798 lines
20 KiB
C++
798 lines
20 KiB
C++
/*
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Copyright (C) 2003 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 "Starfighter.h"
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void addBullet(object *theWeapon, object *attacker, int y, int dy)
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{
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object *bullet;
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signed char imageIndex;
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int tempX, tempY, steps;
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bullet = new object;
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if (attacker == &player)
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currentGame.shots++;
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bullet->next = NULL;
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bullet->active = true;
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bullet->x = attacker->x - ((attacker->image[0]->w / 2) * attacker->face);
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bullet->y = attacker->y + y;
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bullet->flags = theWeapon->flags;
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bullet->shield = 300; // bullets live for (approximately) 5 seconds
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// Timed explosions live between 1 and 3 seconds
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if (bullet->flags & WF_TIMEDEXPLOSION)
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bullet->shield = 60 + ((rand() % 3) * 60);
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if (attacker->face == 0)
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{
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bullet->dx = theWeapon->speed;
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if ((currentGame.area == 18) || (currentGame.area == 24))
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bullet->dx += fabsf(engine.ssx);
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}
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else
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{
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bullet->dx = (0 - theWeapon->speed);
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}
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if (bullet->flags & WF_VARIABLE_SPEED)
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{
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bullet->dx = rrand(100, 200);
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bullet->dx /= 10;
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if (attacker->face == 1)
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bullet->dx = 0 - bullet->dx;
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}
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bullet->dy = dy;
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if (bullet->flags & WF_SCATTER)
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{
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bullet->dy = rrand(-200, 200);
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if (bullet->dy != 0)
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bullet->dy /= 200;
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}
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if (attacker->flags & FL_WEAPCO)
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bullet->flags += WF_WEAPCO;
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else
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bullet->flags += WF_FRIEND;
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bullet->owner = attacker->owner;
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bullet->id = theWeapon->id;
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bullet->damage = theWeapon->damage;
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if (bullet->id == WT_CHARGER)
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{
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bullet->damage = attacker->ammo[1];
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if (bullet->damage < 50)
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{
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bullet->damage = 1;
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bullet->id = WT_PLASMA;
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}
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}
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bullet->target = NULL;
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if (attacker->flags & FL_FRIEND)
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imageIndex = 0;
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else
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imageIndex = 1;
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// Use the enemy's images if applicable
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if (bullet->id != WT_ROCKET)
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bullet->image[0] = theWeapon->image[imageIndex];
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else
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bullet->image[0] = theWeapon->image[attacker->face];
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if (bullet->flags & WF_AIMED)
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{
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tempX = (int)fabsf(attacker->target->x - attacker->x);
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tempY = (int)fabsf(attacker->target->y - attacker->y);
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steps = max(tempX, tempY);
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if (steps < 12)
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steps = 12;
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if (!(bullet->flags & WF_TIMEDEXPLOSION))
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steps /= 8;
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else
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steps /= 6 + (rand() % 6);
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tempX = (int)(attacker->target->x - attacker->x);
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tempY = (int)(attacker->target->y - attacker->y);
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bullet->dx = tempX / steps;
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bullet->dy = tempY / steps;
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}
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if (attacker->classDef == CD_ASTEROID)
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{
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bullet->dx = rrand(-20, 20);
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bullet->dy = rrand(-20, 20);
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bullet->image[0] = shape[4];
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}
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engine.bulletTail->next = bullet;
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engine.bulletTail = bullet;
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}
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/*
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Fill in later...
