798 lines
20 KiB
C++
798 lines
20 KiB
C++
/*
|
|
Copyright (C) 2003 Parallel Realities
|
|
|
|
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 2
|
|
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, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
#include "Starfighter.h"
|
|
|
|
void addBullet(object *theWeapon, object *attacker, int y, int dy)
|
|
{
|
|
object *bullet;
|
|
signed char imageIndex;
|
|
int tempX, tempY, steps;
|
|
|
|
bullet = new object;
|
|
|
|
if (attacker == &player)
|
|
currentGame.shots++;
|
|
|
|
bullet->next = NULL;
|
|
bullet->active = true;
|
|
bullet->x = attacker->x - ((attacker->image[0]->w / 2) * attacker->face);
|
|
bullet->y = attacker->y + y;
|
|
bullet->flags = theWeapon->flags;
|
|
bullet->shield = 300; // bullets live for (approximately) 5 seconds
|
|
|
|
// Timed explosions live between 1 and 3 seconds
|
|
if (bullet->flags & WF_TIMEDEXPLOSION)
|
|
bullet->shield = 60 + ((rand() % 3) * 60);
|
|
|
|
if (attacker->face == 0)
|
|
{
|
|
bullet->dx = theWeapon->speed;
|
|
if ((currentGame.area == 18) || (currentGame.area == 24))
|
|
bullet->dx += fabsf(engine.ssx);
|
|
}
|
|
else
|
|
{
|
|
bullet->dx = (0 - theWeapon->speed);
|
|
}
|
|
|
|
if (bullet->flags & WF_VARIABLE_SPEED)
|
|
{
|
|
bullet->dx = Math::rrand(100, 200);
|
|
bullet->dx /= 10;
|
|
if (attacker->face == 1)
|
|
bullet->dx = 0 - bullet->dx;
|
|
}
|
|
|
|
bullet->dy = dy;
|
|
|
|
if (bullet->flags & WF_SCATTER)
|
|
{
|
|
bullet->dy = Math::rrand(-200, 200);
|
|
if (bullet->dy != 0)
|
|
bullet->dy /= 200;
|
|
}
|
|
|
|
if (attacker->flags & FL_WEAPCO)
|
|
bullet->flags += WF_WEAPCO;
|
|
else
|
|
bullet->flags += WF_FRIEND;
|
|
|
|
bullet->owner = attacker->owner;
|
|
|
|
bullet->id = theWeapon->id;
|
|
|
|
bullet->damage = theWeapon->damage;
|
|
|
|
if (bullet->id == WT_CHARGER)
|
|
{
|
|
bullet->damage = attacker->ammo[1];
|
|
if (bullet->damage < 50)
|
|
{
|
|
bullet->damage = 1;
|
|
bullet->id = WT_PLASMA;
|
|
}
|
|
}
|
|
|
|
bullet->target = NULL;
|
|
|
|
if (attacker->flags & FL_FRIEND)
|
|
imageIndex = 0;
|
|
else
|
|
imageIndex = 1;
|
|
|
|
// Use the enemy's images if applicable
|
|
if (bullet->id != WT_ROCKET)
|
|
bullet->image[0] = theWeapon->image[imageIndex];
|
|
else
|
|
bullet->image[0] = theWeapon->image[attacker->face];
|
|
|
|
if (bullet->flags & WF_AIMED)
|
|
{
|
|
tempX = (int)fabsf(attacker->target->x - attacker->x);
|
|
tempY = (int)fabsf(attacker->target->y - attacker->y);
|
|
steps = max(tempX, tempY);
|
|
|
|
if (steps < 12)
|
|
steps = 12;
|
|
|
|
if (!(bullet->flags & WF_TIMEDEXPLOSION))
|
|
steps /= 8;
|
|
else
|
|
steps /= 6 + (rand() % 6);
|
|
|
|
tempX = (int)(attacker->target->x - attacker->x);
|
|
tempY = (int)(attacker->target->y - attacker->y);
|
|
|
|
bullet->dx = tempX / steps;
|
|
bullet->dy = tempY / steps;
|
|
}
|
|
|
|
if (attacker->classDef == CD_ASTEROID)
|
|
{
|
|
bullet->dx = Math::rrand(-20, 20);
|
|
bullet->dy = Math::rrand(-20, 20);
|
|
bullet->image[0] = graphics.shape[4];
|
|
}
|
|
|
|
engine.bulletTail->next = bullet;
|
|
engine.bulletTail = bullet;
|
|
}
|
|
|
|
/*
|
|
Fill in later...
