2044 lines
59 KiB
C++
2044 lines
59 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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object defEnemy[MAX_DEFALIENS];
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object enemy[MAX_ALIENS];
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static bool placeAlien(object *theEnemy)
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{
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if (rand() % 2 == 0)
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theEnemy->x = rrand(800, 1600);
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else
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theEnemy->x = rrand(-800, 0);
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if (rand() % 2 == 0)
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theEnemy->y = rrand(600, 1200);
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else
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theEnemy->y = rrand(-600, 0);
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if (currentGame.area == 24)
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{
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theEnemy->x = 800;
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theEnemy->y = rrand(200, 400);
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}
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for (int i = 0 ; i < MAX_ALIENS ; i++)
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{
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if ((enemy[i].owner != theEnemy) && (enemy[i].shield > 0))
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{
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if (collision(theEnemy->x, theEnemy->y, theEnemy->image[0]->w, theEnemy->image[0]->h, enemy[i].x, enemy[i].y, enemy[i].image[0]->w, enemy[i].image[0]->h))
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return false;
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}
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}
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return true;
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}
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/*
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This simply pulls back an alien from the array that is
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"dead" (no shield) and returns the index number so we can have
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a new one.
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*/
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static int getAlien()
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{
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for (int i = 0 ; i < engine.maxAliens ; i++)
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{
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if (!enemy[i].active)
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{
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return i;
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}
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}
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return -1;
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}
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static void addDrone(object *host)
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{
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int index = getAlien();
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if (index == -1)
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return;
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enemy[index] = defEnemy[CD_DRONE];
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enemy[index].active = true;
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enemy[index].face = rand() % 2;
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enemy[index].owner = &enemy[index]; // Most enemies will own themselves
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enemy[index].target = &enemy[index];
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enemy[index].thinktime = (50 + rand() % 50);
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enemy[index].systemPower = enemy[index].maxShield;
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enemy[index].deathCounter = 0 - (enemy[index].maxShield * 3);
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enemy[index].hit = 0;
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enemy[index].x = host->x + rand() % 50;
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enemy[index].y = host->y + rand() % 50;
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}
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static void addSmallAsteroid(object *host)
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{
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if (engine.missionCompleteTimer != 0)
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return;
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int index = -1;
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int debris = 1 + rand() % 10;
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for (int i = 0 ; i < debris ; i++)
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addBullet(&weapon[W_ROCKETS], host, 0, 0);
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for (int i = 10 ; i < 20 ; i++)
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if (!enemy[i].active)
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index = i;
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if (index == -1)
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return;
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if ((rand() % 10) > 3)
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{
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enemy[index] = defEnemy[CD_ASTEROID2];
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enemy[index].imageIndex[0] = enemy[index].imageIndex[1] = 39 + rand() % 2;
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enemy[index].image[0] = shipShape[enemy[index].imageIndex[0]];
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enemy[index].image[1] = shipShape[enemy[index].imageIndex[1]];
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}
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else
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{
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enemy[index] = defEnemy[CD_DRONE];
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}
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enemy[index].owner = &enemy[index]; // Most enemies will own themselves
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enemy[index].target = &enemy[index];
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enemy[index].thinktime = 1;
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enemy[index].systemPower = enemy[index].maxShield;
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enemy[index].deathCounter = 0 - (enemy[index].maxShield * 3);
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enemy[index].hit = 0;
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enemy[index].x = host->x;
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enemy[index].y = host->y;
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enemy[index].active = true;
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}
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bool addAlien()
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{
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int index = getAlien();
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if ((index == -1) || (currentGame.area == 23) || (currentGame.area == 26))
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return 0;
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signed char *alienArray;
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signed char numberOfAliens = 1;
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alienArray = new signed char[5];
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switch(currentGame.area)
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{
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case 0:
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case 3:
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case 11:
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numberOfAliens = 1;
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alienArray[0] = CD_DUALFIGHTER;
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break;
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case 1:
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case 2:
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case 4:
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case 5:
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numberOfAliens = 2;
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alienArray[0] = CD_DUALFIGHTER;
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alienArray[1] = CD_PROTOFIGHTER;
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break;
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case 9:
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case 13:
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case 14:
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case 16:
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numberOfAliens = 4;
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alienArray[0] = CD_DUALFIGHTER;
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alienArray[1] = CD_PROTOFIGHTER;
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alienArray[2] = CD_MISSILEBOAT;
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alienArray[3] = CD_AIMFIGHTER;
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break;
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case 25:
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numberOfAliens = 6;
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alienArray[0] = CD_DUALFIGHTER;
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alienArray[1] = CD_PROTOFIGHTER;
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alienArray[2] = CD_MISSILEBOAT;
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alienArray[3] = CD_AIMFIGHTER;
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alienArray[4] = CD_ESCORT;
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alienArray[5] = CD_MOBILE_RAY;
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break;
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case 22:
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numberOfAliens = 2;
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alienArray[0] = CD_AIMFIGHTER;
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alienArray[1] = CD_DUALFIGHTER;
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break;
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case 7:
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case 8:
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numberOfAliens = 3;
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alienArray[0] = CD_DUALFIGHTER;
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alienArray[1] = CD_PROTOFIGHTER;
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alienArray[2] = CD_AIMFIGHTER;
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break;
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case 18:
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numberOfAliens = 2;
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alienArray[0] = CD_DUALFIGHTER;
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alienArray[1] = CD_MINER;
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break;
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case 10:
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case 15:
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numberOfAliens = 1;
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alienArray[0] = CD_ASTEROID;
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break;
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case 24:
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numberOfAliens = 2;
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alienArray[0] = CD_ASTEROID;
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alienArray[1] = CD_ASTEROID2;
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break;
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case MAX_MISSIONS - 1:
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numberOfAliens = 3;
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alienArray[0] = CD_DUALFIGHTER;
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alienArray[1] = CD_MISSILEBOAT;
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alienArray[2] = CD_AIMFIGHTER;
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if (currentGame.system == 2)
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{
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numberOfAliens = 4;
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alienArray[3] = CD_PROTOFIGHTER;
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}
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break;
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default:
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numberOfAliens = 1;
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alienArray[0] = CD_DUALFIGHTER;
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break;
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}
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signed char randEnemy = alienArray[rand() % numberOfAliens];
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if ((currentGame.area != 10) && (currentGame.area != 15) && (currentGame.area != 24))
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{
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if ((currentGame.system == 1) && (currentGame.area == MAX_MISSIONS - 1))
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{
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if ((rand() % 5) == 0)
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randEnemy = CD_SLAVETRANSPORT;
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}
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if ((rand() % 6) == 0)
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randEnemy = CD_TRANSPORTSHIP;
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}
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delete[] alienArray;
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enemy[index] = defEnemy[randEnemy];
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enemy[index].active = true;
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enemy[index].face = rand() % 2;
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enemy[index].owner = &enemy[index]; // Most enemies will own themselves
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enemy[index].target = &enemy[index];
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enemy[index].thinktime = (50 + rand() % 50);
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enemy[index].systemPower = enemy[index].maxShield;
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enemy[index].deathCounter = 0 - (enemy[index].maxShield * 3);
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enemy[index].hit = 0;
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limitInt(&enemy[index].deathCounter, -250, 0);
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// Attempts to place an alien. If it fails, the alien is deactivated.
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for (int i = 0 ; i < 100 ; i++)
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{
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if (placeAlien(&enemy[index]))
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break;
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enemy[index].active = false;
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return false;
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}
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if (enemy[index].classDef == CD_CARGOSHIP)
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addCargo(&enemy[index], P_CARGO);
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if (enemy[index].classDef == CD_MOBILE_RAY)
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enemy[index].shield = 25;
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if (enemy[index].classDef == CD_ESCORT)
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enemy[index].shield = 50;
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enemy[index].dx = rrand(-2, 2);
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enemy[index].dy = rrand(-2, 2);
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enemy[index].ammo[0] = 0;
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if (currentGame.area == 18)
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enemy[index].flags |= FL_HASMINIMUMSPEED;
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return true;
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}
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static void getPreDefinedAliens()
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{
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FILE *fp;
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char string[255];
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strcpy(string, "");
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int index, alienType, placeAttempt;
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int barrierSpeed = 1;
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sprintf(string, "data/aliens%d.dat", currentGame.area);
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#if USEPACK
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int dataLocation = locateDataInPak(string, 0);
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if (dataLocation == -1)
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return;
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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#else
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fp = fopen(string, "rb");
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if (fp == NULL)
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return;
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#endif
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fscanf(fp, "%d ", &index);
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while (index != -1)
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{
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placeAttempt = 0;
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fscanf(fp, "%d ", &alienType);
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enemy[index] = defEnemy[alienType];
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enemy[index].owner = &enemy[index];
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enemy[index].target = &enemy[index];
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enemy[index].face = rand() % 2;
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enemy[index].active = true;
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/*
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we make 1000 attempts to place this enemy since it is required. If after 1000 attempts
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we still have managed to place the alien, then it simple isn't going to happen and we
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will just exit the same. The chances of this happening are very very low!
