/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012 Guus Sliepen Copyright (C) 2012, 2015 Julian Marchant This program 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. This program 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 this program. If not, see . */ #include "Starfighter.h" object defEnemy[MAX_DEFALIENS]; object enemy[MAX_ALIENS]; /* This simply pulls back an alien from the array that is "dead" (no shield) and returns the index number so we can have a new one. */ static int alien_getFreeIndex() { for (int i = 0 ; i < engine.maxAliens ; i++) { if (!enemy[i].active) { return i; } } return -1; } bool alien_add() { int index = alien_getFreeIndex(); if ((index == -1) || (currentGame.area == 23) || (currentGame.area == 26)) return 0; signed char *alienArray; signed char numberOfAliens = 1; alienArray = new signed char[8]; switch(currentGame.area) { case 0: case 3: case 11: numberOfAliens = 1; alienArray[0] = CD_DUALFIGHTER; break; case 1: case 2: case 4: case 5: numberOfAliens = 2; alienArray[0] = CD_DUALFIGHTER; alienArray[1] = CD_PROTOFIGHTER; break; case 7: case 8: numberOfAliens = 3; alienArray[0] = CD_DUALFIGHTER; alienArray[1] = CD_PROTOFIGHTER; alienArray[2] = CD_AIMFIGHTER; break; case 9: // This is the mission where you need to disable cargo ships. // Missiles are extremely bad in this mission, not because // of the damage they do to you, but because they tend to // accidentally destroy the cargo ships. Therefore, ships // with missiles (dual fighters and missile boats) are // excluded from this mission. numberOfAliens = 2; alienArray[0] = CD_PROTOFIGHTER; alienArray[1] = CD_AIMFIGHTER; break; case 10: case 15: numberOfAliens = 1; alienArray[0] = CD_ASTEROID; break; case 13: case 14: case 16: numberOfAliens = 4; alienArray[0] = CD_DUALFIGHTER; alienArray[1] = CD_PROTOFIGHTER; alienArray[2] = CD_MISSILEBOAT; alienArray[3] = CD_AIMFIGHTER; break; case 18: numberOfAliens = 2; alienArray[0] = CD_DUALFIGHTER; alienArray[1] = CD_MINER; break; case 25: numberOfAliens = 6; alienArray[0] = CD_DUALFIGHTER; alienArray[1] = CD_PROTOFIGHTER; alienArray[2] = CD_MISSILEBOAT; alienArray[3] = CD_AIMFIGHTER; alienArray[4] = CD_ESCORT; alienArray[5] = CD_MOBILE_RAY; break; case 22: numberOfAliens = 2; alienArray[0] = CD_AIMFIGHTER; alienArray[1] = CD_DUALFIGHTER; break; case 24: numberOfAliens = 2; alienArray[0] = CD_ASTEROID; alienArray[1] = CD_ASTEROID2; break; case MAX_MISSIONS - 1: numberOfAliens = 3; alienArray[0] = CD_DUALFIGHTER; alienArray[1] = CD_MISSILEBOAT; alienArray[2] = CD_AIMFIGHTER; if (currentGame.system == 2) { numberOfAliens = 4; alienArray[3] = CD_PROTOFIGHTER; } break; default: numberOfAliens = 1; alienArray[0] = CD_DUALFIGHTER; break; } signed char randEnemy = alienArray[rand() % numberOfAliens]; if ((currentGame.area != 10) && (currentGame.area != 15) && (currentGame.area != 24)) { if ((currentGame.system == 1) && (currentGame.area == MAX_MISSIONS - 1)) { if ((rand() % 5) == 0) randEnemy = CD_SLAVETRANSPORT; } if ((currentGame.area != MAX_MISSIONS - 1) && ((currentGame.maxPlasmaRate > currentGame.minPlasmaRate) || (currentGame.maxPlasmaOutput > currentGame.minPlasmaOutput) || (currentGame.maxPlasmaDamage > currentGame.minPlasmaDamage))) { if ((rand() % 6) == 0) randEnemy = CD_TRANSPORTSHIP; } } delete[] alienArray; enemy[index] = defEnemy[randEnemy]; enemy[index].active = true; enemy[index].face = rand() % 2; enemy[index].owner = &enemy[index]; // Most enemies will own themselves enemy[index].target = &enemy[index]; enemy[index].thinktime = (50 + rand() % 50); enemy[index].systemPower = enemy[index].maxShield; enemy[index].deathCounter = 0 - (enemy[index].maxShield * 3); enemy[index].hit = 0; limitInt(&enemy[index].deathCounter, -250, 0); // Attempts to place an alien. If it fails, the alien is deactivated. for (int i = 0 ; i < 100 ; i++) { if (alien_place(&enemy[index])) break; enemy[index].active = false; return false; } if (enemy[index].classDef == CD_CARGOSHIP) addCargo(&enemy[index], P_CARGO); if (enemy[index].classDef == CD_MOBILE_RAY) enemy[index].shield = 25; if (enemy[index].classDef == CD_ESCORT) enemy[index].shield = 50; enemy[index].dx = rrand(-2, 2); enemy[index].dy = rrand(-2, 2); enemy[index].ammo[0] = 0; if (currentGame.area == 18) enemy[index].flags |= FL_HASMINIMUMSPEED; return true; } void alien_addDrone(object *hostAlien) { int index = alien_getFreeIndex(); if (index == -1) return; enemy[index] = defEnemy[CD_DRONE]; enemy[index].active = true; enemy[index].face = rand() % 2; enemy[index].owner = &enemy[index]; // Most enemies will own themselves enemy[index].target = &enemy[index]; enemy[index].thinktime = (50 + rand() % 50); enemy[index].systemPower = enemy[index].maxShield; enemy[index].deathCounter = 0 - (enemy[index].maxShield * 3); enemy[index].hit = 0; enemy[index].x = hostAlien->x + rand() % 50; enemy[index].y = hostAlien->y + rand() % 50; } void alien_addSmallAsteroid(object *hostAlien) { if (engine.missionCompleteTimer != 0) return; int index = -1; int debris = 1 + rand() % 10; for (int i = 0 ; i < debris ; i++) addBullet(&weapon[W_ROCKETS], hostAlien, 0, 0); for (int i = 10 ; i < 20 ; i++) if (!enemy[i].active) index = i; if (index == -1) return; if ((rand() % 10) > 3) { enemy[index] = defEnemy[CD_ASTEROID2]; enemy[index].imageIndex[0] = enemy[index].imageIndex[1] = 39 + rand() % 2; enemy[index].image[0] = shipShape[enemy[index].imageIndex[0]]; enemy[index].image[1] = shipShape[enemy[index].imageIndex[1]]; } else { enemy[index] = defEnemy[CD_DRONE]; } enemy[index].owner = &enemy[index]; // Most enemies will own themselves enemy[index].target = &enemy[index]; enemy[index].thinktime = 1; enemy[index].systemPower = enemy[index].maxShield; enemy[index].deathCounter = 0 - (enemy[index].maxShield * 3); enemy[index].hit = 0; enemy[index].x = hostAlien->x; enemy[index].y = hostAlien->y; enemy[index].active = true; } void alien_addFriendly(int type) { if (type != FR_SID) enemy[type] = defEnemy[CD_FRIEND]; else enemy[type] = defEnemy[CD_SID]; enemy[type].owner = &enemy[type]; enemy[type].target = &enemy[type]; enemy[type].active = true; if (rand() % 2 == 0) enemy[type].x = rrand((int)(screen->w / 2), (int)(screen->w / 2) + 150); else enemy[type].x = rrand((int)(screen->w / 2) - 150, (int)(screen->w / 2)); if (rand() % 2 == 0) enemy[type].y = rrand((int)(screen->h / 2), (int)(screen->h / 2) + 150); else enemy[type].y = rrand((int)(screen->h / 2) - 150, (int)(screen->h / 2)); if (type == FR_PHOEBE) enemy[type].classDef = CD_PHOEBE; if (type == FR_URSULA) enemy[type].classDef = CD_URSULA; // For the sake of it being the final battle :) if (currentGame.area == 25) enemy[type].flags |= FL_IMMORTAL; } bool alien_place(object *alien) { if (rand() % 2 == 0) alien->x = rrand(screen->w, screen->w * 2); else alien->x = rrand(-screen->w, 0); if (rand() % 2 == 0) alien->y = rrand(screen->h, screen->h * 2); else alien->y = rrand(-screen->h, 0); if (currentGame.area == 24) { alien->x = screen->w; alien->y = rrand(screen->h / 3, (2 * screen->h) / 3); } for (int i = 0 ; i < MAX_ALIENS ; i++) { if ((enemy[i].owner != alien) && (enemy[i].shield > 0)) { if (collision(alien->x, alien->y, alien->image[0]->w, alien->image[0]->h, enemy[i].x, enemy[i].y, enemy[i].image[0]->w, enemy[i].image[0]->h)) return false; } } return true; } void alien_setAI(object *alien) { // Make friendly craft generally concentrate on smaller fighters if ((alien->flags & FL_FRIEND) && (alien->target == &enemy[WC_BOSS])) { if ((rand() % 5) == 0) { alien->target = alien; alien->thinktime = 0; return; } } int i = rand() % 10; float tx = alien->target->x; float ty = alien->target->y; int chase = 0; // Chance in 10 of chasing player int area = 0; // Chance in 10 of moving to an area around the