;
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missile->y = b->y + 30;
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missile->facing = b->facing;
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missile->dx = b->facing == FACING_RIGHT ? 15 : -15;
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missile->dy = world.bob->y - missile->y;
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missile->dy *= 0.01;
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missile->owner = self;
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missile->health = FPS * 3;
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missile->sprite[0] = missileSprite[0];
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missile->sprite[1] = missileSprite[1];
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b->reload = 15;
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playSound(SND_MISSILE, CH_WEAPON);
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}
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static void die1(void)
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{
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Boss *b;
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b = (Boss*)self;
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b->flags |= EF_BOUNCES;
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b->action = die2;
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b->thinkTime = 0;
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b->spriteTime = 0;
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b->spriteFrame = 0;
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}
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static void die2(void)
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{
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int mx, my;
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Boss *b;
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b = (Boss*)self;
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b->health--;
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if (b->health % 3 == 0)
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{
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mx = (int) ((b->x + (b->w / 2)) / MAP_TILE_SIZE);
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my = (int) ((b->y + b->h) / MAP_TILE_SIZE);
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addScorchDecal(mx, my);
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addExplosion(b->x + rand() % b->w, b->y + rand() % b->h, 50, self);
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}
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if (b->health <= -100)
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{
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addTeleportStars(self);
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addTeleportStars(tankTrack);
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playSound(SND_APPEAR, CH_ANY);
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b->alive = tankTrack->alive = ALIVE_DEAD;
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updateObjective(b->name);
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game.stats[STAT_TARGETS_DEFEATED]++;
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awardTrophy("");
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game.stats[STAT_ENEMIES_KILLED]++;
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}
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}
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static void applyDamage(int amount)
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{
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self->health -= amount;
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if (self->health <= 0)
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{
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self->health = 0;
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addExplosion(self->x + self->w / 2, self->y + self->h / 2, 50, self);
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}
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}
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