|
|
*/
|
|
void fireBullet(object *attacker, int weaponType)
|
|
{
|
|
if (attacker->reload[weaponType] > 0)
|
|
return;
|
|
|
|
int y = (attacker->image[0]->h) / 5;
|
|
|
|
// Remove some ammo from the player
|
|
if ((attacker == &player) && (weaponType == 1) && (!engine.cheatAmmo))
|
|
player.ammo[1]--;
|
|
|
|
object *theWeapon = &weapon[attacker->weaponType[weaponType]];
|
|
|
|
switch(theWeapon->id)
|
|
{
|
|
case WT_PLASMA:
|
|
case WT_SPREAD:
|
|
case WT_DIRECTIONAL:
|
|
playSound(SFX_PLASMA);
|
|
break;
|
|
case WT_ROCKET:
|
|
playSound(SFX_MISSILE);
|
|
break;
|
|
case WT_LASER:
|
|
playSound(SFX_LASER);
|
|
break;
|
|
case WT_CHARGER:
|
|
playSound(SFX_PLASMA3);
|
|
break;
|
|
}
|
|
|
|
if (theWeapon->flags & WF_STRAIGHT)
|
|
{
|
|
switch (theWeapon->ammo[0])
|
|
{
|
|
case 1:
|
|
addBullet(theWeapon, attacker, y * 3, 0);
|
|
break;
|
|
case 2:
|
|
addBullet(theWeapon, attacker, y * 2, 0);
|
|
addBullet(theWeapon, attacker, y * 4, 0);
|
|
break;
|
|
case 3:
|
|
addBullet(theWeapon, attacker, y * 2, 0);
|
|
addBullet(theWeapon, attacker, y * 3, 0);
|
|
addBullet(theWeapon, attacker, y * 4, 0);
|
|
break;
|
|
case 4:
|
|
addBullet(theWeapon, attacker, y, 0);
|
|
addBullet(theWeapon, attacker, y * 2, 0);
|
|
addBullet(theWeapon, attacker, y * 4, 0);
|
|
addBullet(theWeapon, attacker, y * 5, 0);
|
|
break;
|
|
case 5:
|
|
for (int i = 1 ; i < 6; i++)
|
|
addBullet(theWeapon, attacker, y * i, 0);
|
|
break;
|
|
}
|
|
}
|
|
else if (theWeapon->flags & WF_THIN_SPREAD)
|
|
{
|
|
addBullet(theWeapon, attacker, y * 2, -1);
|
|
if (theWeapon->ammo[0] == 3)
|
|
{
|
|
addBullet(theWeapon, attacker, y * 3, 0);
|
|
}
|
|
else
|
|
{
|
|
addBullet(theWeapon, attacker, y * 2, 0);
|
|
addBullet(theWeapon, attacker, y * 4, 0);
|
|
}
|
|
addBullet(theWeapon, attacker, y * 4, 1);
|
|
}
|
|
else if (theWeapon->flags & WF_WIDE_SPREAD)
|
|
{
|
|
addBullet(theWeapon, attacker, y * 1, -2);
|
|
addBullet(theWeapon, attacker, y * 2, -1);
|
|
addBullet(theWeapon, attacker, y * 3, 0);
|
|
addBullet(theWeapon, attacker, y * 4, 1);
|
|
addBullet(theWeapon, attacker, y * 5, 2);
|
|
}
|
|
|
|
// Reset the weapon reload time. Double it if it is not friendly or a boss or Kline
|
|
attacker->reload[weaponType] = theWeapon->reload[0];
|
|
if ((attacker->flags & FL_WEAPCO) && (attacker != &enemy[WC_BOSS]) && (attacker != &enemy[WC_KLINE]) && (theWeapon->id != W_LASER))
|
|