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*/
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void fireBullet(object *attacker, int weaponType)
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{
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if (attacker->reload[weaponType] > 0)
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return;
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int y = (attacker->image[0]->h) / 5;
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// Remove some ammo from the player
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if ((attacker == &player) && (weaponType == 1) && (!engine.cheatAmmo))
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player.ammo[1]--;
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object *theWeapon = &weapon[attacker->weaponType[weaponType]];
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switch(theWeapon->id)
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{
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case WT_PLASMA:
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case WT_SPREAD:
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case WT_DIRECTIONAL:
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playSound(SFX_PLASMA);
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break;
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case WT_ROCKET:
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playSound(SFX_MISSILE);
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break;
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case WT_LASER:
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playSound(SFX_LASER);
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break;
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case WT_CHARGER:
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playSound(SFX_PLASMA3);
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break;
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}
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if (theWeapon->flags & WF_STRAIGHT)
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{
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switch (theWeapon->ammo[0])
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{
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case 1:
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addBullet(theWeapon, attacker, y * 3, 0);
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break;
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case 2:
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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break;
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case 3:
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 3, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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break;
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case 4:
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addBullet(theWeapon, attacker, y, 0);
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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addBullet(theWeapon, attacker, y * 5, 0);
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break;
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case 5:
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for (int i = 1 ; i < 6; i++)
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addBullet(theWeapon, attacker, y * i, 0);
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break;
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}
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}
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else if (theWeapon->flags & WF_THIN_SPREAD)
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{
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addBullet(theWeapon, attacker, y * 2, -1);
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if (theWeapon->ammo[0] == 3)
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{
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addBullet(theWeapon, attacker, y * 3, 0);
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}
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else
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{
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addBullet(theWeapon, attacker, y * 2, 0);
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addBullet(theWeapon, attacker, y * 4, 0);
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}
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addBullet(theWeapon, attacker, y * 4, 1);
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}
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else if (theWeapon->flags & WF_WIDE_SPREAD)
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{
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addBullet(theWeapon, attacker, y * 1, -2);
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addBullet(theWeapon, attacker, y * 2, -1);
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addBullet(theWeapon, attacker, y * 3, 0);
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addBullet(theWeapon, attacker, y * 4, 1);
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addBullet(theWeapon, attacker, y * 5, 2);
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}
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// Reset the weapon reload time. Double it if it is not friendly or a boss or Kline
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attacker->reload[weaponType] = theWeapon->reload[0];
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if ((attacker->flags & FL_WEAPCO) && (attacker != &enemy[WC_BOSS]) && (attacker != &enemy[WC_KLINE]) && (theWeapon->id != W_LASER))
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attacker->reload[weaponType] *= 2;
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if ((engine.cheatAmmo) || (theWeapon->id == WT_LASER))
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return;
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if ((attacker == &player) && (weaponType == 0))
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{
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if (player.ammo[0] > 0)
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{
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player.ammo[0]--;
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if (player.ammo[0] == 0)
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{
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player.weaponType[0] = W_PLAYER_WEAPON;
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weapon[W_PLAYER_WEAPON2] = weapon[W_PLAYER_WEAPON]; // reset to weapon 1 defaults
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}
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}
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}
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}
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/*
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Used for homing missiles. When a missile is active and it is told to home in
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on an enemy, it will attempt to randomly grab one every frame if it does not
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already have a target. If the target it is currently chasing is killed, it will
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begin to look for a new one (done in doBullets()). The homing missile will make
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one attempt per call (one call per frame) to find a suitable target. If the target
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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 *getRandomEnemy(object *bullet)
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{
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int i;
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if (bullet->owner->flags & FL_WEAPCO)
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{
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i = (rand() % 10);
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if (i < 1)
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return &player;
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}
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i = rand() % MAX_ALIENS;
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if ((enemy[i].shield < 1) || (!enemy[i].active))
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return NULL;
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if ((bullet->owner->flags & FL_WEAPCO) && (enemy[i].flags & FL_WEAPCO))
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return NULL;
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if ((bullet->owner->flags & FL_FRIEND) && (enemy[i].flags & FL_FRIEND))
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return NULL;
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if (abs((int)bullet->x - (int)enemy[i].target->x) > 800)
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return NULL;
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if (abs((int)bullet->y - (int)enemy[i].target->y) > 200)
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return NULL;
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return &enemy[i];
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}
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/*
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Fill in later...
