Some code cleanup.
This commit is contained in:
parent
fe96584d7f
commit
4775b3fad4
312
src/bullet.cpp
312
src/bullet.cpp
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@ -146,7 +146,7 @@ one attempt per call (one call per frame) to find a suitable target. If the targ
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it picks is dead or outside the screen range, then it returns NULL. A suitable
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target will be returned as the object address.
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*/
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static object *bullet_getTarget(object *bullet)
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object *bullet_getTarget(object *bullet)
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{
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int i;
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@ -180,313 +180,3 @@ static object *bullet_getTarget(object *bullet)
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return &aliens[i];
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}
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char checkPlayerShockDamage(float x, float y)
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{
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// Don't let the player be hurt by an explosion after they have completed
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// all the mission objectives. That would be *really* annoying!
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if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
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return 0;
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float distX = fabsf(x - player.x);
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float distY = fabsf(y - player.y);
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if ((distX <= 50) && (distY <= 50))
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{
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if (distX >= 1)
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distX /= 5;
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if (distY >= 1)
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distY /= 5;
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player.shield -= (int)(10 - distX);
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player.shield -= (int)(10 - distY);
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 10;
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return 1;
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}
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return 0;
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}
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/*
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This handles active bullets in a linked list. The current bullet and
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previous bullet pointers are first assigned to the main header bullet
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and each successive bullet is pulled out. Bullets are moved in their
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delta coordinates, with rockets having fire trails added to them. Seperate
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collision checks are done for a bullet that belongs to the enemy and one
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that belongs to a player. However rockets can hit anyone. Upon an enemy
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being killed, mission requirements are checked and collectables are randomly
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spawned.
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*/
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void doBullets()
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{
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object *bullet = engine.bulletHead;
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object *prevBullet = engine.bulletHead;
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engine.bulletTail = engine.bulletHead;
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object *alien, *theCargo;
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bool okayToHit = false;
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int old_shield;
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float homingMissileSpeed = 0;
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while (bullet->next != NULL)
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{
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bullet = bullet->next;
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if (bullet->active)
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{
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if (bullet->flags & WF_HOMING)
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{
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if (bullet->target == NULL)
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bullet->target = bullet_getTarget(bullet);
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if (bullet->owner->flags & FL_FRIEND)
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homingMissileSpeed = 0.25;
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else
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homingMissileSpeed = 0.05;
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}
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if (bullet->id == WT_ROCKET)
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{
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addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
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}
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else if (bullet->id == WT_MICROROCKET)
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{
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addExplosion(bullet->x, bullet->y, E_TINY_EXPLOSION);
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}
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if ((bullet->flags & WF_AIMED))
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{
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blit(bullet->image[0], (int)(bullet->x - bullet->dx),
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(int)(bullet->y - bullet->dy));
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}
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if (bullet->id == WT_CHARGER)
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{
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for (int i = 0 ; i < bullet->damage * 2 ; i++)
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blit(bullet->image[0],
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(int)(bullet->x - RANDRANGE(-(bullet->damage * 2 / 3), 0)),
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(int)(bullet->y + RANDRANGE(-3, 3)));
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}
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blit(bullet->image[0], (int)bullet->x, (int)bullet->y);
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bullet->x += bullet->dx;
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bullet->y += bullet->dy;
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if (bullet->target != NULL)
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{
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if (bullet->x < bullet->target->x)
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LIMIT_ADD(bullet->dx, homingMissileSpeed, -15, 15);
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else if (bullet->x > bullet->target->x)
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LIMIT_ADD(bullet->dx, -homingMissileSpeed, -15, 15);
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//Rocket is (more or less) inline with target. Fly straight
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if ((bullet->x > bullet->target->x - 1) && (bullet->x < bullet->target->x + 5))
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bullet->dx = 0;
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if (bullet->y < bullet->target->y)
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LIMIT_ADD(bullet->dy, homingMissileSpeed, -15, 15);
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else if (bullet->y > bullet->target->y)
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LIMIT_ADD(bullet->dy, -homingMissileSpeed, -15, 15);
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//Rocket is (more or less) inline with target. Fly straight
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if ((bullet->y > bullet->target->y - 1) && (bullet->y < bullet->target->y + 5))
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bullet->dy = 0;
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if ((bullet->target->shield < 1) || (bullet->target->flags & FL_ISCLOAKED))
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bullet->target = NULL;
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}
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bullet->x += engine.ssx + engine.smx;
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bullet->y += engine.ssy + engine.smy;
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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alien = &aliens[i];
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if ((alien->shield < 1) || (!alien->active))
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continue;
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okayToHit = false;
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if ((bullet->flags & WF_FRIEND) && (alien->flags & FL_WEAPCO))
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okayToHit = true;
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if ((bullet->flags & WF_WEAPCO) && (alien->flags & FL_FRIEND))
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okayToHit = true;
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if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) ||
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(bullet->id == WT_CHARGER))
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okayToHit = true;
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if (bullet->owner == alien->owner)
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okayToHit = false;
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if (okayToHit)
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{
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if ((bullet->active) && (collision(bullet, alien)))
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{
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old_shield = alien->shield;
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if (bullet->owner == &player)
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{
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currentGame.hits++;
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if ((alien->classDef == CD_PHOEBE) ||
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(alien->classDef == CD_URSULA))
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getMissFireMessage(alien);
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}
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if (!(alien->flags & FL_IMMORTAL))
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{
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alien_hurt(alien, bullet->owner, bullet->damage,
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(bullet->flags & WF_DISABLE));
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alien->hit = 5;
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}
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if (bullet->id == WT_CHARGER)
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{
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bullet->damage -= old_shield;
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if (bullet->damage <= 0)
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{
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bullet->active = false;