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*/
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while (true)
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{
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placeAttempt++;
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if (placeAlien(&enemy[index]))
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break;
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if (placeAttempt > 1000)
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showErrorAndExit(2, "");
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}
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if (currentGame.area == 2)
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addCargo(&enemy[index], P_CARGO);
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else if (currentGame.area == 7)
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addCargo(&enemy[index], P_PHOEBE);
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if (index == WC_KLINE)
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{
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enemy[WC_KLINE].target = &player;
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if (currentGame.area == 25)
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enemy[WC_KLINE].shield = 500;
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}
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if (enemy[index].classDef == CD_CLOAKFIGHTER)
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{
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enemy[index].active = false;
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enemy[index].maxShield = enemy[index].shield = 400;
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enemy[index].flags &= ~FL_RUNSAWAY;
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enemy[index].speed = 3;
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}
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if ((enemy[index].classDef == CD_MOBILE_RAY) && (index >= 11))
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{
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enemy[index].active = false;
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}
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if (enemy[index].classDef == CD_FIREFLY)
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{
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enemy[index].active = false;
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}
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if (enemy[index].classDef == CD_BARRIER)
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{
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enemy[index].owner = &enemy[WC_BOSS];
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enemy[index].speed = barrierSpeed;
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barrierSpeed++;
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}
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if ((currentGame.area == 17) && (enemy[index].classDef == CD_BOSS))
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{
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enemy[index].imageIndex[1] = 29;
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enemy[index].flags |= FL_IMMORTAL;
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}
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if (currentGame.area == 18)
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enemy[index].flags |= FL_HASMINIMUMSPEED;
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if (currentGame.area == 23)
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{
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enemy[index].flags = FL_WEAPCO;
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if (index == WC_BOSS)
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enemy[index].chance[1] = 5;
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}
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fscanf(fp, "%d ", &index);
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}
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fclose(fp);
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if (currentGame.area == 5)
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{
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enemy[WC_BOSS].target = &player;
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enemy[WC_BOSS].x = -400;
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enemy[WC_BOSS].y = 300;
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enemy[13].owner = &enemy[WC_BOSS];
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enemy[13].target = &player;
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enemy[13].dx = -25;
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enemy[13].dy = -21;
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enemy[12].owner = &enemy[WC_BOSS];
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enemy[12].target = &player;
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enemy[12].dx = -20;
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enemy[12].dy = 37;
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}
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else if ((currentGame.area == 11) || (currentGame.area == 14))
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{
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enemy[WC_BOSS].target = &player;
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enemy[WC_BOSS].x = -400;
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enemy[WC_BOSS].y = 300;
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enemy[13].owner = &enemy[WC_BOSS];
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enemy[13].target = &player;
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enemy[13].dx = 15;
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enemy[13].dy = -22;
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enemy[12].owner = &enemy[WC_BOSS];
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enemy[12].target = &player;
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enemy[12].dx = 15;
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enemy[12].dy = 22;
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enemy[11].owner = &enemy[13];
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enemy[11].target = &player;
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enemy[11].dx = -35;
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enemy[11].dy = -12;
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enemy[10].owner = &enemy[12];
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enemy[10].target = &player;
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enemy[10].dx = -35;
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enemy[10].dy = 20;
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if (currentGame.area == 14)
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{
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enemy[WC_BOSS].AIType = AI_EVASIVE;
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for (int i = 10 ; i < 15 ; i++)
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{
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enemy[i].imageIndex[0] += 15;
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enemy[i].imageIndex[1] += 15;
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enemy[i].image[0] = shipShape[enemy[i].imageIndex[0]];
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enemy[i].image[1] = shipShape[enemy[i].imageIndex[1]];
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}
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}
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}
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else if (currentGame.area == 21)
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{
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enemy[WC_BOSS].target = &player;
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enemy[WC_BOSS].x = 400;
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enemy[WC_BOSS].y = 300;
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enemy[13].owner = &enemy[WC_BOSS];
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enemy[13].dy = 20;
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enemy[12].owner = &enemy[WC_BOSS];
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enemy[12].dy = -16;
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}
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}
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static void addFriendly(int type)
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{
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if (type != FR_SID)
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enemy[type] = defEnemy[CD_FRIEND];
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else
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enemy[type] = defEnemy[CD_SID];
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enemy[type].owner = &enemy[type];
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enemy[type].target = &enemy[type];
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enemy[type].active = true;
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if (rand() % 2 == 0)
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enemy[type].x = rrand(400, 550);
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else
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enemy[type].x = rrand(250, 400);
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if (rand() % 2 == 0)
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enemy[type].y = rrand(300, 450);
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else
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enemy[type].y = rrand(150, 300);
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if (type == FR_PHOEBE)
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enemy[type].classDef = CD_PHOEBE;
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if (type == FR_URSULA)
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enemy[type].classDef = CD_URSULA;
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// For the sake of it being the final battle :)
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if (currentGame.area == 25)
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enemy[type].flags |= FL_IMMORTAL;
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}
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void setTarget(int index)
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{
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engine.targetIndex = index;
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engine.targetShield = 85;
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engine.targetShield /= enemy[index].shield;
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engine.targetArrowTimer = -1;
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if (currentGame.area == 10)
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engine.targetArrowTimer = 0;
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}
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|
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void initAliens()
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{
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for (int i = 0 ; i < MAX_ALIENS ; i++)
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{
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enemy[i].active = false;
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enemy[i].shield = -1;
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enemy[i].flags = 0;
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}
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engine.targetIndex = -1;
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|
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getPreDefinedAliens();
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// specific for Phoebe being captured!
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if (currentGame.area == 7)
|
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currentGame.hasWingMate1 = 1;
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|
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if (currentGame.area == 11)
|
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enemy[WC_KLINE].active = false;
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for (int i = 0 ; i < engine.maxAliens ; i++)
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addAlien();
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if (currentGame.hasWingMate1)
|
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addFriendly(FR_PHOEBE);
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|
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if (currentGame.hasWingMate2)
|
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addFriendly(FR_URSULA);
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|
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if ((currentGame.area == 9) || (currentGame.area == 17) || (currentGame.area == 25))
|
|
addFriendly(FR_SID);
|
|
|
|
// Disable Wingmates for certain missions
|
|
switch (currentGame.area)
|
|
{
|
|
case 7:
|
|
case 9:
|
|
case 10:
|
|
case 15:
|
|
case 16:
|
|
case 18:
|
|
case 24:
|
|
case 26:
|
|
enemy[FR_PHOEBE].active = false;
|
|
enemy[FR_URSULA].active = false;
|
|
break;
|
|
}
|
|
|
|
if (currentGame.area == 10)
|
|
{
|
|
enemy[0].collectChance = 100;
|
|
enemy[0].collectType = P_ESCAPEPOD;
|
|
}
|
|
|
|
// Some specifics for interception missions
|
|
if (currentGame.area == MAX_MISSIONS - 1)
|
|
{
|
|
if ((currentGame.system > 1) && ((rand() % 5) == 0))
|
|
{
|
|
enemy[WC_KLINE] = defEnemy[CD_KLINE];
|
|
enemy[WC_KLINE].owner = &enemy[WC_KLINE];
|
|
enemy[WC_KLINE].target = &player;
|
|
enemy[WC_KLINE].shield = 100;
|
|
enemy[WC_KLINE].active = true;
|
|
enemy[WC_KLINE].x = player.x + 1000;
|
|
enemy[WC_KLINE].y = player.y;
|
|
setTarget(WC_KLINE);
|
|
}
|
|
|
|
if ((currentGame.system == 2) && (currentGame.experimentalShield > 0))
|
|
{
|
|
if ((rand() % 2) == 0)
|
|
{
|
|
enemy[10] = defEnemy[CD_CLOAKFIGHTER];
|
|
enemy[10].owner = &enemy[10];
|
|
enemy[10].target = &enemy[10];
|
|
enemy[10].shield = 1000;
|
|
enemy[10].active = true;
|
|
enemy[10].x = player.x - 1000;
|
|
enemy[10].y = player.y;
|
|
setTarget(10);
|
|
enemy[10].shield = currentGame.experimentalShield;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (currentGame.area == 26)
|
|
{
|
|
enemy[WC_KLINE].flags |= FL_IMMORTAL | FL_NOFIRE | FL_NOMOVE;
|
|
|
|
enemy[WC_KLINE].x = 600;
|
|
enemy[WC_KLINE].y = 300;
|
|
|
|
enemy[WC_KLINE].deathCounter = -250;
|
|
enemy[WC_KLINE].maxShield = 1500;
|
|
enemy[WC_KLINE].shield = 500;
|
|
}
|
|
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
enemy[i].systemPower = enemy[i].maxShield;
|
|
enemy[i].deathCounter = 0 - (enemy[i].maxShield * 3);
|
|
limitInt(&enemy[i].deathCounter, -350, 0);
|
|
}
|
|
|
|
// Set target energy meter
|
|
switch (currentGame.area)
|
|
{
|
|
case 5:
|
|
case 11:
|
|
case 13:
|
|
case 17:
|
|
case 18:
|
|
case 19:
|
|
case 20:
|
|
case 21:
|
|
case 23:
|
|
setTarget(WC_BOSS);
|
|
break;
|
|
case 7:
|
|
setTarget(FR_PHOEBE);
|
|
break;
|
|
case 8:
|
|
setTarget(19);
|
|
break;
|
|
case 9:
|
|
setTarget(FR_SID);
|
|
break;
|
|
case 10:
|
|
setTarget(0);
|
|
break;
|
|
case 25:
|
|
case 26:
|
|
setTarget(WC_KLINE);
|
|
break;
|
|
default:
|
|
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.