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*/
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static void destroyAlien(object *bullet, object *theEnemy)
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{
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playSound(SFX_EXPLOSION);
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// Chain reaction destruction if needed
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if (theEnemy->flags & FL_DAMAGEOWNER)
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{
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theEnemy->owner->shield -= theEnemy->maxShield;
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if (theEnemy->owner->shield < 1)
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destroyAlien(bullet, theEnemy->owner);
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}
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if (theEnemy->flags & FL_FRIEND)
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{
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if (theEnemy->classDef == CD_PHOEBE)
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currentGame.wingMate1Ejects++;
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else if (theEnemy->classDef == CD_URSULA)
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currentGame.wingMate2Ejects++;
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// Phoebe cannot eject on the rescue mission
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if (currentGame.area != 7)
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{
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if ((theEnemy->classDef == CD_PHOEBE) || (theEnemy->classDef == CD_URSULA))
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setInfoLine(">> Ally has ejected! <<\n", FONT_RED);
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else
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setInfoLine(">> Friendly craft has been destroyed!! <<\n", FONT_RED);
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}
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}
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if (bullet->owner == &player)
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{
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// Once again, stop point leeching
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if (currentGame.area != MAX_MISSIONS - 1)
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currentGame.cash += theEnemy->score;
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currentGame.cashEarned += theEnemy->score;
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currentGame.totalKills++;
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}
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else if (bullet->owner->classDef == CD_PHOEBE)
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{
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currentGame.wingMate1Kills++;
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}
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else if (bullet->owner->classDef == CD_URSULA)
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{
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currentGame.wingMate2Kills++;
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}
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else
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{
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currentGame.totalOtherKills++;
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}
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if ((bullet->owner->classDef == CD_PHOEBE) || (bullet->owner->classDef == CD_URSULA))
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{
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if ((rand() % 8) == 0)
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{
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getKillMessage(bullet->owner);
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}
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}
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updateMissionRequirements(M_DESTROY_TARGET_TYPE, theEnemy->classDef, 1);
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updateMissionRequirements(M_PROTECT_TARGET, theEnemy->classDef, 1);
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if (rand() % 100 <= theEnemy->collectChance)
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{
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unsigned char value;
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if ((rand() % 10) == 0)
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theEnemy->collectValue *= 2;
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while (theEnemy->collectValue > 0)
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{
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value = (10 + (rand() % theEnemy->collectValue));
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if (value > theEnemy->collectValue)
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value =theEnemy->collectValue;
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addCollectable(theEnemy->x, theEnemy->y, theEnemy->collectType, value, 600);
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theEnemy->collectValue -= value;
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}
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}
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// Make it explode immediately
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if (theEnemy->classDef == CD_ASTEROID)
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{
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theEnemy->shield = -999;
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if ((currentGame.area == 10) && (theEnemy != &enemy[0]) && (currentMission.completed1[0] == 0) && (currentMission.targetValue1[1] == 1))
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engine.targetArrowTimer = 120;
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}