player int stop = 0; // Chance in 10 of hanging back int point = 0; // Size of area alien will move into switch (alien->AIType) { case AI_NORMAL: chase = 3; point = 6; stop = 9; area = 250; break; case AI_OFFENSIVE: chase = 7; point = 8; stop = 9; area = 50; break; case AI_DEFENSIVE: chase = 2; point = 6; stop = 8; area = 300; break; case AI_EVASIVE: chase = 1; point = 8; stop = 9; area = 600; break; case AI_WANDER: chase = -1; point = 0; stop = 10; area = 1200; break; } if (i <= chase) { // Chase the target alien->dx = ((alien->x - tx) / ((300 / alien->speed) + rand() % 100)); alien->dy = ((alien->y - ty) / ((300 / alien->speed) + rand() % 100)); return; } else if ((i >= point) && (i <= stop)) { // Fly to a random point around the target tx += (rand() % area - (rand() % area * 2)); ty += (rand() % area - (rand() % area * 2)); alien->dx = ((alien->x - tx) / ((300 / alien->speed) + rand() % 100)); alien->dy = ((alien->y - ty) / ((300 / alien->speed) + rand() % 100)); return; } else { // Hang back alien->dx = 0; alien->dy = 0; return; } } void alien_setKlineAttackMethod(object *alien) { alien->maxShield -= 500; if (alien->maxShield == 0) alien->flags &= ~FL_CANNOTDIE; if (alien->maxShield == 1000) { setRadioMessage(FACE_KLINE, "Very good, Bainfield. Now let's get a little more serious...", 1); alien->weaponType[0] = W_SPREADSHOT; alien->chance[1] = 40; } else if (alien->maxShield == 500) { setRadioMessage(FACE_KLINE, "Your ability to stay alive irritates me!! Try dodging some of these!!", 1); alien->weaponType[0] = W_DIRSHOCKMISSILE; alien->weaponType[1] = W_DIRSHOCKMISSILE; alien->chance[0] = 2; alien->chance[1] = 2; alien->flags |= FL_AIMS; } else if (alien->maxShield == 0) { setRadioMessage(FACE_KLINE, "ENOUGH!! THIS ENDS NOW!!!", 1); alien->weaponType[0] = W_AIMED_SHOT; alien->weaponType[1] = W_MICRO_HOMING_MISSILES; alien->flags |= FL_CANCLOAK; alien->chance[0] = 100; alien->chance[1] = 2; } alien->shield = 500; } /* This AI is exclusively for Kline. */ void alien_setKlineAI(object *alien) { // Weapon type change if ((rand() % 3) == 0) { if (currentGame.area != 26) { alien->flags &= ~FL_AIMS; switch(rand() % 2) { case 0: alien->weaponType[0] = W_TRIPLE_SHOT; break; case 1: alien->weaponType[0] = W_AIMED_SHOT; alien->flags |= FL_AIMS; break; } } } alien->flags &= ~(FL_CIRCLES | FL_CONTINUOUS_FIRE | FL_DROPMINES); switch(rand() % 10) { case 0: if ((alien->weaponType[0] != W_DIRSHOCKMISSILE) && (alien->weaponType[1] != W_MICRO_HOMING_MISSILES)) alien->flags |= FL_CONTINUOUS_FIRE; alien->dx = ((alien->x - alien->target->x) / ((300 / alien->speed) + rand() % 100)); alien->dy = ((alien->y - alien->target->y) / ((300 / alien->speed) + rand() % 100)); break; case 1: case 2: // Kline only attacks then he is ready! if ((!(alien->flags & FL_NOFIRE)) && (currentGame.area == 11)) alien->flags |= FL_DROPMINES; break; case 3: case 4: alien->flags |= FL_CIRCLES; break; default: alien_setAI(alien); break; } } /* "Looks" for an enemy by picking a randomly active enemy and using them as a target. If the target is too far away, it will be ignored. */ void alien_searchForTarget(object *alien) { int i; if (alien->flags & FL_WEAPCO) { i = (rand() % 10); if (i == 0) { alien->target = &player; return; } } i = rand() % MAX_ALIENS; object *targetEnemy = &enemy[i]; // Tell Sid not to attack craft that are already disabled or can // return fire. This will save him from messing about (unless we're on the last mission) if ((alien->classDef == CD_SID) && (currentGame.area != 25)) { if ((targetEnemy->flags & FL_DISABLED) || (!