attacker->reload[weaponType] *= 2;
|
|
|
|
if ((engine.cheatAmmo) || (theWeapon->id == WT_LASER))
|
|
return;
|
|
|
|
if ((attacker == &player) && (weaponType == 0))
|
|
{
|
|
if (player.ammo[0] > 0)
|
|
{
|
|
player.ammo[0]--;
|
|
if (player.ammo[0] == 0)
|
|
{
|
|
player.weaponType[0] = W_PLAYER_WEAPON;
|
|
weapon[W_PLAYER_WEAPON2] = weapon[W_PLAYER_WEAPON]; // reset to weapon 1 defaults
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Used for homing missiles. When a missile is active and it is told to home in
|
|
on an enemy, it will attempt to randomly grab one every frame if it does not
|
|
already have a target. If the target it is currently chasing is killed, it will
|
|
begin to look for a new one (done in doBullets()). The homing missile will make
|
|
one attempt per call (one call per frame) to find a suitable target. If the target
|
|
it picks is dead or outside the screen range, then it returns NULL. A suitable
|
|
target will be returned as the object address.
|
|
*/
|
|
static object *getRandomEnemy(object *bullet)
|
|
{
|
|
int i;
|
|
|
|
if (bullet->owner->flags & FL_WEAPCO)
|
|
{
|
|
i = (rand() % 10);
|
|
|
|
if (i < 1)
|
|
return &player;
|
|
}
|
|
|
|
i = rand() % MAX_ALIENS;
|
|
|
|
if ((enemy[i].shield < 1) || (!enemy[i].active))
|
|
return NULL;
|
|
|
|
if ((bullet->owner->flags & FL_WEAPCO) && (enemy[i].flags & FL_WEAPCO))
|
|
return NULL;
|
|
|
|
if ((bullet->owner->flags & FL_FRIEND) && (enemy[i].flags & FL_FRIEND))
|
|
return NULL;
|
|
|
|
if (abs((int)bullet->x - (int)enemy[i].target->x) > 800)
|
|
return NULL;
|
|
|
|
if (abs((int)bullet->y - (int)enemy[i].target->y) > 200)
|
|
return NULL;
|
|
|
|
return &enemy[i];
|
|
}
|
|
|
|
/*
|
|
Fill in later...
|
|
*/
|
|
static void destroyAlien(object *bullet, object *theEnemy)
|
|
{
|
|
playSound(SFX_EXPLOSION);
|
|
|
|
// Chain reaction destruction if needed
|
|
if (theEnemy->flags & FL_DAMAGEOWNER)
|
|
{
|
|
theEnemy->owner->shield -= theEnemy->maxShield;
|
|
if (theEnemy->owner->shield < 1)
|
|
destroyAlien(bullet, theEnemy->owner);
|
|
}
|
|
|
|
if (theEnemy->flags & FL_FRIEND)
|
|
{
|
|
if (theEnemy->classDef == CD_PHOEBE)
|
|
currentGame.wingMate1Ejects++;
|
|
else if (theEnemy->classDef == CD_URSULA)
|
|
currentGame.wingMate2Ejects++;
|
|
|
|
// Phoebe cannot eject on the rescue mission
|
|
if (currentGame.area != 7)
|
|
{
|
|
if ((theEnemy->classDef == CD_PHOEBE) || (theEnemy->classDef == CD_URSULA))