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if ((theEnemy->classDef == CD_KRASS) && (bullet->owner == &player))
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setRadioMessage(FACE_CHRIS, "My NAME is CHRIS!!!!!!!!", 1);
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if (theEnemy->classDef == CD_KLINE)
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{
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setRadioMessage(FACE_KLINE, "It was an honor... to have fought you...", 1);
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theEnemy->dx = theEnemy->dy = 0;
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theEnemy->maxShield = 1500;
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theEnemy->shield = -200;
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}
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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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limitInt(&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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Fill in later...
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*/
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void fireRay(object *attacker)
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{
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SDL_Rect ray;
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if (attacker->face == 0)
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{
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ray.x = (int)(attacker->x + attacker->image[0]->w);
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}
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else
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{
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ray.x = (int)(attacker->x - 800);
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}
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ray.y = (int)(attacker->y + attacker->engineY - 1);
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ray.h = 3;
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ray.w = 800;
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int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
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SDL_FillRect(screen, &ray, red);
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addBuffer(ray.x, ray.y, ray.w, ray.h);
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if (attacker != &player)
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{
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if (player.shield > 0)
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{
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if (collision(player.x, player.y, player.image[0]->w, player.image[0]->h, ray.x, ray.y, ray.w, ray.h) && (!engine.cheatShield))
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{
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if (player.shield > engine.lowShield)
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{
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if (player.shield - 1 <= engine.lowShield)
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{
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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}
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}
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player.shield--;
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addExplosion(player.x, player.y, E_SMALL_EXPLOSION);
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playSound(SFX_HIT);
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if (player.shield < 1)
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{
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playSound(SFX_DEATH);
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playSound(SFX_EXPLOSION);
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}
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}
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}
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}
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object *anEnemy = enemy;
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for (int i = 0 ; i < MAX_ALIENS ; i++)
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{
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if (anEnemy->flags & FL_IMMORTAL)
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continue;
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if ((anEnemy->shield > 0) && (attacker != anEnemy) && (attacker->classDef != anEnemy->classDef))
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{
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if (collision(anEnemy->x, anEnemy->y, anEnemy->image[0]->w, anEnemy->image[0]->h, ray.x, ray.y, ray.w, ray.h))
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{
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anEnemy->shield--;
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addExplosion(anEnemy->x, anEnemy->y, E_SMALL_EXPLOSION);
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playSound(SFX_HIT);
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if (anEnemy->shield < 1)
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{
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destroyAlien(attacker, anEnemy);
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}
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}
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}
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anEnemy++;
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}
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attacker->ammo[0]--;
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if (attacker->ammo[0] < 1)
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attacker->flags -= FL_FIRERAY;
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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 *theEnemy, *theCargo;