(targetEnemy->flags & FL_NOFIRE))) return; } // Tell Phoebe and Ursula not to attack ships that cannot fire or are disabled (unless we're on the last mission) if (currentGame.area != 25) { if ((alien->classDef == CD_PHOEBE) || (alien->classDef == CD_URSULA)) { // Don't attack the boss or we could be here all day(!) if (targetEnemy->classDef == CD_BOSS) return; if ((targetEnemy->flags & FL_DISABLED) || (targetEnemy->flags & FL_NOFIRE)) return; } } if ((targetEnemy->shield < 1) || (!targetEnemy->active)) return; if ((targetEnemy->flags & FL_WEAPCO) && (alien->flags & FL_WEAPCO)) return; if ((targetEnemy->flags & FL_FRIEND) && (alien->flags & FL_FRIEND)) return; if (abs((int)alien->x - (int)alien->target->x) > 550) return; if (abs((int)alien->y - (int)alien->target->y) > 400) return; alien->target = targetEnemy; } /* Do various checks to see if the alien can fire at the target. */ int alien_checkTarget(object *alien) { // No target if (alien->target == alien) return 0; // Whilst firing a Ray, no other weapons can be fired! if (alien->flags & FL_FIRERAY) return 0; // The target is on the same side as you! if ((alien->flags & FL_WEAPCO) && (alien->target->flags & FL_WEAPCO)) return 0; if ((alien->flags & FL_FRIEND) && (alien->target->flags & FL_FRIEND)) return 0; // You're facing the wrong way if ((alien->face == 0) && (alien->target->x < alien->x)) return 0; if ((alien->face == 1) && (alien->target->x > alien->x)) return 0; // Slightly more than half a screen away from you if (abs((int)alien->x - (int)alien->target->x) > 550) return 0; if ((alien->flags & FL_AIMS) || (alien->flags & FL_CONTINUOUS_FIRE)) return 1; // Not at the correct vertical height if ((alien->y < alien->target->y - 15) || (alien->y > alien->target->y + alien->target->image[0]->h + 15)) return 0; return 1; } /* Currently only used for the allies. Whilst flying around, the allies will fire on any enemy craft that enter their line of sight. */ int alien_enemiesInFront(object *alien) { object *anEnemy = enemy; for (int i = 0 ; i < MAX_ALIENS ; i++) { if ((alien != anEnemy) && (anEnemy->flags & FL_WEAPCO) && (anEnemy->shield > 0)) { if ((alien->y > anEnemy->y - 15) && (alien->y < anEnemy->y + anEnemy->image[0]->h + 15)) { if ((alien->face == 1) && (anEnemy->x < alien->x)) return 1; if ((alien->face == 0) && (anEnemy->x > alien->x)) return 1; } } anEnemy++; } return 0; } void alien_move(object *alien) { bool checkCollisions; if ((alien->flags & FL_LEAVESECTOR) || (alien->shield < 1)) checkCollisions = false; else checkCollisions = true; if (alien->owner == alien) { if (alien->flags & FL_CIRCLES) { if (alien->face == 0) { alien->dx += 0.02; alien->dy += 0.02; } else { alien->dx -= 0.02; alien->dy -= 0.02; } alien->x -= (sinf(alien->dx) * 4); alien->y -= (cosf(alien->dy) * 4); } else { alien->x -= alien->dx; alien->y -= alien->dy; } } object *anEnemy = enemy; if (checkCollisions) { for (int i = 0 ; i < MAX_ALIENS ; i++) { if ((alien->flags & FL_LEAVESECTOR) || (alien->classDef == CD_DRONE) || (alien->classDef == CD_ASTEROID2) || (alien->owner == anEnemy->owner) || (alien->owner->owner == anEnemy->owner) || (anEnemy->shield < 1)) { anEnemy++; continue; } if (collision(alien, anEnemy)) { if ((anEnemy->classDef == CD_BARRIER) && (anEnemy->owner != alien)) { alien->shield--; alien->hit = 3; alien->dx *= -1; alien->dy *= -1; playSound(SFX_HIT, alien->x); } } anEnemy++; } } // Handle a collision with the player if ((player.shield > 0) && (alien->shield > 0) && (checkCollisions)) { if (collision(alien, &player)) { if (alien->classDef == CD_ASTEROID) { if (!engine.cheatShield) player.shield -= alien->shield; alien->shield = 0; playSound(SFX_EXPLOSION, alien->x); setInfoLine("Warning: Asteroid Collision Damage!!", FONT_RED); player.hit = 5; playSound(SFX_HIT, player.x); } if (alien->classDef == CD_ASTEROID2) { if (!engine.cheatShield) player.shield -= alien->shield; alien->shield = 0; playSound(SFX_EXPLOSION, alien->x); setInfoLine("Warning: Asteroid Collision Damage!!", FONT_RED); player.hit = 5; playSound(SFX_HIT, player.x); } if (alien->classDef == CD_BARRIER) { if (!engine.cheatShield) player.shield--; player.hit = 5; playSound(SFX_HIT, player.x); } } } }