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bullet->shield = 0;
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audio_playSound(SFX_EXPLOSION, bullet->x);
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for (int i = 0 ; i < 10 ; i++)
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addExplosion(bullet->x + RANDRANGE(-35, 35),
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bullet->y + RANDRANGE(-35, 35),
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E_BIG_EXPLOSION);
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}
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}
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else
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{
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bullet->active = false;
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bullet->shield = 0;
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}
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if (bullet->id == WT_ROCKET)
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addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION);
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else
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addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
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}
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}
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}
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// Check for bullets hitting player
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if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET) ||
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(bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
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{
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if (bullet->active && (player.shield > 0) &&
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(bullet->owner != &player) && collision(bullet, &player))
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{
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old_shield = player.shield;
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if ((!engine.cheatShield) || (engine.missionCompleteTimer != 0))
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{
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if ((player.shield > engine.lowShield) &&
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(player.shield - bullet->damage <= engine.lowShield))
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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player.shield -= bullet->damage;
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LIMIT(player.shield, 0, player.maxShield);
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player.hit = 5;
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}
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if ((bullet->owner->classDef == CD_PHOEBE) ||
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(bullet->owner->classDef == CD_URSULA))
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getPlayerHitMessage(bullet->owner);
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if (bullet->id == WT_CHARGER)
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{
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bullet->damage -= old_shield;
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if (bullet->damage <= 0)
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{
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bullet->active = false;
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bullet->shield = 0;
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audio_playSound(SFX_EXPLOSION, bullet->x);
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for (int i = 0 ; i < 10 ; i++)
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addExplosion(bullet->x + RANDRANGE(-35, 35),
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bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION);
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}
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}
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else
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{
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bullet->active = false;
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bullet->shield = 0;
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}
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audio_playSound(SFX_HIT, player.x);
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if (bullet->id == WT_ROCKET)
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addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION);
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else
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addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
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}
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}
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}
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if ((currentGame.difficulty != DIFFICULTY_EASY) &&
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((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
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{
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for (int j = 0 ; j < 20 ; j++)
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{
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theCargo = &cargo[j];
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if (theCargo->active)
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{
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if (collision(bullet, theCargo))
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{
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bullet->active = false;
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addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
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audio_playSound(SFX_HIT, theCargo->x);
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if (theCargo->collectType != P_PHOEBE)
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{
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theCargo->active = false;
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audio_playSound(SFX_EXPLOSION, theCargo->x);
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for (int i = 0 ; i < 10 ; i++)
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addExplosion(theCargo->x + RANDRANGE(-15, 15),
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theCargo->y + RANDRANGE(-15, 15),
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E_BIG_EXPLOSION);
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updateMissionRequirements(M_PROTECT_PICKUP,
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P_CARGO, 1);
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}
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}
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}
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}
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}
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// check to see if a bullet (on any side) hits a mine
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checkMineBulletCollisions(bullet);
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bullet->shield--;
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if (bullet->shield < 1)
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{
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if (bullet->flags & WF_TIMEDEXPLOSION)
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{
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audio_playSound(SFX_EXPLOSION, bullet->x);
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for (int i = 0 ; i < 10 ; i++)
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addExplosion(bullet->x + RANDRANGE(-35, 35),
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bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION);
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if (checkPlayerShockDamage(bullet->x, bullet->y))
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setInfoLine("Warning: Missile Shockwave Damage!!",
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FONT_RED);
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}
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bullet->active = false;
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}
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if (bullet->active)
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{
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prevBullet = bullet;
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engine.bulletTail = bullet;
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}
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else
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{
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prevBullet->next = bullet->next;
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delete bullet;
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bullet = prevBullet;
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}
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}
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}
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@ -21,7 +21,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define BULLETS_H
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void bullet_add(object *theWeapon, object *attacker, int y, int dy);
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extern char checkPlayerShockDamage(float x, float y);
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extern void doBullets();
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object *bullet_getTarget(object *bullet);
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#endif
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@ -216,7 +216,7 @@ static void explodeMine(collectables *collectable)
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addExplosion(collectable->x + rand() % 25 - rand() % 25,
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collectable->y + rand() % 25 - rand() % 25, E_BIG_EXPLOSION);
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if (checkPlayerShockDamage(collectable->x, collectable->y))
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if (player_checkShockDamage(collectable->x, collectable->y))
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setInfoLine("Warning: Mine damage to shield!!", FONT_RED);
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}
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937
src/game.cpp
937
src/game.cpp
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@ -129,17 +129,624 @@ void newGame()
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initPlanetMissions(currentGame.system);
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}
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int mainGameLoop()
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/*
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This handles active bullets in a linked list. The current bullet and
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previous bullet pointers are first assigned to the main header bullet
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and each successive bullet is pulled out. Bullets are moved in their
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delta coordinates, with rockets having fire trails added to them. Seperate
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collision checks are done for a bullet that belongs to the enemy and one
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that belongs to a player. However rockets can hit anyone. Upon an enemy
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being killed, mission requirements are checked and collectables are randomly
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spawned.