|
|
*/
|
|
static void searchForTarget(object *theEnemy)
|
|
{
|
|
int i;
|
|
|
|
if (theEnemy->flags & FL_WEAPCO)
|
|
{
|
|
i = (rand() % 10);
|
|
|
|
if (i == 0)
|
|
{
|
|
theEnemy->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 ((theEnemy->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 ((theEnemy->classDef == CD_PHOEBE) || (theEnemy->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) && (theEnemy->flags & FL_WEAPCO))
|
|
return;
|
|
|
|
if ((targetEnemy->flags & FL_FRIEND) && (theEnemy->flags & FL_FRIEND))
|
|
return;
|
|
|
|
if (abs((int)theEnemy->x - (int)theEnemy->target->x) > 550)
|
|
return;
|
|
|
|
if (abs((int)theEnemy->y - (int)theEnemy->target->y) > 400)
|
|
return;
|
|
|
|
theEnemy->target = targetEnemy;
|
|
}
|
|
|
|
static int traceTarget(object *theEnemy)
|
|
{
|
|
// Do various checks to see if the alien can fire at
|
|
// the target. Start with the most obvious checks.
|
|
|
|
// No target
|
|
if (theEnemy->target == theEnemy)
|
|
return 0;
|
|
|
|
// Whilst firing a Ray, no other weapons can be fired!
|
|
if (theEnemy->flags & FL_FIRERAY)
|
|
return 0;
|
|
|
|
// The target is on the same side as you!
|
|
if ((theEnemy->flags & FL_WEAPCO) && (theEnemy->target->flags & FL_WEAPCO))
|
|
return 0;
|
|
if ((theEnemy->flags & FL_FRIEND) && (theEnemy->target->flags & FL_FRIEND))
|
|
return 0;
|
|
|
|
// You're facing the wrong way
|
|
if ((theEnemy->face == 0) && (theEnemy->target->x < theEnemy->x))
|
|
return 0;
|
|
if ((theEnemy->face == 1) && (theEnemy->target->x > theEnemy->x))
|
|
return 0;
|
|
|
|
// Slightly more than half a screen away from you
|
|
if (abs((int)theEnemy->x - (int)theEnemy->target->x) > 550)
|
|
return 0;
|
|
|
|
if ((theEnemy->flags & FL_AIMS) || (theEnemy->flags & FL_CONTINUOUS_FIRE))
|
|
return 1;
|
|
|
|
// Not at the correct vertical height
|
|
if ((theEnemy->y < theEnemy->target->y - 15) || (theEnemy->y > theEnemy->target->y + theEnemy->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.
|
|
*/
|
|
static int traceView(object *theEnemy)
|
|
{
|
|
object *anEnemy = enemy;
|
|
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
if ((theEnemy != anEnemy) && (anEnemy->flags & FL_WEAPCO) && (anEnemy->shield > 0))
|
|
{
|
|
if ((theEnemy->y > anEnemy->y - 15) && (theEnemy->y < anEnemy->y + anEnemy->image[0]->h + 15))
|
|
{
|
|
if ((theEnemy->face == 1) && (anEnemy->x < theEnemy->x))
|
|
return 1;
|
|
if ((theEnemy->face == 0) && (anEnemy->x > theEnemy->x))
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
anEnemy++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void moveAndSeparate(object *theEnemy)
|
|
{
|
|
bool checkCollisions = true;
|
|
bool hasCollided = false;
|
|
|
|
// don't worry about bumping into other craft
|
|
if ((theEnemy->flags & FL_LEAVESECTOR) || (theEnemy->classDef == CD_DRONE) || (currentGame.area == 18))
|
|
checkCollisions = false;
|
|
|
|
if (theEnemy->shield < 1)
|
|
checkCollisions = false;
|
|
|
|
if (theEnemy->owner == theEnemy)
|
|
{
|
|
if (theEnemy->flags & FL_CIRCLES)
|
|
{
|
|
if (theEnemy->face == 0)
|
|
{
|
|
theEnemy->dx += 0.02;
|
|
theEnemy->dy += 0.02;
|
|
}
|
|
else
|
|
{
|
|
theEnemy->dx -= 0.02;
|
|
theEnemy->dy -= 0.02;
|
|
}
|
|
|
|
theEnemy->x -= (sinf(theEnemy->dx) * 4);
|
|
theEnemy->y -= (cosf(theEnemy->dy) * 4);
|
|
}
|
|
else
|
|
{
|
|
theEnemy->x -= theEnemy->dx;
|
|
theEnemy->y -= theEnemy->dy;
|
|
}
|
|
}
|
|
|
|
object *anEnemy = enemy;
|
|
|
|
if (checkCollisions)
|
|
{
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
if ((theEnemy->flags & FL_LEAVESECTOR) || (theEnemy->classDef == CD_DRONE) || (theEnemy->classDef == CD_ASTEROID2) || (theEnemy->owner == anEnemy->owner) || (theEnemy->owner->owner == anEnemy->owner) || (anEnemy->shield < 1))
|
|
{
|
|
anEnemy++;
|
|
continue;
|
|
}
|
|
|
|
if (collision(theEnemy, anEnemy))
|
|
{
|
|
if ((anEnemy->classDef == CD_BARRIER) && (anEnemy->owner != theEnemy))
|
|
{
|
|
theEnemy->shield--;
|
|
theEnemy->hit = 3;
|
|
theEnemy->dx *= -1;
|
|
theEnemy->dy *= -1;
|
|
playSound(SFX_HIT);
|
|
}
|
|
|
|
if (anEnemy->owner == anEnemy)
|
|
hasCollided = true;
|
|
}
|
|
|
|
anEnemy++;
|
|
}
|
|
}
|
|
|
|
// Handle a collision with the player
|
|
if ((player.shield > 0) && (theEnemy->shield > 0) && (checkCollisions))
|
|
{
|
|
if (collision(theEnemy, &player))
|
|
{
|
|
hasCollided = true;
|
|
|
|
if (theEnemy->classDef == CD_ASTEROID)
|
|
{
|
|
if (!engine.cheatShield)
|
|
player.shield -= theEnemy->shield;
|
|
theEnemy->shield = 0;
|
|
playSound(SFX_EXPLOSION);
|
|
setInfoLine("Warning: Asteroid Collision Damage!!", FONT_RED);
|
|
player.hit = 5;
|
|
playSound(SFX_HIT);
|
|
}
|
|
|
|
if (theEnemy->classDef == CD_ASTEROID2)
|
|
{
|
|
if (!engine.cheatShield)
|
|
player.shield -= theEnemy->shield;
|
|
theEnemy->shield = 0;
|
|
playSound(SFX_EXPLOSION);
|
|
setInfoLine("Warning: Asteroid Collision Damage!!", FONT_RED);
|
|
player.hit = 5;
|
|
playSound(SFX_HIT);
|
|
}
|
|
|
|
if (theEnemy->classDef == CD_BARRIER)
|
|
{
|
|
if (!engine.cheatShield)
|
|
player.shield--;
|
|
player.hit = 5;
|
|
playSound(SFX_HIT);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Got back to where you originally were...
|
|
if (theEnemy->owner == theEnemy)
|
|
{
|
|
if (hasCollided)
|
|
{
|
|
if (theEnemy->flags & FL_CIRCLES)
|
|
{
|
|
if (theEnemy->face == 0)
|
|
{
|
|
theEnemy->dx -= 0.02;
|
|
theEnemy->dy -= 0.02;
|
|
}
|
|
else
|
|
{
|
|
theEnemy->dx += 0.02;
|
|
theEnemy->dy += 0.02;
|
|
}
|
|
|
|
theEnemy->x += (sinf(theEnemy->dx) * 4);
|
|
theEnemy->y += (cosf(theEnemy->dy) * 4);
|
|
|
|
theEnemy->thinktime = 0;
|
|
}
|
|
else
|
|
{
|
|
theEnemy->x += theEnemy->dx;
|
|
theEnemy->y += theEnemy->dy;
|
|
|
|
theEnemy->dx *= -1;
|
|
theEnemy->dy *= -1;
|
|
|
|
theEnemy->dx *= 0.2;
|
|
theEnemy->dy *= 0.2;
|
|
|
|
limitInt(&theEnemy->thinktime, 0, 15);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Call this whenever a mission requires all the remaining aliens to
|
|
automatically die
|
|
*/
|
|
void killAllAliens()
|
|
{
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
if ((enemy[i].flags & FL_WEAPCO) && (enemy[i].active) && (enemy[i].shield > 0))
|
|
enemy[i].shield = 0;
|
|
}
|
|
}
|
|
|
|
void doAliens()
|
|
{
|
|
static float barrierLoop = 0;
|
|
|
|
barrierLoop += 0.2;
|
|
|
|
// A global variable for checking if all the aliens are dead
|
|
engine.allAliensDead = 1;
|
|
|
|
bool canFire;
|
|
int shapeToUse;
|
|
|
|
object *theEnemy = enemy;
|
|
|
|
for (int i = 0 ; i < MAX_ALIENS ; i++)
|
|
{
|
|
if (theEnemy->active)
|
|
{
|
|
if (theEnemy->shield > 0)
|
|
{
|
|
if ((theEnemy->flags & FL_WEAPCO) && (!(theEnemy->flags & FL_DISABLED)))
|
|
engine.allAliensDead = 0;
|
|
|
|
// Set part attributes
|
|
if (theEnemy->owner != theEnemy)
|
|
{
|
|
theEnemy->face = theEnemy->owner->face;
|
|
|
|
if (theEnemy->face == 0)
|
|
theEnemy->x = theEnemy->owner->x - theEnemy->dx;
|
|
else
|
|
theEnemy->x = theEnemy->owner->x + theEnemy->owner->image[0]->w + theEnemy->dx - theEnemy->image[0]->w;
|
|
|
|
theEnemy->y = (theEnemy->owner->y + theEnemy->dy);
|
|
|
|
if (theEnemy->owner->shield < 1)
|
|
{
|
|
if ((theEnemy->classDef != CD_URANUSBOSSWING1) && (theEnemy->classDef != CD_URANUSBOSSWING2))
|
|
{
|
|
theEnemy->shield = 0;
|
|
}
|
|
else
|
|
{
|
|
theEnemy->flags &= ~FL_IMMORTAL;
|
|
theEnemy->owner = theEnemy;
|
|
theEnemy->chance[0] = 25;
|
|
}
|
|
}
|
|
}
|
|
|
|
canFire = true; // The alien is allowed to fire
|
|
|
|
limitInt(&--theEnemy->thinktime, 0, 250);
|
|
|
|
if (theEnemy->target->shield < 1)
|
|
theEnemy->target = theEnemy;
|
|
|
|
// Specific to Sid to stop him pissing about(!)