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bool okayToHit = false;
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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 = getRandomEnemy(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);
|
|
}
|
|
else if (bullet->id == WT_MICROROCKET)
|
|
{
|
|
addExplosion(bullet->x, bullet->y, E_TINY_EXPLOSION);
|
|
}
|
|
|
|
if ((bullet->flags & WF_AIMED) || (bullet->flags & WF_THIN_SPREAD))
|
|
{
|
|
blit(bullet->image[0], (int)(bullet->x - bullet->dx), (int)(bullet->y - bullet->dy));
|
|
}
|
|
|
|
if (bullet->id == WT_CHARGER)
|
|
{
|
|
for (int i = 0 ; i < bullet->damage ; i++)
|
|
blit(bullet->image[0], (int)(bullet->x - rrand(-(bullet->damage / 3), 0)), (int)(bullet->y + rrand(-3, 3)));
|
|
}
|
|
|
|
blit(bullet->image[0], (int)bullet->x, (int)bullet->y);
|
|
bullet->x += bullet->dx;
|
|
bullet->y += bullet->dy;
|
|
|
|
if (bullet->target != NULL)
|
|
{
|
|
if (bullet->x < bullet->target->x)
|
|
limitFloat(&(bullet->dx += homingMissileSpeed), -15, 15);
|
|
if (bullet->x > bullet->target->x)
|
|
limitFloat(&(bullet->dx -= homingMissileSpeed), -15, 15);
|
|
|
|
//Rocket is (more or less) inline with target. Fly straight
|
|
if ((bullet->x > bullet->target->x - 1) && (bullet->x < bullet->target->x + 5))
|
|
bullet->dx = 0;
|
|
|
|
if (bullet->y < bullet->target->y)
|
|
limitFloat(&(bullet->dy += homingMissileSpeed), -15, 15);
|
|
if (bullet->y > bullet->target->y)
|
|
limitFloat(&(bullet->dy -= homingMissileSpeed), -15, 15);
|
|
|
|
//Rocket is (more or less) inline with target. Fly straight
|
|
if ((bullet->y > bullet->target->y - 1) && (bullet->y < bullet->target->y + 5))
|
|
bullet->dy = 0;
|
|
|
|
if ((bullet->target->shield < 1) || (bullet->target->flags & FL_ISCLOAKED))
|
|
bullet->target = NULL;
|
|
}
|
|
|
|
bullet->x += engine.ssx;
|
|
bullet->y += engine.ssy;
|
|
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
theEnemy = &enemy[i];
|
|
|
|
if ((theEnemy->shield < 1) || (!theEnemy->active))
|
|
continue;
|
|
|
|
okayToHit = false;
|
|
|
|
if ((bullet->flags & WF_FRIEND) && (theEnemy->flags & FL_WEAPCO))
|
|
okayToHit = true;
|
|
if ((bullet->flags & WF_WEAPCO) && (theEnemy->flags & FL_FRIEND))
|
|
okayToHit = true;
|
|
if ((bullet->id == WT_ROCKET) || (bullet->id == WT_LASER) || (bullet->id == WT_CHARGER))
|
|
okayToHit = true;
|
|
|
|
if (bullet->owner == theEnemy->owner)
|
|
okayToHit = false;
|
|
|
|
if (okayToHit)
|
|
{
|
|
if ((bullet->active) && (collision(bullet, theEnemy)))
|
|
{
|
|
if (bullet->owner == &player)
|
|
{
|
|
currentGame.hits++;
|
|
if ((theEnemy->classDef == CD_PHOEBE) || (theEnemy->classDef == CD_URSULA))
|
|
getMissFireMessage(theEnemy);
|
|
}
|
|
|
|
if (!(theEnemy->flags & FL_IMMORTAL))
|
|
{
|
|
if (!(bullet->flags & WF_DISABLE))
|
|
theEnemy->shield -= bullet->damage;
|
|
else
|
|
theEnemy->systemPower -= bullet->damage;
|
|
|
|
theEnemy->hit = 5;
|
|
}
|
|
|
|
if (theEnemy->flags & FL_CANNOTDIE)
|
|
{
|
|
limitInt(&theEnemy->shield, 1, theEnemy->maxShield);
|
|
if (theEnemy->shield == 1)
|
|
{
|
|
if (currentGame.area != 26)
|
|
{
|
|
if (!(theEnemy->flags & FL_LEAVESECTOR))
|
|
{
|
|
theEnemy->flags += FL_LEAVESECTOR;
|
|
if (theEnemy->flags & FL_CIRCLES)
|
|
theEnemy->flags -= FL_CIRCLES;
|
|
if (currentGame.area == 11)
|
|
setRadioMessage(FACE_KLINE, "Seems I underestimated you, Bainfield! We'll meet again!", 1);
|
|
else if (currentGame.area == 25)
|
|
setRadioMessage(FACE_SID, "Chris, Kethlan is getting away!", 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
setKlineAttackMethod(theEnemy);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((theEnemy->flags & FL_RUNSAWAY) && ((rand() % 50) == 0))
|
|
{
|
|
if (!(theEnemy->flags & FL_LEAVESECTOR))
|
|
theEnemy->flags += FL_LEAVESECTOR;
|
|
}
|
|
|
|
if (bullet->id != WT_CHARGER)
|
|
{
|
|
bullet->active = false;
|
|
bullet->shield = 0;
|
|
}
|
|
else if (bullet->id == WT_CHARGER)
|
|
{
|
|
bullet->shield -= theEnemy->shield;
|
|
if (bullet->shield < 0)
|
|
bullet->active = false;
|
|
}
|
|
|
|
playSound(SFX_HIT);
|
|
if (theEnemy->AIType == AI_EVASIVE)
|
|
theEnemy->thinktime = 0;
|
|
|
|
if (theEnemy->shield < 1)
|
|
destroyAlien(bullet, theEnemy);
|
|
|
|
if (theEnemy->systemPower < 1)
|
|
{
|
|
if (!(theEnemy->flags & FL_DISABLED))
|
|
{
|
|
theEnemy->flags += FL_DISABLED;
|
|
updateMissionRequirements(M_DISABLE_TARGET, theEnemy->classDef, 1);
|
|
}
|
|
|
|
theEnemy->systemPower = 0;
|
|
if (theEnemy->classDef == CD_KLINE)
|
|
theEnemy->systemPower = theEnemy->maxShield;
|
|
}
|
|
|
|
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) && (collision(bullet, &player)) && (bullet->owner != &player))
|
|
{
|
|
if ((!engine.cheatShield) || (engine.missionCompleteTimer != 0))
|
|
{
|
|
if (player.shield > engine.lowShield)
|
|
{
|
|
if (player.shield - bullet->damage <= engine.lowShield)
|
|
{
|
|
setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
|
|
}
|
|
}
|
|
player.shield -= bullet->damage;
|
|
limitInt(&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->active = false;
|
|
bullet->shield = 0;
|
|
}
|
|
else if (bullet->id == WT_CHARGER)
|
|
{
|
|
bullet->shield -= theEnemy->shield;
|
|
if (bullet->shield < 0)
|
|
bullet->active = false;
|
|
}
|
|
|
|
playSound(SFX_HIT);
|
|
|
|
if (bullet->id == WT_ROCKET)
|
|
addExplosion(bullet->x, bullet->y, E_BIG_EXPLOSION);
|
|
else
|
|
addExplosion(bullet->x, bullet->y, E_SMALL_EXPLOSION);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((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);
|
|
playSound(SFX_HIT);
|
|
if (theCargo->collectType != P_PHOEBE)
|
|
{
|
|
theCargo->active = false;
|
|
playSound(SFX_EXPLOSION);
|
|
for (int i = 0 ; i < 10 ; i++)
|
|
addExplosion(theCargo->x + rrand(-15, 15), theCargo->y + rrand(-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) || (bullet->id == WT_CHARGER))
|
|
{
|
|
playSound(SFX_EXPLOSION);
|
|
for (int i = 0 ; i < 10 ; i++)
|
|
addExplosion(bullet->x + rrand(-35, 35), bullet->y + rrand(-35, 35), E_BIG_EXPLOSION);
|
|
|
|
if (bullet->flags & WF_TIMEDEXPLOSION)
|
|
if (checkPlayerShockDamage(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;
|
|
}
|
|
}
|
|
}
|
|
|