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*/
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static void game_doBullets()
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{
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object *bullet = engine.bulletHead;
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object *prevBullet = engine.bulletHead;
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engine.bulletTail = engine.bulletHead;
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object *alien, *theCargo;
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bool okayToHit = false;
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int old_shield;
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float homingMissileSpeed = 0;
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while (bullet->next != NULL)
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{
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bullet = bullet->next;
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if (bullet->active)
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{
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if (bullet->flags & WF_HOMING)
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{
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if (bullet->target == NULL)
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bullet->target = bullet_getTarget(bullet);
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if (bullet->owner->flags & FL_FRIEND)
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homingMissileSpeed = 0.25;
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else
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homingMissileSpeed = 0.05;
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}
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if (bullet->id == WT_ROCKET)
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{
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addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
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}
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else if (bullet->id == WT_MICROROCKET)
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{
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addExplosion(bullet->x, bullet->y, E_TINY_EXPLOSION);
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}
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if ((bullet->flags & WF_AIMED))
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{
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blit(bullet->image[0], (int)(bullet->x - bullet->dx),
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(int)(bullet->y - bullet->dy));
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}
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if (bullet->id == WT_CHARGER)
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{
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for (int i = 0 ; i < bullet->damage * 2 ; i++)
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blit(bullet->image[0],
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(int)(bullet->x - RANDRANGE(-(bullet->damage * 2 / 3), 0)),
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(int)(bullet->y + RANDRANGE(-3, 3)));
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}
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blit(bullet->image[0], (int)bullet->x, (int)bullet->y);
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bullet->x += bullet->dx;
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bullet->y += bullet->dy;
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if (bullet->target != NULL)
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{
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if (bullet->x < bullet->target->x)
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LIMIT_ADD(bullet->dx, homingMissileSpeed, -15, 15);
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else if (bullet->x > bullet->target->x)
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LIMIT_ADD(bullet->dx, -homingMissileSpeed, -15, 15);
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//Rocket is (more or less) inline with target. Fly straight
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if ((bullet->x > bullet->target->x - 1) && (bullet->x < bullet->target->x + 5))
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bullet->dx = 0;
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if (bullet->y < bullet->target->y)
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LIMIT_ADD(bullet->dy, homingMissileSpeed, -15, 15);
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else if (bullet->y > bullet->target->y)
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LIMIT_ADD(bullet->dy, -homingMissileSpeed, -15, 15);
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//Rocket is (more or less) inline with target. Fly straight
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if ((bullet->y > bullet->target->y - 1) && (bullet->y < bullet->target->y + 5))
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bullet->dy = 0;
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if ((bullet->target->shield < 1) || (bullet->target->flags & FL_ISCLOAKED))
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bullet->target = NULL;
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}
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bullet->x += engine.ssx + engine.smx;
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bullet->y += engine.ssy + engine.smy;
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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alien = &aliens[i];
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if ((alien->shield < 1) || (!alien->active))
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continue;
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okayToHit = false;
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if ((bullet->flags & WF_FRIEND) && (alien->flags & FL_WEAPCO))
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okayToHit = true;
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if ((bullet->flags & WF_WEAPCO) && (alien->flags & FL_FRIEND))
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okayToHit = true;
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if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) ||
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(bullet->id == WT_CHARGER))
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okayToHit = true;
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if (bullet->owner == alien->owner)
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okayToHit = false;
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if (okayToHit)
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{
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if ((bullet->active) && (collision(bullet, alien)))
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{
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old_shield = alien->shield;
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if (bullet->owner == &player)
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{
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currentGame.hits++;
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if ((alien->classDef == CD_PHOEBE) ||
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(alien->classDef == CD_URSULA))
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getMissFireMessage(alien);
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}
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if (!(alien->flags & FL_IMMORTAL))
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{