|
|
if ((theEnemy->classDef == CD_SID) && (theEnemy->target->flags & FL_DISABLED))
|
|
theEnemy->target = theEnemy;
|
|
|
|
if (theEnemy->target == theEnemy)
|
|
{
|
|
if (engine.missionCompleteTimer == 0)
|
|
{
|
|
searchForTarget(theEnemy);
|
|
}
|
|
else
|
|
{
|
|
if (theEnemy->flags & FL_FRIEND)
|
|
{
|
|
theEnemy->target = &player;
|
|
theEnemy->thinktime = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((!(theEnemy->flags & FL_DISABLED)) && (theEnemy->thinktime == 0) && (theEnemy->target != theEnemy) && (theEnemy->owner == theEnemy))
|
|
{
|
|
if (theEnemy->classDef != CD_KLINE)
|
|
setEnemyAI(theEnemy);
|
|
else
|
|
setKlineAI(theEnemy);
|
|
|
|
theEnemy->thinktime = (rand() % 25) * 10;
|
|
|
|
// Face direction of movement unless you always face your target(!)
|
|
|
|
if (!(theEnemy->flags & FL_ALWAYSFACE))
|
|
{
|
|
theEnemy->face = 0;
|
|
if (theEnemy->dx > 0) theEnemy->face = 1;
|
|
}
|
|
|
|
limitFloat(&theEnemy->dx, 0 - theEnemy->speed, theEnemy->speed);
|
|
limitFloat(&theEnemy->dy, 0 - theEnemy->speed, theEnemy->speed);
|
|
|
|
}
|
|
|
|
if (theEnemy->flags & FL_ALWAYSFACE)
|
|
{
|
|
theEnemy->face = 0;
|
|
if (theEnemy->x > theEnemy->target->x) theEnemy->face = 1;
|
|
}
|
|
|
|
if ((currentGame.area == 18) && (theEnemy->classDef == CD_BOSS))
|
|
theEnemy->face = 0;
|
|
|
|
if ((theEnemy->flags & FL_DEPLOYDRONES) && ((rand() % 300) == 0))
|
|
addDrone(theEnemy);
|
|
|
|
if (theEnemy->flags & FL_LEAVESECTOR)
|
|
{
|
|
limitFloat(&(theEnemy->dx -= 0.5), 0, -15);
|
|
theEnemy->dy = 0;
|
|
theEnemy->thinktime = 999;
|
|
theEnemy->face = 0;
|
|
|
|
if (theEnemy->x >= 5000)
|
|
{
|
|
theEnemy->flags -= FL_LEAVESECTOR;
|
|
theEnemy->flags += FL_ESCAPED;
|
|
theEnemy->active = false;
|
|
|
|
if (theEnemy->classDef == CD_CLOAKFIGHTER)
|
|
{
|
|
currentGame.experimentalShield = theEnemy->shield;
|
|
setInfoLine("Experimental Fighter has fled", FONT_CYAN);
|
|
}
|
|
|
|
theEnemy->shield = 0;
|
|
updateMissionRequirements(M_ESCAPE_TARGET, theEnemy->classDef, 1);
|
|
|
|
if (theEnemy->classDef != CD_CLOAKFIGHTER)
|
|
updateMissionRequirements(M_DESTROY_TARGET_TYPE, theEnemy->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, it's sprite is
|
|
not displayed. However the engine trail is still visible!
|
|
*/
|
|
if ((theEnemy->flags & FL_CANCLOAK) && ((rand() % 500) == 0))
|
|
{
|
|
if (theEnemy->flags & FL_ISCLOAKED)
|
|
theEnemy->flags -= FL_ISCLOAKED;
|
|
else
|
|
theEnemy->flags += FL_ISCLOAKED;
|
|
playSound(SFX_CLOAK);
|
|
}
|
|
|
|
// ------------ Barriers ------------------
|
|
|
|
if (theEnemy->classDef == CD_BARRIER)
|
|
{
|
|
theEnemy->dx = -10 + (sinf(barrierLoop + theEnemy->speed) * 60);
|
|
theEnemy->dy = 20 + (cosf(barrierLoop + theEnemy->speed) * 40);
|
|
}
|
|
|
|
// ----------------------------------------
|
|
|
|
// ------------ Mobile Shields ------------
|
|
|
|
if (theEnemy->classDef == CD_MOBILESHIELD)
|
|
{
|
|
limitInt(&(++enemy[WC_BOSS].shield), 0, enemy[WC_BOSS].maxShield);
|
|
}
|
|
|
|
// ----------------------------------------
|
|
|
|
limitCharAdd(&theEnemy->reload[0], -1, 0, 999);
|
|
limitCharAdd(&theEnemy->reload[1], -1, 0, 999);
|
|
|
|
if ((!(theEnemy->flags & FL_DISABLED)) && (!(theEnemy->flags & FL_NOFIRE)))
|
|
{
|
|
if ((theEnemy->target->shield > 0))
|
|
canFire = traceTarget(theEnemy);
|
|
|
|
if (((theEnemy->thinktime % 2) == 0) && (theEnemy->flags & FL_FRIEND))
|
|
canFire = traceView(theEnemy);
|
|
}
|
|
else
|
|
{
|
|
canFire = false;
|
|
}
|
|
|
|
if ((canFire) && (dev.fireAliens))
|
|
{
|
|
if ((theEnemy->reload[0] == 0) && ((rand() % 1000 < theEnemy->chance[0]) || (theEnemy->flags & FL_CONTINUOUS_FIRE)))
|
|
{
|
|
fireBullet(theEnemy, 0);
|
|
}
|
|
if ((theEnemy->reload[1] == 0) && ((rand() % 1000 < theEnemy->chance[1]) || (theEnemy->flags & FL_CONTINUOUS_FIRE)))
|
|
{
|
|
if ((theEnemy->weaponType[1] != W_ENERGYRAY) && (theEnemy->weaponType[1] != W_LASER))
|
|
{
|
|
if (theEnemy->weaponType[1] == W_CHARGER)
|
|
theEnemy->ammo[1] = 50 + rand() % 150;
|
|
fireBullet(theEnemy, 1);
|
|
}
|
|
else if (theEnemy->weaponType[1] == W_LASER)
|
|
{
|
|
theEnemy->flags += FL_FIRELASER;
|
|
}
|
|
else if ((theEnemy->weaponType[1] == W_ENERGYRAY) && (theEnemy->ammo[0] == 250))
|
|
{
|
|
theEnemy->flags += FL_FIRERAY;
|
|
playSound(SFX_ENERGYRAY);
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------- Ray specific stuff ------------------
|
|
if (theEnemy->flags & FL_FIRERAY)
|
|
{
|
|
fireRay(theEnemy);
|
|
}
|
|
else
|
|
{
|
|
limitCharAdd(&theEnemy->ammo[0], 1, 0, 250);
|
|
}
|
|
// -------------------------------------------------------
|
|
|
|
// --------------- Laser specific stuff ------------------
|
|
if (theEnemy->flags & FL_FIRELASER)
|
|
{
|
|
fireBullet(theEnemy, 1);
|
|
if ((rand() % 25) == 0)
|
|
theEnemy->flags -= FL_FIRELASER;
|
|
}
|
|
// -------------------------------------------------------
|
|
|
|
// ---------------- Mine specific stuff ------------------
|
|
|
|
if (theEnemy->flags & FL_DROPMINES)
|
|
if ((rand() % 150) == 0)
|
|
addCollectable(theEnemy->x, theEnemy->y, P_MINE, 25, 600 + rand() % 2400);
|
|
|
|
// Kline drops mines a lot more often
|
|
if ((theEnemy->flags & FL_DROPMINES) && (theEnemy == &enemy[WC_KLINE]))
|
|
if ((rand() % 10) == 0)
|
|
addCollectable(theEnemy->x, theEnemy->y, P_MINE, 25, 600 + rand() % 2400);
|
|
|
|
// -------------------------------------------------------
|
|
|
|
shapeToUse = theEnemy->imageIndex[theEnemy->face];
|
|
|
|
if (theEnemy->hit)