|
|
setInfoLine(">> Ally has ejected! <<\n", FONT_RED);
|
|
else
|
|
setInfoLine(">> Friendly craft has been destroy!! <<\n", FONT_RED);
|
|
}
|
|
}
|
|
|
|
if (bullet->owner == &player)
|
|
{
|
|
// Once again, stop point leeching
|
|
if (currentGame.area != MAX_MISSIONS - 1)
|
|
currentGame.cash += theEnemy->score;
|
|
currentGame.cashEarned += theEnemy->score;
|
|
currentGame.totalKills++;
|
|
}
|
|
else if (bullet->owner->classDef == CD_PHOEBE)
|
|
{
|
|
currentGame.wingMate1Kills++;
|
|
}
|
|
else if (bullet->owner->classDef == CD_URSULA)
|
|
{
|
|
currentGame.wingMate2Kills++;
|
|
}
|
|
else
|
|
{
|
|
currentGame.totalOtherKills++;
|
|
}
|
|
|
|
if ((bullet->owner->classDef == CD_PHOEBE) || (bullet->owner->classDef == CD_URSULA))
|
|
{
|
|
if ((rand() % 8) == 0)
|
|
{
|
|
getKillMessage(bullet->owner);
|
|
}
|
|
}
|
|
|
|
updateMissionRequirements(M_DESTROY_TARGET_TYPE, theEnemy->classDef, 1);
|
|
updateMissionRequirements(M_PROTECT_TARGET, theEnemy->classDef, 1);
|
|
|
|
if (rand() % 100 <= theEnemy->collectChance)
|
|
{
|
|
unsigned char value;
|
|
|
|
if ((rand() % 10) == 0)
|
|
theEnemy->collectValue *= 2;
|
|
|
|
while (theEnemy->collectValue > 0)
|
|
{
|
|
value = (10 + (rand() % theEnemy->collectValue));
|
|
if (value > theEnemy->collectValue)
|
|
value =theEnemy->collectValue;
|
|
addCollectable(theEnemy->x, theEnemy->y, theEnemy->collectType, value, 600);
|
|
theEnemy->collectValue -= value;
|
|
}
|
|
}
|
|
|
|
// Make it explode immediately
|
|
if (theEnemy->classDef == CD_ASTEROID)
|
|
{
|
|
theEnemy->shield = -999;
|
|
if ((currentGame.area == 10) && (theEnemy != &enemy[0]) && (currentMission.completed1[0] == 0) && (currentMission.targetValue1[1] == 1))
|
|
engine.targetArrowTimer = 120;
|
|
}
|
|
|
|
if ((theEnemy->classDef == CD_KRASS) && (bullet->owner == &player))
|
|
setRadioMessage(FACE_CHRIS, "My NAME is CHRIS!!!!!!!!", 1);
|
|
|
|
if (theEnemy->classDef == CD_KLINE)
|
|
{
|
|
setRadioMessage(FACE_KLINE, "It was an honor... to have fought you...", 1);
|
|
theEnemy->dx = theEnemy->dy = 0;
|
|
theEnemy->maxShield = 1500;
|
|
theEnemy->shield = -200;
|
|
}
|
|
}
|
|
|
|
char checkPlayerShockDamage(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);
|
|
Math::limitInt(&player.shield, 0, player.maxShield);
|
|
player.hit = 10;
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
Fill in later...