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alien_hurt(alien, bullet->owner, bullet->damage,
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(bullet->flags & WF_DISABLE));
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alien->hit = 5;
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}
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if (bullet->id == WT_CHARGER)
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{
|
||||
bullet->damage -= old_shield;
|
||||
if (bullet->damage <= 0)
|
||||
{
|
||||
bullet->active = false;
|
||||
bullet->shield = 0;
|
||||
audio_playSound(SFX_EXPLOSION, bullet->x);
|
||||
for (int i = 0 ; i < 10 ; i++)
|
||||
addExplosion(bullet->x + RANDRANGE(-35, 35),
|
||||
bullet->y + RANDRANGE(-35, 35),
|
||||
E_BIG_EXPLOSION);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bullet->active = false;
|
||||
bullet->shield = 0;
|
||||
}
|
||||
|
||||
if (bullet->id == WT_ROCKET)
|
||||
addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION);
|
||||
else
|
||||
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for bullets hitting player
|
||||
if ((bullet->flags & WF_WEAPCO) || (bullet->id == WT_ROCKET) ||
|
||||
(bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
|
||||
{
|
||||
if (bullet->active && (player.shield > 0) &&
|
||||
(bullet->owner != &player) && collision(bullet, &player))
|
||||
{
|
||||
old_shield = player.shield;
|
||||
|
||||
if ((!engine.cheatShield) || (engine.missionCompleteTimer != 0))
|
||||
{
|
||||
if ((player.shield > engine.lowShield) &&
|
||||
(player.shield - bullet->damage <= engine.lowShield))
|
||||
setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
|
||||
|
||||
player.shield -= bullet->damage;
|
||||
LIMIT(player.shield, 0, player.maxShield);
|
||||
player.hit = 5;
|
||||
}
|
||||
|
||||
if ((bullet->owner->classDef == CD_PHOEBE) ||
|
||||
(bullet->owner->classDef == CD_URSULA))
|
||||
getPlayerHitMessage(bullet->owner);
|
||||
|
||||
if (bullet->id == WT_CHARGER)
|
||||
{
|
||||
bullet->damage -= old_shield;
|
||||
if (bullet->damage <= 0)
|
||||
{
|
||||
bullet->active = false;
|
||||
bullet->shield = 0;
|
||||
audio_playSound(SFX_EXPLOSION, bullet->x);
|
||||
for (int i = 0 ; i < 10 ; i++)
|
||||
addExplosion(bullet->x + RANDRANGE(-35, 35),
|
||||
bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bullet->active = false;
|
||||
bullet->shield = 0;
|
||||
}
|
||||
|
||||
audio_playSound(SFX_HIT, player.x);
|
||||
|
||||
if (bullet->id == WT_ROCKET)
|
||||
addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION);
|
||||
else
|
||||
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((currentGame.difficulty != DIFFICULTY_EASY) &&
|
||||
((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
|
||||
{
|
||||
for (int j = 0 ; j < 20 ; j++)
|
||||
{
|
||||
theCargo = &cargo[j];
|
||||
if (theCargo->active)
|
||||
{
|
||||
if (collision(bullet, theCargo))
|
||||
{
|
||||
bullet->active = false;
|
||||
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
|
||||
audio_playSound(SFX_HIT, theCargo->x);
|
||||
if (theCargo->collectType != P_PHOEBE)
|
||||
{
|
||||
theCargo->active = false;
|
||||
audio_playSound(SFX_EXPLOSION, theCargo->x);
|
||||
for (int i = 0 ; i < 10 ; i++)
|
||||
addExplosion(theCargo->x + RANDRANGE(-15, 15),
|
||||
theCargo->y + RANDRANGE(-15, 15),
|
||||
E_BIG_EXPLOSION);
|
||||
updateMissionRequirements(M_PROTECT_PICKUP,
|
||||
P_CARGO, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// check to see if a bullet (on any side) hits a mine
|
||||
checkMineBulletCollisions(bullet);
|
||||
|
||||
bullet->shield--;
|
||||
|
||||
if (bullet->shield < 1)
|
||||
{
|
||||
if (bullet->flags & WF_TIMEDEXPLOSION)
|
||||
{
|
||||
audio_playSound(SFX_EXPLOSION, bullet->x);
|
||||
for (int i = 0 ; i < 10 ; i++)
|
||||
addExplosion(bullet->x + RANDRANGE(-35, 35),
|
||||
bullet->y + RANDRANGE(-35, 35), E_BIG_EXPLOSION);
|
||||
|
||||
if (player_checkShockDamage (bullet->x, bullet->y))
|
||||
setInfoLine("Warning: Missile Shockwave Damage!!",
|
||||
FONT_RED);
|
||||
}
|
||||
bullet->active = false;
|
||||
}
|
||||
|
||||
if (bullet->active)
|
||||
{
|
||||
prevBullet = bullet;
|
||||
engine.bulletTail = bullet;
|
||||
}
|
||||
else
|
||||
{
|
||||
prevBullet->next = bullet->next;
|
||||
delete bullet;
|
||||
bullet = prevBullet;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void game_doAliens()
|
||||
{
|
||||
static float barrierLoop = 0;
|
||||
|
||||
bool canFire;
|
||||
int shapeToUse;
|
||||
bool canFire;
|
||||
int n;
|
||||
|
||||
barrierLoop += 0.2;
|
||||
|
||||
// A global variable for checking if all the aliens are dead
|
||||
engine.allAliensDead = 1;
|
||||
|
||||
for (int i = 0 ; i < ALIEN_MAX ; i++)
|
||||
{
|
||||
if (aliens[i].active)
|
||||
{
|
||||
if (aliens[i].shield > 0)
|
||||
{
|
||||
if ((aliens[i].flags & FL_WEAPCO) && (!(aliens[i].flags & FL_DISABLED)))
|
||||
engine.allAliensDead = 0;
|
||||
|
||||
// Set part attributes
|
||||
if (aliens[i].owner != &aliens[i])
|
||||
{
|
||||
aliens[i].face = aliens[i].owner->face;
|
||||
|
||||
if (aliens[i].face == 0)
|
||||
aliens[i].x = aliens[i].owner->x - aliens[i].dx;
|
||||
else
|
||||
aliens[i].x = aliens[i].owner->x + aliens[i].owner->image[0]->w + aliens[i].dx - aliens[i].image[0]->w;
|
||||
|
||||
aliens[i].y = (aliens[i].owner->y + aliens[i].dy);
|
||||
|
||||
if (aliens[i].owner->shield < 1)
|
||||
{
|
||||
if ((aliens[i].classDef != CD_URANUSBOSSWING1) &&
|
||||
(aliens[i].classDef != CD_URANUSBOSSWING2))
|
||||
{
|
||||
aliens[i].shield = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
aliens[i].flags &= ~FL_IMMORTAL;
|
||||
aliens[i].owner = &aliens[i];
|
||||
aliens[i].chance[0] = 25;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
canFire = true; // The alien is allowed to fire
|
||||
|
||||
LIMIT_ADD(aliens[i].thinktime, -1, 0, 250);
|
||||
|
||||
if (aliens[i].target->shield < 1)
|
||||
aliens[i].target = &aliens[i];
|
||||
|
||||
// Specific to Sid to stop him pissing about(!)
|
||||
if ((aliens[i].classDef == CD_SID) &&
|
||||
(aliens[i].target->flags & FL_DISABLED))
|
||||
aliens[i].target = &aliens[i];
|
||||
|
||||
if (aliens[i].target == &aliens[i])
|
||||
{
|
||||
if (engine.missionCompleteTimer == 0)
|
||||
{
|
||||
alien_searchForTarget(&aliens[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (aliens[i].flags & FL_FRIEND)
|
||||
{
|
||||
aliens[i].target = &player;
|
||||
aliens[i].thinktime = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((!(aliens[i].flags & FL_DISABLED)) &&
|
||||
(aliens[i].thinktime == 0) && (aliens[i].target != &aliens[i]) &&
|
||||
(aliens[i].owner == &aliens[i]))
|
||||
{
|
||||
if (aliens[i].classDef == CD_KLINE)
|
||||
alien_setKlineAI(&aliens[i]);
|
||||
else
|
||||
alien_setAI(&aliens[i]);
|
||||
|
||||
aliens[i].thinktime = (rand() % 25) * 10;
|
||||
|
||||
// Face direction of movement unless you always face
|
||||
// your target(!)
|
||||
if (!(aliens[i].flags & FL_ALWAYSFACE))
|
||||
{
|
||||
aliens[i].face = (aliens[i].dx > 0);
|
||||
}
|
||||
|
||||
LIMIT(aliens[i].dx, -aliens[i].speed, aliens[i].speed);
|
||||
LIMIT(aliens[i].dy, -aliens[i].speed, aliens[i].speed);
|
||||
|
||||
}
|
||||
|
||||
if (aliens[i].flags & FL_ALWAYSFACE)
|
||||
{
|
||||
aliens[i].face = 0;
|
||||
if (aliens[i].x > aliens[i].target->x) aliens[i].face = 1;
|
||||
}
|
||||
|
||||
if ((currentGame.area == MISN_ELLESH) &&
|
||||
(aliens[i].classDef == CD_BOSS))
|
||||
aliens[i].face = 0;
|
||||
|
||||
if ((aliens[i].flags & FL_DEPLOYDRONES) && ((rand() % 300) == 0))
|
||||
alien_addDrone(&aliens[i]);
|
||||
|
||||
if (aliens[i].flags & FL_LEAVESECTOR)
|
||||
{
|
||||
// Note: The original version of this line incorrectly
|
||||
// specified -15 as the *maximum* instead of the
|
||||
// *minimum*, which at the time was equivalent to
|
||||
// ``aliens[i].dx = -15``.