|
|
shapeToUse += SHIP_HIT_INDEX;
|
|
|
|
limitCharAdd(&theEnemy->hit, -1, 0, 100);
|
|
|
|
if ((theEnemy->x + theEnemy->image[0]->w > 0) && (theEnemy->x < 800) && (theEnemy->y + theEnemy->image[0]->h > 0) && (theEnemy->y < 600))
|
|
{
|
|
if ((!(theEnemy->flags & FL_DISABLED)) && (theEnemy->classDef != CD_ASTEROID) && (theEnemy->classDef != CD_ASTEROID2))
|
|
addEngine(theEnemy);
|
|
if ((!(theEnemy->flags & FL_ISCLOAKED)) || (theEnemy->hit > 0))
|
|
blit(shipShape[shapeToUse], (int)theEnemy->x, (int)theEnemy->y);
|
|
if (theEnemy->flags & FL_DISABLED)
|
|
{
|
|
if ((rand() % 10) == 0)
|
|
addExplosion(theEnemy->x + (rand() % theEnemy->image[0]->w), theEnemy->y + (rand() % theEnemy->image[0]->h), E_ELECTRICAL);
|
|
}
|
|
}
|
|
|
|
if ((currentGame.area == 24) && (theEnemy->x < -300))
|
|
theEnemy->active = false;
|
|
}
|
|
else
|
|
{
|
|
theEnemy->shield--;
|
|
if ((theEnemy->x > 0) && (theEnemy->x < 800) && (theEnemy->y > 0) && (theEnemy->y < 600))
|
|
{
|
|
blit(theEnemy->image[theEnemy->face], (int)theEnemy->x, (int)theEnemy->y);
|
|
addExplosion(theEnemy->x + (rand() % theEnemy->image[0]->w), theEnemy->y + (rand() % theEnemy->image[0]->h), E_BIG_EXPLOSION);
|
|
}
|
|
if (theEnemy->shield < theEnemy->deathCounter)
|
|
{
|
|
theEnemy->active = false;
|
|
if ((theEnemy->classDef == CD_BOSS) || (theEnemy->owner == &enemy[WC_BOSS]) || (theEnemy->flags & FL_FRIEND) || (theEnemy->classDef == CD_ASTEROID) || (theEnemy->classDef == CD_KLINE))
|
|
addDebris((int)theEnemy->x, (int)theEnemy->y, theEnemy->maxShield);
|
|
|
|
if (theEnemy->classDef == CD_ASTEROID)
|
|
{
|
|
int i = 1 + (rand() % 3);
|
|
for (int j = 0 ; j < i ; j++)
|
|
addSmallAsteroid(theEnemy);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Adjust the movement even whilst exploding
|
|
if ((dev.moveAliens) && (!(theEnemy->flags & FL_NOMOVE)) && (!(theEnemy->flags & FL_DISABLED)))
|
|
{
|
|
moveAndSeparate(theEnemy);
|
|
}
|
|
|
|
if ((currentGame.area != 18) || (theEnemy->shield < 0))
|
|
theEnemy->x += engine.ssx;
|
|
|
|
theEnemy->y += engine.ssy;
|
|
}
|
|
|
|
theEnemy++;
|
|
}
|
|
}
|
|
|
|
void setAlienShapes()
|
|
{
|
|
for (int i = 0 ; i < MAX_DEFALIENS ; i++)
|
|
{
|
|
if (shipShape[defEnemy[i].imageIndex[0]] != NULL)
|
|
{
|
|
defEnemy[i].image[0] = shipShape[defEnemy[i].imageIndex[0]];
|
|
defEnemy[i].image[1] = shipShape[defEnemy[i].imageIndex[1]];
|
|
defEnemy[i].engineX = defEnemy[i].image[0]->w;
|
|
defEnemy[i].engineY = (defEnemy[i].image[0]->h / 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if USEPACK
|
|
|
|
static void loadAliens()
|
|
{
|
|
int dataLocation = locateDataInPak("data/aliens.dat", 1);
|
|
int def, ai, speed, shield, max, image1, image2, weapon1, weapon2, chance1, chance2, score;
|
|
int collectChance, collectType, collectVal, flags;
|
|
|
|
FILE *fp;
|
|
|
|
fp = fopen(PACKLOCATION, "rb");
|
|
fseek(fp, dataLocation, SEEK_SET);
|
|
|
|
for (int i = 0 ; i < MAX_DEFALIENS ; i++)
|
|
{
|
|
fscanf(fp, "%d", &def);
|
|
fscanf(fp, "%d", &ai);
|
|
fscanf(fp, "%d", &speed);
|
|
fscanf(fp, "%d", &shield);
|
|
fscanf(fp, "%d", &max);
|
|
fscanf(fp, "%d", &image1);
|
|
fscanf(fp, "%d", &image2);
|
|
fscanf(fp, "%d", &weapon1);
|
|
fscanf(fp, "%d", &weapon2);
|
|
fscanf(fp, "%d", &chance1);
|
|
fscanf(fp, "%d", &chance2);
|
|
fscanf(fp, "%d", &score);
|
|
fscanf(fp, "%d", &collectChance);
|
|
fscanf(fp, "%d", &collectType);
|
|
fscanf(fp, "%d", &collectVal);
|
|
fscanf(fp, "%d", &flags);
|
|
|
|
defEnemy[i].classDef = def;
|
|
defEnemy[i].AIType = ai;
|
|
defEnemy[i].speed = speed;
|
|
defEnemy[i].shield = shield;
|
|
defEnemy[i].maxShield = max;
|
|
defEnemy[i].imageIndex[0] = image1;
|
|
defEnemy[i].imageIndex[1] = image2;
|
|
defEnemy[i].weaponType[0] = weapon1;
|
|
defEnemy[i].weaponType[1] = weapon2;
|
|
defEnemy[i].chance[0] = chance1;
|
|
defEnemy[i].chance[1] = chance2;
|
|
defEnemy[i].score = score;
|
|
defEnemy[i].collectChance = collectChance;
|
|
defEnemy[i].collectType = collectType;
|
|
defEnemy[i].collectValue = collectVal;
|
|
defEnemy[i].flags = flags;
|
|
}
|
|
|
|
fclose(fp);
|
|
}
|
|
|
|
void defineAliens(){loadAliens();}
|
|
|
|
#else
|
|
|
|
#if SAVEDATA
|
|
static void saveAliens()
|
|
{
|
|
FILE *fp;
|
|
|
|
fp = fopen("data/aliens.dat", "wb");
|
|
if (fp == NULL)
|
|
{
|
|
printf("Unable to write Alien Data File\n");
|
|
exit(1);
|
|
}
|
|
|
|
for (int i = 0 ; i < MAX_DEFALIENS ; i++)
|
|
{
|
|
fprintf(fp, "%d ", defEnemy[i].classDef);
|
|
fprintf(fp, "%d ", defEnemy[i].AIType);
|
|
fprintf(fp, "%d ", defEnemy[i].speed);
|
|
fprintf(fp, "%d ", defEnemy[i].shield);
|
|
fprintf(fp, "%d ", defEnemy[i].maxShield);
|
|
fprintf(fp, "%d ", defEnemy[i].imageIndex[0]);
|
|
fprintf(fp, "%d ", defEnemy[i].imageIndex[1]);
|
|
fprintf(fp, "%d ", defEnemy[i].weaponType[0]);
|
|
fprintf(fp, "%d ", defEnemy[i].weaponType[1]);
|
|
fprintf(fp, "%d ", defEnemy[i].chance[0]);
|
|
fprintf(fp, "%d ", defEnemy[i].chance[1]);
|
|
fprintf(fp, "%d ", defEnemy[i].score);
|
|
fprintf(fp, "%d ", defEnemy[i].collectChance);
|
|
fprintf(fp, "%d ", defEnemy[i].collectType);
|
|
fprintf(fp, "%d ", defEnemy[i].collectValue);
|
|
fprintf(fp, "%d\n", defEnemy[i].flags);
|
|
}
|
|
|
|
// Put an extra line for the PAK file "just in case"
|
|
fprintf(fp, "\n");
|
|
|
|
fclose(fp);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
Will be dumped into a data file at the end of the project
|
|
*/
|
|
void defineAliens()
|
|
{
|
|
// Dual Plasma Fighter.