|
|
*/
|
|
void fireRay(object *attacker)
|
|
{
|
|
SDL_Rect ray;
|
|
|
|
if (attacker->face == 0)
|
|
{
|
|
ray.x = (int)(attacker->x + attacker->image[0]->w);
|
|
}
|
|
else
|
|
{
|
|
ray.x = (int)(attacker->x - 800);
|
|
}
|
|
ray.y = (int)(attacker->y + attacker->engineY - 1);
|
|
ray.h = 3;
|
|
ray.w = 800;
|
|
|
|
int red = SDL_MapRGB(graphics.screen->format, rand() % 256, 0x00, 0x00);
|
|
SDL_FillRect(graphics.screen, &ray, red);
|
|
graphics.addBuffer(ray.x, ray.y, ray.w, ray.h);
|
|
|
|
if (attacker != &player)
|
|
{
|
|
if (player.shield > 0)
|
|
{
|
|
if (Collision::collision(player.x, player.y, player.image[0]->w, player.image[0]->h, ray.x, ray.y, ray.w, ray.h) && (!engine.cheatShield))
|
|
{
|
|
if (player.shield > engine.lowShield)
|
|
{
|
|
if (player.shield - 1 <= engine.lowShield)
|
|
{
|
|
setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
|
|
}
|
|
}
|
|
player.shield--;
|
|
|
|
addExplosion(player.x, player.y, E_SMALL_EXPLOSION);
|
|
playSound(SFX_HIT);
|
|
if (player.shield < 1)
|
|
{
|
|
playSound(SFX_DEATH);
|
|
playSound(SFX_EXPLOSION);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
object *anEnemy = enemy;
|
|
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
if (anEnemy->flags & FL_IMMORTAL)
|
|
continue;
|
|
|
|
if ((anEnemy->shield > 0) && (attacker != anEnemy) && (attacker->classDef != anEnemy->classDef))
|
|
{
|
|
if (Collision::collision(anEnemy->x, anEnemy->y, anEnemy->image[0]->w, anEnemy->image[0]->h, ray.x, ray.y, ray.w, ray.h))
|
|
{
|
|
anEnemy->shield--;
|
|
addExplosion(anEnemy->x, anEnemy->y, E_SMALL_EXPLOSION);
|
|
playSound(SFX_HIT);
|
|
if (anEnemy->shield < 1)
|
|
{
|
|
destroyAlien(attacker, anEnemy);
|
|
}
|
|
}
|
|
}
|
|
|
|
anEnemy++;
|
|
}
|
|
|
|
attacker->ammo[0]--;
|
|
if (attacker->ammo[0] < 1)
|
|
attacker->flags -= FL_FIRERAY;
|
|
}
|
|
|
|
/*
|
|
This handles active bullets in a linked list. The current bullet and
|
|
previous bullet pointers are first assigned to the main header bullet
|
|
and each successive bullet is pulled out. Bullets are moved in their
|
|
delta coordinates, with rockets having fire trails added to them. Seperate
|
|
collision checks are done for a bullet that belongs to the enemy and one
|
|
that belongs to a player. However rockets can hit anyone. Upon an enemy
|
|
being killed, mission requirements are checked and collectables are randomly
|
|
spawned.
|
|
*/
|
|
void doBullets()
|
|
{
|
|
object *bullet = engine.bulletHead;
|
|
object *prevBullet = engine.bulletHead;
|
|
engine.bulletTail = engine.bulletHead;
|
|
|
|
object *theEnemy, *theCargo;
|
|
|
|
bool okayToHit = false;
|
|
float homingMissileSpeed = 0;
|
|
|
|
while (bullet->next != NULL)
|
|
{
|
|
bullet = bullet->next;
|
|
|
|
if (bullet->active)
|
|
{
|
|
if (bullet->flags & WF_HOMING)
|
|
{
|
|
if (bullet->target == NULL)
|
|
bullet->target = getRandomEnemy(bullet);
|
|
|
|
if (bullet->owner->flags & FL_FRIEND)
|
|
homingMissileSpeed = 0.25;
|
|
else
|
|
homingMissileSpeed = 0.05;
|
|
}
|
|
|
|
if (bullet->id == WT_ROCKET)
|
|
{
|
|
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))
|
|
{
|
|
graphics.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++)
|
|
graphics.blit(bullet->image[0], (int)(bullet->x - Math::rrand(-(bullet->damage / 3), 0)), (int)(bullet->y + Math::rrand(-3, 3)));
|
|
}
|
|
|
|
graphics.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)
|
|
Math::limitFloat(&(bullet->dx += homingMissileSpeed), -15, 15);
|
|
if (bullet->x > bullet->target->x)
|
|
Math::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)
|
|
Math::limitFloat(&(bullet->dy += homingMissileSpeed), -15, 15);
|
|
if (bullet->y > bullet->target->y)
|
|
Math::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::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)
|
|
{
|
|
Math::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::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;
|
|
Math::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::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 + Math::rrand(-15, 15), theCargo->y + Math::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 + Math::rrand(-35, 35), bullet->y + Math::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;
|
|
}
|
|
}
|
|
}
|
|
|