|
||||
LIMIT_ADD(aliens[i].dx, -0.5, -15, 0);
|
||||
aliens[i].dy = 0;
|
||||
aliens[i].thinktime = 999;
|
||||
aliens[i].face = 0;
|
||||
|
||||
if (aliens[i].x >= 5000)
|
||||
{
|
||||
aliens[i].flags -= FL_LEAVESECTOR;
|
||||
aliens[i].flags += FL_ESCAPED;
|
||||
aliens[i].active = false;
|
||||
|
||||
if (aliens[i].classDef == CD_CLOAKFIGHTER)
|
||||
{
|
||||
currentGame.experimentalShield = aliens[i].shield;
|
||||
setInfoLine("Experimental Fighter has fled",
|
||||
FONT_CYAN);
|
||||
}
|
||||
|
||||
aliens[i].shield = 0;
|
||||
updateMissionRequirements(M_ESCAPE_TARGET,
|
||||
aliens[i].classDef, 1);
|
||||
|
||||
if (aliens[i].classDef != CD_CLOAKFIGHTER)
|
||||
updateMissionRequirements(M_DESTROY_TARGET_TYPE,
|
||||
aliens[i].classDef, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// This deals with the Experimental Fighter in Mordor
|
||||
// (and Kline on the final mission)
|
||||
// It can cloak and uncloak at random. When cloaked,
|
||||
// its sprite is not displayed. However the engine
|
||||
// trail is still visible!
|
||||
if ((aliens[i].flags & FL_CANCLOAK) && ((rand() % 500) == 0))
|
||||
{
|
||||
if (aliens[i].flags & FL_ISCLOAKED)
|
||||
aliens[i].flags -= FL_ISCLOAKED;
|
||||
else
|
||||
aliens[i].flags += FL_ISCLOAKED;
|
||||
audio_playSound(SFX_CLOAK, aliens[i].x);
|
||||
}
|
||||
|
||||
if (aliens[i].classDef == CD_BARRIER)
|
||||
{
|
||||
aliens[i].dx = -10 + (sinf(barrierLoop + aliens[i].speed) * 60);
|
||||
aliens[i].dy = 20 + (cosf(barrierLoop + aliens[i].speed) * 40);
|
||||
}
|
||||
|
||||
if (aliens[i].classDef == CD_MOBILESHIELD)
|
||||
{
|
||||
LIMIT_ADD(aliens[ALIEN_BOSS].shield, 1, 0,
|
||||
aliens[ALIEN_BOSS].maxShield);
|
||||
}
|
||||
|
||||
LIMIT_ADD(aliens[i].reload[0], -1, 0, 999);
|
||||
LIMIT_ADD(aliens[i].reload[1], -1, 0, 999);
|
||||
|
||||
if ((!(aliens[i].flags & FL_DISABLED)) &&
|
||||
(!(aliens[i].flags & FL_NOFIRE)))
|
||||
{
|
||||
if ((aliens[i].target->shield > 0))
|
||||
canFire = alien_checkTarget(&aliens[i]);
|
||||
|
||||
if (((aliens[i].thinktime % 2) == 0) &&
|
||||
(aliens[i].flags & FL_FRIEND))
|
||||
canFire = alien_enemiesInFront(&aliens[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
canFire = false;
|
||||
}
|
||||
|
||||
if ((canFire) && (dev.fireAliens))
|
||||
{
|
||||
if ((aliens[i].reload[0] == 0) &&
|
||||
((rand() % 1000 < aliens[i].chance[0]) ||
|
||||
(aliens[i].flags & FL_CONTINUOUS_FIRE)))
|
||||
{
|
||||
ship_fireBullet(&aliens[i], 0);
|
||||
}
|
||||
if ((aliens[i].reload[1] == 0) &&
|
||||
((rand() % 1000 < aliens[i].chance[1]) ||
|
||||
(aliens[i].flags & FL_CONTINUOUS_FIRE)))
|
||||
{
|
||||
if ((aliens[i].weaponType[1] != W_ENERGYRAY) &&
|
||||
(aliens[i].weaponType[1] != W_LASER))
|
||||
{
|
||||
if (aliens[i].weaponType[1] == W_CHARGER)
|
||||
aliens[i].ammo[1] = 50 + rand() % 150;
|
||||
ship_fireBullet(&aliens[i], 1);
|
||||
}
|
||||
else if (aliens[i].weaponType[1] == W_LASER)
|
||||
{
|
||||
aliens[i].flags += FL_FIRELASER;
|
||||
}
|
||||
else if ((aliens[i].weaponType[1] == W_ENERGYRAY) &&
|
||||
(aliens[i].ammo[0] == 250))
|
||||
{
|
||||
aliens[i].flags += FL_FIRERAY;
|
||||
audio_playSound(SFX_ENERGYRAY, aliens[i].x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (aliens[i].flags & FL_FIRERAY)
|
||||
{
|
||||
ship_fireRay(&aliens[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
LIMIT_ADD(aliens[i].ammo[0], 1, 0, 250);
|
||||
}
|
||||
|
||||
if (aliens[i].flags & FL_FIRELASER)
|
||||
{
|
||||
ship_fireBullet(&aliens[i], 1);
|
||||
if ((rand() % 25) == 0)
|
||||
aliens[i].flags -= FL_FIRELASER;
|
||||
}
|
||||
|
||||
if (aliens[i].flags & FL_DROPMINES)
|
||||
{
|
||||
if ((rand() % 150) == 0)
|
||||
addCollectable(aliens[i].x, aliens[i].y, P_MINE, 25,
|
||||
600 + rand() % 2400);
|
||||
|
||||
// Kline drops mines a lot more often
|
||||
if ((&aliens[i] == &aliens[ALIEN_KLINE]))
|
||||
{
|
||||
if ((rand() % 10) == 0)
|
||||
addCollectable(aliens[i].x, aliens[i].y, P_MINE, 25,
|
||||
600 + rand() % 2400);
|
||||
}
|
||||
}
|
||||
|
||||
shapeToUse = aliens[i].imageIndex[aliens[i].face];
|
||||
|
||||
if (aliens[i].hit)
|
||||
shapeToUse += SHIP_HIT_INDEX;
|
||||
|