|
|
defEnemy[CD_DUALFIGHTER].classDef = CD_DUALFIGHTER;
|
|
defEnemy[CD_DUALFIGHTER].AIType = AI_NORMAL;
|
|
defEnemy[CD_DUALFIGHTER].speed = 4;
|
|
defEnemy[CD_DUALFIGHTER].maxShield = 5;
|
|
defEnemy[CD_DUALFIGHTER].shield = 5;
|
|
defEnemy[CD_DUALFIGHTER].imageIndex[0] = 2;
|
|
defEnemy[CD_DUALFIGHTER].imageIndex[1] = 3;
|
|
defEnemy[CD_DUALFIGHTER].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_DUALFIGHTER].weaponType[1] = W_ROCKETS;
|
|
defEnemy[CD_DUALFIGHTER].chance[0] = 100;
|
|
defEnemy[CD_DUALFIGHTER].chance[1] = 1;
|
|
defEnemy[CD_DUALFIGHTER].score = 25;
|
|
defEnemy[CD_DUALFIGHTER].collectChance = 50;
|
|
defEnemy[CD_DUALFIGHTER].collectType = P_ANYTHING;
|
|
defEnemy[CD_DUALFIGHTER].collectValue = 50;
|
|
defEnemy[CD_DUALFIGHTER].flags = FL_WEAPCO;
|
|
|
|
// Missile Boat
|
|
defEnemy[CD_MISSILEBOAT].classDef = CD_MISSILEBOAT;
|
|
defEnemy[CD_MISSILEBOAT].AIType = AI_DEFENSIVE;
|
|
defEnemy[CD_MISSILEBOAT].speed = 2;
|
|
defEnemy[CD_MISSILEBOAT].maxShield = 50;
|
|
defEnemy[CD_MISSILEBOAT].shield = 50;
|
|
defEnemy[CD_MISSILEBOAT].imageIndex[0] = 4;
|
|
defEnemy[CD_MISSILEBOAT].imageIndex[1] = 5;
|
|
defEnemy[CD_MISSILEBOAT].weaponType[0] = W_ROCKETS;
|
|
defEnemy[CD_MISSILEBOAT].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_MISSILEBOAT].chance[0] = 25;
|
|
defEnemy[CD_MISSILEBOAT].chance[1] = 4;
|
|
defEnemy[CD_MISSILEBOAT].score = 250;
|
|
defEnemy[CD_MISSILEBOAT].collectChance = 25;
|
|
defEnemy[CD_MISSILEBOAT].collectType = P_ANYTHING;
|
|
defEnemy[CD_MISSILEBOAT].collectValue = 75;
|
|
defEnemy[CD_MISSILEBOAT].flags = FL_WEAPCO;
|
|
|
|
//Prototype fighter
|
|
defEnemy[CD_PROTOFIGHTER].classDef = CD_PROTOFIGHTER;
|
|
defEnemy[CD_PROTOFIGHTER].AIType = AI_DEFENSIVE;
|
|
defEnemy[CD_PROTOFIGHTER].speed = 5;
|
|
defEnemy[CD_PROTOFIGHTER].maxShield = 15;
|
|
defEnemy[CD_PROTOFIGHTER].shield = 15;
|
|
defEnemy[CD_PROTOFIGHTER].imageIndex[0] = 6;
|
|
defEnemy[CD_PROTOFIGHTER].imageIndex[1] = 7;
|
|
defEnemy[CD_PROTOFIGHTER].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_PROTOFIGHTER].weaponType[1] = P_ANYTHING;
|
|
defEnemy[CD_PROTOFIGHTER].chance[0] = 100;
|
|
defEnemy[CD_PROTOFIGHTER].chance[1] = 1;
|
|
defEnemy[CD_PROTOFIGHTER].score = 50;
|
|
defEnemy[CD_PROTOFIGHTER].collectChance = 50;
|
|
defEnemy[CD_PROTOFIGHTER].collectType = P_ANYTHING;
|
|
defEnemy[CD_PROTOFIGHTER].collectValue = 50;
|
|
defEnemy[CD_PROTOFIGHTER].flags = FL_WEAPCO;
|
|
|
|
// Phoebe and Ursula
|
|
defEnemy[CD_FRIEND].classDef = CD_FRIEND;
|
|
defEnemy[CD_FRIEND].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_FRIEND].speed = 3;
|
|
defEnemy[CD_FRIEND].maxShield = 50;
|
|
defEnemy[CD_FRIEND].shield = 50;
|
|
defEnemy[CD_FRIEND].imageIndex[0] = 20;
|
|
defEnemy[CD_FRIEND].imageIndex[1] = 21;
|
|
defEnemy[CD_FRIEND].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_FRIEND].weaponType[1] = W_HOMING_MISSILE;
|
|
defEnemy[CD_FRIEND].chance[0] = 100;
|
|
defEnemy[CD_FRIEND].chance[1] = 5;
|
|
defEnemy[CD_FRIEND].score = 0;
|
|
defEnemy[CD_FRIEND].collectChance = 0;
|
|
defEnemy[CD_FRIEND].collectType = P_CASH;
|
|
defEnemy[CD_FRIEND].collectValue = 0;
|
|
defEnemy[CD_FRIEND].flags = FL_FRIEND;
|
|
|
|
// Boss 1
|
|
defEnemy[CD_FRIGATE].classDef = CD_BOSS;
|
|
defEnemy[CD_FRIGATE].AIType = AI_NORMAL;
|
|
defEnemy[CD_FRIGATE].speed = 2;
|
|
defEnemy[CD_FRIGATE].maxShield = 550;
|
|
defEnemy[CD_FRIGATE].shield = 550;
|
|
defEnemy[CD_FRIGATE].imageIndex[0] = 8;
|
|
defEnemy[CD_FRIGATE].imageIndex[1] = 9;
|
|
defEnemy[CD_FRIGATE].weaponType[0] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_FRIGATE].weaponType[1] = W_ENERGYRAY;
|
|
defEnemy[CD_FRIGATE].chance[0] = 100;
|
|
defEnemy[CD_FRIGATE].chance[1] = 85;
|
|
defEnemy[CD_FRIGATE].score = 500;
|
|
defEnemy[CD_FRIGATE].collectChance = 100;
|
|
defEnemy[CD_FRIGATE].collectType = P_CASH;
|
|
defEnemy[CD_FRIGATE].collectValue = 250;
|
|
defEnemy[CD_FRIGATE].flags = FL_WEAPCO;
|
|
|
|
defEnemy[CD_FRIGATE_WING1].classDef = CD_FRIGATE_WING1;
|
|
defEnemy[CD_FRIGATE_WING1].AIType = AI_NORMAL;
|
|
defEnemy[CD_FRIGATE_WING1].speed = 2;
|
|
defEnemy[CD_FRIGATE_WING1].maxShield = 100;
|
|
defEnemy[CD_FRIGATE_WING1].shield = 100;
|
|
defEnemy[CD_FRIGATE_WING1].imageIndex[0] = 10;
|
|
defEnemy[CD_FRIGATE_WING1].imageIndex[1] = 11;
|
|
defEnemy[CD_FRIGATE_WING1].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_FRIGATE_WING1].weaponType[1] = W_ROCKETS;
|
|
defEnemy[CD_FRIGATE_WING1].chance[0] = 100;
|
|
defEnemy[CD_FRIGATE_WING1].chance[1] = 10;
|
|
defEnemy[CD_FRIGATE_WING1].score = 500;
|
|
defEnemy[CD_FRIGATE_WING1].collectChance = 100;
|
|
defEnemy[CD_FRIGATE_WING1].collectType = P_ANYTHING;
|
|
defEnemy[CD_FRIGATE_WING1].collectValue = 250;
|
|
defEnemy[CD_FRIGATE_WING1].flags = FL_WEAPCO | FL_DAMAGEOWNER;
|
|
|
|
defEnemy[CD_FRIGATE_WING2].classDef = CD_FRIGATE_WING2;
|
|
defEnemy[CD_FRIGATE_WING2].AIType = AI_NORMAL;
|
|
defEnemy[CD_FRIGATE_WING2].speed = 2;
|
|
defEnemy[CD_FRIGATE_WING2].maxShield = 100;
|
|
defEnemy[CD_FRIGATE_WING2].shield = 100;
|
|
defEnemy[CD_FRIGATE_WING2].imageIndex[0] = 12;
|
|
defEnemy[CD_FRIGATE_WING2].imageIndex[1] = 13;
|
|
defEnemy[CD_FRIGATE_WING2].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_FRIGATE_WING2].weaponType[1] = W_ROCKETS;
|
|
defEnemy[CD_FRIGATE_WING2].chance[0] = 100;
|
|
defEnemy[CD_FRIGATE_WING2].chance[1] = 10;
|
|
defEnemy[CD_FRIGATE_WING2].score = 500;
|
|
defEnemy[CD_FRIGATE_WING2].collectChance = 100;
|
|
defEnemy[CD_FRIGATE_WING2].collectType = P_ANYTHING;
|
|
defEnemy[CD_FRIGATE_WING2].collectValue = 250;
|
|
defEnemy[CD_FRIGATE_WING2].flags = FL_WEAPCO | FL_DAMAGEOWNER;
|
|
|
|
// Transport ship
|
|
defEnemy[CD_TRANSPORTSHIP].classDef = CD_TRANSPORTSHIP;
|
|
defEnemy[CD_TRANSPORTSHIP].AIType = AI_EVASIVE;
|
|
defEnemy[CD_TRANSPORTSHIP].speed = 4;
|
|
defEnemy[CD_TRANSPORTSHIP].maxShield = 10;
|
|
defEnemy[CD_TRANSPORTSHIP].shield = 10;
|
|
defEnemy[CD_TRANSPORTSHIP].imageIndex[0] = 14;
|
|
defEnemy[CD_TRANSPORTSHIP].imageIndex[1] = 15;
|
|