||||
LIMIT_ADD(aliens[i].hit, -1, 0, 100);
|
||||
|
||||
if ((aliens[i].x + aliens[i].image[0]->w > 0) &&
|
||||
(aliens[i].x < screen->w) &&
|
||||
(aliens[i].y + aliens[i].image[0]->h > 0) &&
|
||||
(aliens[i].y < screen->h))
|
||||
{
|
||||
if ((!(aliens[i].flags & FL_DISABLED)) &&
|
||||
(aliens[i].classDef != CD_ASTEROID) &&
|
||||
(aliens[i].classDef != CD_ASTEROID2))
|
||||
addEngine(&aliens[i]);
|
||||
if ((!(aliens[i].flags & FL_ISCLOAKED)) || (aliens[i].hit > 0))
|
||||
blit(shipShape[shapeToUse], (int)aliens[i].x,
|
||||
(int)aliens[i].y);
|
||||
if (aliens[i].flags & FL_DISABLED)
|
||||
{
|
||||
if ((rand() % 10) == 0)
|
||||
addExplosion(aliens[i].x + (rand() % aliens[i].image[0]->w),
|
||||
aliens[i].y + (rand() % aliens[i].image[0]->h),
|
||||
E_ELECTRICAL);
|
||||
}
|
||||
}
|
||||
|
||||
if ((currentGame.area == MISN_MARS) && (aliens[i].x < -60))
|
||||
aliens[i].active = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
aliens[i].shield--;
|
||||
if ((aliens[i].x > 0) && (aliens[i].x < screen->w) &&
|
||||
(aliens[i].y > 0) && (aliens[i].y < screen->h))
|
||||
{
|
||||
blit(aliens[i].image[aliens[i].face], (int)aliens[i].x,
|
||||
(int)aliens[i].y);
|
||||
addExplosion(aliens[i].x + (rand() % aliens[i].image[0]->w),
|
||||
aliens[i].y + (rand() % aliens[i].image[0]->h),
|
||||
E_BIG_EXPLOSION);
|
||||
}
|
||||
if (aliens[i].shield < aliens[i].deathCounter)
|
||||
{
|
||||
aliens[i].active = false;
|
||||
if ((aliens[i].classDef == CD_BOSS) ||
|
||||
(aliens[i].owner == &aliens[ALIEN_BOSS]) ||
|
||||
(aliens[i].flags & FL_FRIEND) ||
|
||||
(aliens[i].classDef == CD_ASTEROID) ||
|
||||
(aliens[i].classDef == CD_KLINE))
|
||||
addDebris((int)aliens[i].x, (int)aliens[i].y,
|
||||
aliens[i].maxShield);
|
||||
|
||||
if (aliens[i].classDef == CD_ASTEROID)
|
||||
{
|
||||
n = 1 + (rand() % 3);
|
||||
for (int i = 0 ; i < n ; i++)
|
||||
alien_addSmallAsteroid(&aliens[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust the movement even whilst exploding
|
||||
if ((dev.moveAliens) && (!(aliens[i].flags & FL_NOMOVE)) &&
|
||||
(!(aliens[i].flags & FL_DISABLED)))
|
||||
alien_move(&aliens[i]);
|
||||
|
||||
if ((currentGame.area != MISN_ELLESH) || (aliens[i].shield < 0))
|
||||
aliens[i].x += engine.ssx;
|
||||
|
||||
aliens[i].x += engine.smx;
|
||||
aliens[i].y += engine.ssy + engine.smy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int mainGameLoop()
|
||||
{
|
||||
FILE *fp;
|
||||
char string[255];
|
||||
int index, alienType, placeAttempt;
|
||||
int barrierSpeed;
|
||||
int n;
|
||||
|
||||
resetLists();
|
||||
|
||||
|
@ -583,329 +1190,9 @@ int mainGameLoop()
|
|||
unBuffer();
|
||||
doStarfield();
|
||||
doCollectables();
|
||||
doBullets();
|
||||
game_doBullets();
|
||||
|
||||
barrierLoop += 0.2;
|
||||
|
||||
// A global variable for checking if all the aliens are dead
|
||||
engine.allAliensDead = 1;
|
||||
|
||||
object *alien = aliens;
|
||||
|
||||
for (int i = 0 ; i < ALIEN_MAX ; i++)
|
||||
{
|
||||
if (alien->active)
|
||||
{
|
||||
if (alien->shield > 0)
|
||||
{
|
||||
if ((alien->flags & FL_WEAPCO) && (!(alien->flags & FL_DISABLED)))
|
||||
engine.allAliensDead = 0;
|
||||
|
||||
// Set part attributes
|
||||
if (alien->owner != alien)
|
||||
{
|
||||
alien->face = alien->owner->face;
|
||||
|
||||
if (alien->face == 0)
|
||||
alien->x = alien->owner->x - alien->dx;
|
||||
else
|
||||
alien->x = alien->owner->x + alien->owner->image[0]->w + alien->dx - alien->image[0]->w;
|
||||
|
||||
alien->y = (alien->owner->y + alien->dy);
|
||||
|
||||
if (alien->owner->shield < 1)
|
||||
{
|
||||
if ((alien->classDef != CD_URANUSBOSSWING1) &&
|
||||
(alien->classDef != CD_URANUSBOSSWING2))
|
||||
{
|
||||
alien->shield = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
alien->flags &= ~FL_IMMORTAL;
|
||||
alien->owner = alien;
|
||||
alien->chance[0] = 25;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
canFire = true; // The alien is allowed to fire
|
||||
|
||||
LIMIT_ADD(alien->thinktime, -1, 0, 250);
|
||||
|
||||
if (alien->target->shield < 1)
|
||||
alien->target = alien;
|
||||
|
||||
// Specific to Sid to stop him pissing about(!)
|
||||
if ((alien->classDef == CD_SID) &&
|
||||
(alien->target->flags & FL_DISABLED))
|
||||
alien->target = alien;
|
||||
|
||||
if (alien->target == alien)
|
||||
{
|
||||
if (engine.missionCompleteTimer == 0)
|
||||
{
|
||||
alien_searchForTarget(alien);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (alien->flags & FL_FRIEND)
|
||||
{
|
||||
alien->target = &player;
|
||||
alien->thinktime = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((!(alien->flags & FL_DISABLED)) &&
|
||||
(alien->thinktime == 0) && (alien->target != alien) &&
|
||||
(alien->owner == alien))
|
||||
{
|
||||
if (alien->classDef == CD_KLINE)
|
||||
alien_setKlineAI(alien);
|
||||
else
|
||||
alien_setAI(alien);
|
||||
|
||||
alien->thinktime = (rand() % 25) * 10;
|
||||
|
||||
// Face direction of movement unless you always face
|
||||
// your target(!)
|
||||
if (!(alien->flags & FL_ALWAYSFACE))
|
||||
{
|
||||
alien->face = (alien->dx > 0);
|
||||
}
|
||||
|
||||
LIMIT(alien->dx, -alien->speed, alien->speed);
|
||||
LIMIT(alien->dy, -alien->speed, alien->speed);
|
||||
|
||||
}
|
||||
|
||||
if (alien->flags & FL_ALWAYSFACE)
|
||||
{
|
||||
alien->face = 0;
|
||||
if (alien->x > alien->target->x) alien->face = 1;
|
||||
}
|
||||
|
||||
if ((currentGame.area == MISN_ELLESH) &&
|
||||
(alien->classDef == CD_BOSS))
|
||||
alien->face = 0;
|
||||
|
||||
if ((alien->flags & FL_DEPLOYDRONES) && ((rand() % 300) == 0))
|
||||
alien_addDrone(alien);
|
||||
|
||||
if (alien->flags & FL_LEAVESECTOR)
|
||||
{
|
||||
// Note: The original version of this line incorrectly
|
||||
// specified -15 as the *maximum* instead of the
|
||||
// *minimum*, which at the time was equivalent to
|
||||
// ``alien->dx = -15``.
|
||||
LIMIT_ADD(alien->dx, -0.5, -15, 0);
|
||||
alien->dy = 0;
|
||||
alien->thinktime = 999;
|
||||
alien->face = 0;
|
||||
|
||||
if (alien->x >= 5000)
|
||||
{
|
||||
alien->flags -= FL_LEAVESECTOR;
|
||||
alien->flags += FL_ESCAPED;
|
||||
alien->active = false;
|
||||
|
||||
if (alien->classDef == CD_CLOAKFIGHTER)
|
||||
{
|
||||
currentGame.experimentalShield = alien->shield;
|
||||
setInfoLine("Experimental Fighter has fled",
|
||||
FONT_CYAN);
|
||||
}
|
||||
|
||||
alien->shield = 0;
|
||||
updateMissionRequirements(M_ESCAPE_TARGET,
|
||||
alien->classDef, 1);
|
||||
|
||||
if (alien->classDef != CD_CLOAKFIGHTER)
|
||||
updateMissionRequirements(M_DESTROY_TARGET_TYPE,
|
||||
alien->classDef, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// This deals with the Experimental Fighter in Mordor
|
||||
// (and Kline on the final mission)
|
||||
// It can cloak and uncloak at random. When cloaked,
|
||||
// its sprite is not displayed. However the engine
|
||||
// trail is still visible!
|
||||
if ((alien->flags & FL_CANCLOAK) && ((rand() % 500) == 0))
|
||||
{
|
||||
if (alien->flags & FL_ISCLOAKED)
|
||||
alien->flags -= FL_ISCLOAKED;
|
||||
else
|
||||
alien->flags += FL_ISCLOAKED;
|
||||
audio_playSound(SFX_CLOAK, alien->x);
|
||||
}
|
||||
|
||||
if (alien->classDef == CD_BARRIER)
|
||||
{
|
||||
alien->dx = -10 + (sinf(barrierLoop + alien->speed) * 60);
|
||||
alien->dy = 20 + (cosf(barrierLoop + alien->speed) * 40);
|
||||
}
|
||||
|
||||
if (alien->classDef == CD_MOBILESHIELD)
|
||||
{
|
||||
LIMIT_ADD(aliens[ALIEN_BOSS].shield, 1, 0,
|
||||
aliens[ALIEN_BOSS].maxShield);
|
||||
}
|
||||
|
||||
LIMIT_ADD(alien->reload[0], -1, 0, 999);
|
||||
LIMIT_ADD(alien->reload[1], -1, 0, 999);
|
||||
|
||||
if ((!(alien->flags & FL_DISABLED)) &&
|
||||
(!(alien->flags & FL_NOFIRE)))
|
||||
{
|
||||
if ((alien->target->shield > 0))
|
||||
canFire = alien_checkTarget(alien);
|
||||
|
||||
if (((alien->thinktime % 2) == 0) &&
|
||||
(alien->flags & FL_FRIEND))
|
||||
canFire = alien_enemiesInFront(alien);
|
||||
}
|
||||
else
|
||||
{
|
||||
canFire = false;
|
||||
}
|
||||
|
||||
if ((canFire) && (dev.fireAliens))
|
||||
{
|
||||
if ((alien->reload[0] == 0) &&
|
||||
((rand() % 1000 < alien->chance[0]) ||
|
||||
(alien->flags & FL_CONTINUOUS_FIRE)))
|
||||
{
|
||||
ship_fireBullet(alien, 0);
|
||||
}
|
||||
if ((alien->reload[1] == 0) &&
|
||||
((rand() % 1000 < alien->chance[1]) ||
|
||||
(alien->flags & FL_CONTINUOUS_FIRE)))
|
||||
{
|
||||
if ((alien->weaponType[1] != W_ENERGYRAY) &&
|
||||
(alien->weaponType[1] != W_LASER))
|
||||
{
|
||||
if (alien->weaponType[1] == W_CHARGER)
|
||||
alien->ammo[1] = 50 + rand() % 150;
|
||||
ship_fireBullet(alien, 1);
|
||||
}
|
||||
else if (alien->weaponType[1] == W_LASER)
|
||||
{
|
||||
alien->flags += FL_FIRELASER;
|
||||
}
|
||||
else if ((alien->weaponType[1] == W_ENERGYRAY) &&