defEnemy[CD_TRANSPORTSHIP].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_TRANSPORTSHIP].weaponType[1] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_TRANSPORTSHIP].chance[0] = 0;
|
|
defEnemy[CD_TRANSPORTSHIP].chance[1] = 0;
|
|
defEnemy[CD_TRANSPORTSHIP].score = 25;
|
|
defEnemy[CD_TRANSPORTSHIP].collectChance = 100;
|
|
defEnemy[CD_TRANSPORTSHIP].collectType = P_WEAPONS;
|
|
defEnemy[CD_TRANSPORTSHIP].collectValue = 30;
|
|
defEnemy[CD_TRANSPORTSHIP].flags = FL_WEAPCO | FL_NOFIRE;
|
|
|
|
// Cargo ship
|
|
defEnemy[CD_CARGOSHIP].classDef = CD_CARGOSHIP;
|
|
defEnemy[CD_CARGOSHIP].AIType = AI_EVASIVE;
|
|
defEnemy[CD_CARGOSHIP].speed = 4;
|
|
defEnemy[CD_CARGOSHIP].maxShield = 10;
|
|
defEnemy[CD_CARGOSHIP].shield = 10;
|
|
defEnemy[CD_CARGOSHIP].imageIndex[0] = 22;
|
|
defEnemy[CD_CARGOSHIP].imageIndex[1] = 23;
|
|
defEnemy[CD_CARGOSHIP].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_CARGOSHIP].weaponType[1] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_CARGOSHIP].chance[0] = 0;
|
|
defEnemy[CD_CARGOSHIP].chance[1] = 0;
|
|
defEnemy[CD_CARGOSHIP].score = 25;
|
|
defEnemy[CD_CARGOSHIP].collectChance = 50;
|
|
defEnemy[CD_CARGOSHIP].collectType = P_ANYTHING;
|
|
defEnemy[CD_CARGOSHIP].collectValue = 100;
|
|
defEnemy[CD_CARGOSHIP].flags = FL_WEAPCO | FL_NOFIRE;
|
|
|
|
// Weapco Miner
|
|
defEnemy[CD_MINER].classDef = CD_MINER;
|
|
defEnemy[CD_MINER].AIType = AI_EVASIVE;
|
|
defEnemy[CD_MINER].speed = 4;
|
|
defEnemy[CD_MINER].maxShield = 25;
|
|
defEnemy[CD_MINER].shield = 25;
|
|
defEnemy[CD_MINER].imageIndex[0] = 16;
|
|
defEnemy[CD_MINER].imageIndex[1] = 17;
|
|
defEnemy[CD_MINER].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_MINER].weaponType[1] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_MINER].chance[0] = 0;
|
|
defEnemy[CD_MINER].chance[1] = 0;
|
|
defEnemy[CD_MINER].score = 100;
|
|
defEnemy[CD_MINER].collectChance = 100;
|
|
defEnemy[CD_MINER].collectType = P_ANYTHING;
|
|
defEnemy[CD_MINER].collectValue = 30;
|
|
defEnemy[CD_MINER].flags = FL_WEAPCO | FL_NOFIRE | FL_DROPMINES;
|
|
|
|
// Kline
|
|
defEnemy[CD_KLINE].classDef = CD_KLINE;
|
|
defEnemy[CD_KLINE].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_KLINE].speed = 5;
|
|
defEnemy[CD_KLINE].maxShield = 750;
|
|
defEnemy[CD_KLINE].shield = 750;
|
|
defEnemy[CD_KLINE].imageIndex[0] = 18;
|
|
defEnemy[CD_KLINE].imageIndex[1] = 19;
|
|
defEnemy[CD_KLINE].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_KLINE].weaponType[1] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_KLINE].chance[0] = 100;
|
|
defEnemy[CD_KLINE].chance[1] = 2;
|
|
defEnemy[CD_KLINE].score = 0;
|
|
defEnemy[CD_KLINE].collectChance = 0;
|
|
defEnemy[CD_KLINE].collectType = P_ANYTHING;
|
|
defEnemy[CD_KLINE].collectValue = 0;
|
|
defEnemy[CD_KLINE].flags = FL_WEAPCO | FL_CANNOTDIE | FL_ALWAYSFACE | FL_CIRCLES;
|
|
|
|
// Aim Fighter
|
|
defEnemy[CD_AIMFIGHTER].classDef = CD_AIMFIGHTER;
|
|
defEnemy[CD_AIMFIGHTER].AIType = AI_NORMAL;
|
|
defEnemy[CD_AIMFIGHTER].speed = 3;
|
|
defEnemy[CD_AIMFIGHTER].maxShield = 15;
|
|
defEnemy[CD_AIMFIGHTER].shield = 15;
|
|
defEnemy[CD_AIMFIGHTER].imageIndex[0] = 8;
|
|
defEnemy[CD_AIMFIGHTER].imageIndex[1] = 9;
|
|
defEnemy[CD_AIMFIGHTER].weaponType[0] = W_AIMED_SHOT;
|
|
defEnemy[CD_AIMFIGHTER].weaponType[1] = W_AIMED_SHOT;
|
|
defEnemy[CD_AIMFIGHTER].chance[0] = 7;
|
|
defEnemy[CD_AIMFIGHTER].chance[1] = 1;
|
|
defEnemy[CD_AIMFIGHTER].score = 50;
|
|
defEnemy[CD_AIMFIGHTER].collectChance = 75;
|
|
defEnemy[CD_AIMFIGHTER].collectType = P_ANYTHING;
|
|
defEnemy[CD_AIMFIGHTER].collectValue = 100;
|
|
defEnemy[CD_AIMFIGHTER].flags = FL_WEAPCO | FL_AIMS;
|
|
|
|
// Slave ship
|
|
defEnemy[CD_SLAVETRANSPORT].classDef = CD_SLAVETRANSPORT;
|
|
defEnemy[CD_SLAVETRANSPORT].AIType = AI_EVASIVE;
|
|
defEnemy[CD_SLAVETRANSPORT].speed = 2;
|
|
defEnemy[CD_SLAVETRANSPORT].maxShield = 10;
|
|
defEnemy[CD_SLAVETRANSPORT].shield = 20;
|
|
defEnemy[CD_SLAVETRANSPORT].imageIndex[0] = 10;
|
|
defEnemy[CD_SLAVETRANSPORT].imageIndex[1] = 11;
|
|
defEnemy[CD_SLAVETRANSPORT].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_SLAVETRANSPORT].weaponType[1] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_SLAVETRANSPORT].chance[0] = 0;
|
|
defEnemy[CD_SLAVETRANSPORT].chance[1] = 0;
|
|
defEnemy[CD_SLAVETRANSPORT].score = 25;
|
|
defEnemy[CD_SLAVETRANSPORT].collectChance = 100;
|
|
defEnemy[CD_SLAVETRANSPORT].collectType = P_SLAVES;
|
|
defEnemy[CD_SLAVETRANSPORT].collectValue = 25;
|
|
defEnemy[CD_SLAVETRANSPORT].flags = FL_WEAPCO | FL_NOFIRE;
|
|
|
|
// Good Transport
|
|
defEnemy[CD_GOODTRANSPORT].classDef = CD_GOODTRANSPORT;
|
|
defEnemy[CD_GOODTRANSPORT].AIType = AI_EVASIVE;
|
|
defEnemy[CD_GOODTRANSPORT].speed = 3;
|
|
defEnemy[CD_GOODTRANSPORT].maxShield = 75;
|
|
defEnemy[CD_GOODTRANSPORT].shield = 75;
|
|
defEnemy[CD_GOODTRANSPORT].imageIndex[0] = 12;
|
|
defEnemy[CD_GOODTRANSPORT].imageIndex[1] = 13;
|
|
defEnemy[CD_GOODTRANSPORT].weaponType[0] = W_AIMED_SHOT;
|
|
defEnemy[CD_GOODTRANSPORT].weaponType[1] = W_AIMED_SHOT;
|
|
defEnemy[CD_GOODTRANSPORT].chance[0] = 100;
|
|
defEnemy[CD_GOODTRANSPORT].chance[1] = 100;
|
|
defEnemy[CD_GOODTRANSPORT].score = 0;
|
|
defEnemy[CD_GOODTRANSPORT].collectChance = 0;
|
|
defEnemy[CD_GOODTRANSPORT].collectType = P_ANYTHING;
|
|
defEnemy[CD_GOODTRANSPORT].collectValue = 0;
|
|
defEnemy[CD_GOODTRANSPORT].flags = FL_FRIEND | FL_NOFIRE | FL_AIMS;
|
|
|
|
// Sid Wilson
|
|
defEnemy[CD_SID].classDef = CD_SID;
|
|
defEnemy[CD_SID].AIType = AI_NORMAL;
|
|
defEnemy[CD_SID].speed = 3;
|
|
defEnemy[CD_SID].maxShield = 50;
|
|
defEnemy[CD_SID].shield = 50;
|
|
defEnemy[CD_SID].imageIndex[0] = 24;
|
|
defEnemy[CD_SID].imageIndex[1] = 25;
|
|
defEnemy[CD_SID].weaponType[0] = W_IONCANNON;
|
|
defEnemy[CD_SID].weaponType[1] = W_IONCANNON;
|
|
defEnemy[CD_SID].chance[0] = 100;
|
|
defEnemy[CD_SID].chance[1] = 0;
|
|
defEnemy[CD_SID].score = 0;
|
|
defEnemy[CD_SID].collectChance = 0;
|
|
defEnemy[CD_SID].collectType = P_ANYTHING;
|
|
defEnemy[CD_SID].collectValue = 0;
|
|
defEnemy[CD_SID].flags = FL_FRIEND | FL_AIMS;
|
|
|
|
// Mining Vessel Boss
|
|
defEnemy[CD_MINEBOSS].classDef = CD_BOSS;
|
|