|
||||
(alien->ammo[0] == 250))
|
||||
{
|
||||
alien->flags += FL_FIRERAY;
|
||||
audio_playSound(SFX_ENERGYRAY, alien->x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (alien->flags & FL_FIRERAY)
|
||||
{
|
||||
ship_fireRay(alien);
|
||||
}
|
||||
else
|
||||
{
|
||||
LIMIT_ADD(alien->ammo[0], 1, 0, 250);
|
||||
}
|
||||
|
||||
if (alien->flags & FL_FIRELASER)
|
||||
{
|
||||
ship_fireBullet(alien, 1);
|
||||
if ((rand() % 25) == 0)
|
||||
alien->flags -= FL_FIRELASER;
|
||||
}
|
||||
|
||||
if (alien->flags & FL_DROPMINES)
|
||||
{
|
||||
if ((rand() % 150) == 0)
|
||||
addCollectable(alien->x, alien->y, P_MINE, 25,
|
||||
600 + rand() % 2400);
|
||||
|
||||
// Kline drops mines a lot more often
|
||||
if ((alien == &aliens[ALIEN_KLINE]))
|
||||
{
|
||||
if ((rand() % 10) == 0)
|
||||
addCollectable(alien->x, alien->y, P_MINE, 25,
|
||||
600 + rand() % 2400);
|
||||
}
|
||||
}
|
||||
|
||||
shapeToUse = alien->imageIndex[alien->face];
|
||||
|
||||
if (alien->hit)
|
||||
shapeToUse += SHIP_HIT_INDEX;
|
||||
|
||||
LIMIT_ADD(alien->hit, -1, 0, 100);
|
||||
|
||||
if ((alien->x + alien->image[0]->w > 0) &&
|
||||
(alien->x < screen->w) &&
|
||||
(alien->y + alien->image[0]->h > 0) &&
|
||||
(alien->y < screen->h))
|
||||
{
|
||||
if ((!(alien->flags & FL_DISABLED)) &&
|
||||
(alien->classDef != CD_ASTEROID) &&
|
||||
(alien->classDef != CD_ASTEROID2))
|
||||
addEngine(alien);
|
||||
if ((!(alien->flags & FL_ISCLOAKED)) || (alien->hit > 0))
|
||||
blit(shipShape[shapeToUse], (int)alien->x,
|
||||
(int)alien->y);
|
||||
if (alien->flags & FL_DISABLED)
|
||||
{
|
||||
if ((rand() % 10) == 0)
|
||||
addExplosion(alien->x + (rand() % alien->image[0]->w), alien->y + (rand() % alien->image[0]->h), E_ELECTRICAL);
|
||||
}
|
||||
}
|
||||
|
||||
if ((currentGame.area == MISN_MARS) && (alien->x < -60))
|
||||
alien->active = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
alien->shield--;
|
||||
if ((alien->x > 0) && (alien->x < screen->w) &&
|
||||
(alien->y > 0) && (alien->y < screen->h))
|
||||
{
|
||||
blit(alien->image[alien->face], (int)alien->x, (int)alien->y);
|
||||
addExplosion(alien->x + (rand() % alien->image[0]->w), alien->y + (rand() % alien->image[0]->h), E_BIG_EXPLOSION);
|
||||
}
|
||||
if (alien->shield < alien->deathCounter)
|
||||
{
|
||||
alien->active = false;
|
||||
if ((alien->classDef == CD_BOSS) ||
|
||||
(alien->owner == &aliens[ALIEN_BOSS]) ||
|
||||
(alien->flags & FL_FRIEND) ||
|
||||
(alien->classDef == CD_ASTEROID) ||
|
||||
(alien->classDef == CD_KLINE))
|
||||
addDebris((int)alien->x, (int)alien->y,
|
||||
alien->maxShield);
|
||||
|
||||
if (alien->classDef == CD_ASTEROID)
|
||||
{
|
||||
n = 1 + (rand() % 3);
|
||||
for (int i = 0 ; i < n ; i++)
|
||||
alien_addSmallAsteroid(alien);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust the movement even whilst exploding
|
||||
if ((dev.moveAliens) && (!(alien->flags & FL_NOMOVE)) &&
|
||||
(!(alien->flags & FL_DISABLED)))
|
||||
alien_move(alien);
|
||||
|
||||
if ((currentGame.area != MISN_ELLESH) || (alien->shield < 0))
|
||||
alien->x += engine.ssx;
|
||||
|
||||
alien->x += engine.smx;
|
||||
alien->y += engine.ssy + engine.smy;
|
||||
}
|
||||
|
||||
alien++;
|
||||
}
|
||||
game_doAliens();
|
||||
|
||||
doPlayer();
|
||||
doCargo();
|
||||
|
|
|
@ -68,6 +68,35 @@ void player_setTarget(int index)
|
|||
engine.targetShield /= aliens[index].shield;
|
||||
}
|
||||
|
||||
char player_checkShockDamage(float x, float y)
|
||||
{
|
||||
// Don't let the player be hurt by an explosion after they have completed
|
||||
// all the mission objectives. That would be *really* annoying!
|
||||
if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
|
||||
return 0;
|
||||
|
||||
float distX = fabsf(x - player.x);
|
||||
float distY = fabsf(y - player.y);
|
||||
|
||||
if ((distX <= 50) && (distY <= 50))
|
||||
{
|
||||
if (distX >= 1)
|
||||
distX /= 5;
|
||||
|
||||
if (distY >= 1)
|
||||
distY /= 5;
|
||||
|
||||
player.shield -= (int)(10 - distX);
|
||||
player.shield -= (int)(10 - distY);
|
||||
LIMIT(player.shield, 0, player.maxShield);
|
||||
player.hit = 10;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void exitPlayer()
|
||||
{
|
||||
charger_fired = false;
|
||||
|
|
|
@ -24,6 +24,7 @@ extern object player;
|
|||
|
||||
extern void initPlayer();
|
||||
void player_setTarget(int index);
|
||||
char player_checkShockDamage(float x, float y);
|
||||
extern void exitPlayer();
|
||||
extern void doPlayer();
|
||||
extern void flushInput();
|
||||
|
|
Loading…
Reference in New Issue