defEnemy[CD_MINEBOSS].AIType = AI_NORMAL;
|
|
defEnemy[CD_MINEBOSS].speed = 3;
|
|
defEnemy[CD_MINEBOSS].maxShield = 1000;
|
|
defEnemy[CD_MINEBOSS].shield = 1000;
|
|
defEnemy[CD_MINEBOSS].imageIndex[0] = 26;
|
|
defEnemy[CD_MINEBOSS].imageIndex[1] = 27;
|
|
defEnemy[CD_MINEBOSS].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_MINEBOSS].weaponType[1] = W_SPREADSHOT;
|
|
defEnemy[CD_MINEBOSS].chance[0] = 0;
|
|
defEnemy[CD_MINEBOSS].chance[1] = 0;
|
|
defEnemy[CD_MINEBOSS].score = 1000;
|
|
defEnemy[CD_MINEBOSS].collectChance = 100;
|
|
defEnemy[CD_MINEBOSS].collectType = P_ANYTHING;
|
|
defEnemy[CD_MINEBOSS].collectValue = 255;
|
|
defEnemy[CD_MINEBOSS].flags = FL_WEAPCO | FL_IMMORTAL;
|
|
|
|
defEnemy[CD_BOSS2_WING1].classDef = CD_BOSS2_WING1;
|
|
defEnemy[CD_BOSS2_WING1].AIType = AI_NORMAL;
|
|
defEnemy[CD_BOSS2_WING1].speed = 1;
|
|
defEnemy[CD_BOSS2_WING1].maxShield = 250;
|
|
defEnemy[CD_BOSS2_WING1].shield = 250;
|
|
defEnemy[CD_BOSS2_WING1].imageIndex[0] = 28;
|
|
defEnemy[CD_BOSS2_WING1].imageIndex[1] = 29;
|
|
defEnemy[CD_BOSS2_WING1].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_BOSS2_WING1].weaponType[1] = W_SPREADSHOT;
|
|
defEnemy[CD_BOSS2_WING1].chance[0] = 0;
|
|
defEnemy[CD_BOSS2_WING1].chance[1] = 0;
|
|
defEnemy[CD_BOSS2_WING1].score = 1000;
|
|
defEnemy[CD_BOSS2_WING1].collectChance = 100;
|
|
defEnemy[CD_BOSS2_WING1].collectType = P_ANYTHING;
|
|
defEnemy[CD_BOSS2_WING1].collectValue = 255;
|
|
defEnemy[CD_BOSS2_WING1].flags = FL_WEAPCO | FL_DAMAGEOWNER;
|
|
|
|
defEnemy[CD_BOSS2_WING2].classDef = CD_BOSS2_WING2;
|
|
defEnemy[CD_BOSS2_WING2].AIType = AI_NORMAL;
|
|
defEnemy[CD_BOSS2_WING2].speed = 1;
|
|
defEnemy[CD_BOSS2_WING2].maxShield = 500;
|
|
defEnemy[CD_BOSS2_WING2].shield = 500;
|
|
defEnemy[CD_BOSS2_WING2].imageIndex[0] = 30;
|
|
defEnemy[CD_BOSS2_WING2].imageIndex[1] = 31;
|
|
defEnemy[CD_BOSS2_WING2].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_BOSS2_WING2].weaponType[1] = W_SPREADSHOT;
|
|
defEnemy[CD_BOSS2_WING2].chance[0] = 0;
|
|
defEnemy[CD_BOSS2_WING2].chance[1] = 0;
|
|
defEnemy[CD_BOSS2_WING2].score = 1000;
|
|
defEnemy[CD_BOSS2_WING2].collectChance = 100;
|
|
defEnemy[CD_BOSS2_WING2].collectType = P_ANYTHING;
|
|
defEnemy[CD_BOSS2_WING2].collectValue = 255;
|
|
defEnemy[CD_BOSS2_WING2].flags = FL_WEAPCO | FL_DEPLOYDRONES | FL_DAMAGEOWNER;
|
|
|
|
defEnemy[CD_BOSS2_WING3].classDef = CD_BOSS2_WING3;
|
|
defEnemy[CD_BOSS2_WING3].AIType = AI_NORMAL;
|
|
defEnemy[CD_BOSS2_WING3].speed = 1;
|
|
defEnemy[CD_BOSS2_WING3].maxShield = 500;
|
|
defEnemy[CD_BOSS2_WING3].shield = 500;
|
|
defEnemy[CD_BOSS2_WING3].imageIndex[0] = 32;
|
|
defEnemy[CD_BOSS2_WING3].imageIndex[1] = 33;
|
|
defEnemy[CD_BOSS2_WING3].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_BOSS2_WING3].weaponType[1] = W_SPREADSHOT;
|
|
defEnemy[CD_BOSS2_WING3].chance[0] = 0;
|
|
defEnemy[CD_BOSS2_WING3].chance[1] = 0;
|
|
defEnemy[CD_BOSS2_WING3].score = 1000;
|
|
defEnemy[CD_BOSS2_WING3].collectChance = 100;
|
|
defEnemy[CD_BOSS2_WING3].collectType = P_ANYTHING;
|
|
defEnemy[CD_BOSS2_WING3].collectValue = 255;
|
|
defEnemy[CD_BOSS2_WING3].flags = FL_WEAPCO | FL_DEPLOYDRONES | FL_DAMAGEOWNER;
|
|
|
|
defEnemy[CD_BOSS2_WING4].classDef = CD_BOSS2_WING4;
|
|
defEnemy[CD_BOSS2_WING4].AIType = AI_NORMAL;
|
|
defEnemy[CD_BOSS2_WING4].speed = 1;
|
|
defEnemy[CD_BOSS2_WING4].maxShield = 250;
|
|
defEnemy[CD_BOSS2_WING4].shield = 250;
|
|
defEnemy[CD_BOSS2_WING4].imageIndex[0] = 34;
|
|
defEnemy[CD_BOSS2_WING4].imageIndex[1] = 35;
|
|
defEnemy[CD_BOSS2_WING4].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_BOSS2_WING4].weaponType[1] = W_SPREADSHOT;
|
|
defEnemy[CD_BOSS2_WING4].chance[0] = 0;
|
|
defEnemy[CD_BOSS2_WING4].chance[1] = 0;
|
|
defEnemy[CD_BOSS2_WING4].score = 1000;
|
|
defEnemy[CD_BOSS2_WING4].collectChance = 100;
|
|
defEnemy[CD_BOSS2_WING4].collectType = P_ANYTHING;
|
|
defEnemy[CD_BOSS2_WING4].collectValue = 255;
|
|
defEnemy[CD_BOSS2_WING4].flags = FL_WEAPCO | FL_DAMAGEOWNER;
|
|
|
|
// Drone
|
|
defEnemy[CD_DRONE].classDef = CD_DRONE;
|
|
defEnemy[CD_DRONE].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_DRONE].speed = 8;
|
|
defEnemy[CD_DRONE].maxShield = 5;
|
|
defEnemy[CD_DRONE].shield = 5;
|
|
defEnemy[CD_DRONE].imageIndex[0] = 36;
|
|
defEnemy[CD_DRONE].imageIndex[1] = 37;
|
|
defEnemy[CD_DRONE].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_DRONE].weaponType[1] = W_LASER;
|
|
defEnemy[CD_DRONE].chance[0] = 100;
|
|
defEnemy[CD_DRONE].chance[1] = 0;
|
|
defEnemy[CD_DRONE].score = 0;
|
|
defEnemy[CD_DRONE].collectChance = 10;
|
|
defEnemy[CD_DRONE].collectType = P_SHIELD;
|
|
defEnemy[CD_DRONE].collectValue = 1;
|
|
defEnemy[CD_DRONE].flags = FL_WEAPCO;
|
|
|
|
// Experimental Fighter
|
|
defEnemy[CD_CLOAKFIGHTER].classDef = CD_CLOAKFIGHTER;
|
|
defEnemy[CD_CLOAKFIGHTER].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_CLOAKFIGHTER].speed = 6;
|
|
defEnemy[CD_CLOAKFIGHTER].maxShield = 1000;
|
|
defEnemy[CD_CLOAKFIGHTER].shield = 1000;
|
|
defEnemy[CD_CLOAKFIGHTER].imageIndex[0] = 10;
|
|
defEnemy[CD_CLOAKFIGHTER].imageIndex[1] = 11;
|
|
defEnemy[CD_CLOAKFIGHTER].weaponType[0] = W_SPREADSHOT;
|
|
defEnemy[CD_CLOAKFIGHTER].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_CLOAKFIGHTER].chance[0] = 100;
|
|
defEnemy[CD_CLOAKFIGHTER].chance[1] = 5;
|
|
defEnemy[CD_CLOAKFIGHTER].score = 550;
|
|
defEnemy[CD_CLOAKFIGHTER].collectChance = 100;
|
|
defEnemy[CD_CLOAKFIGHTER].collectType = P_CASH;
|
|
defEnemy[CD_CLOAKFIGHTER].collectValue = 255;
|
|
defEnemy[CD_CLOAKFIGHTER].flags = FL_WEAPCO | FL_CANCLOAK | FL_RUNSAWAY;
|
|
|
|
// Evil Ursula
|
|
defEnemy[CD_EVILURSULA].classDef = CD_EVILURSULA;
|
|
defEnemy[CD_EVILURSULA].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_EVILURSULA].speed = 5;
|
|
defEnemy[CD_EVILURSULA].maxShield = 500;
|
|
defEnemy[CD_EVILURSULA].shield = 500;
|
|
defEnemy[CD_EVILURSULA].imageIndex[0] = 12;
|
|
defEnemy[CD_EVILURSULA].imageIndex[1] = 13;
|
|
defEnemy[CD_EVILURSULA].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_EVILURSULA].weaponType[1] = W_HOMING_MISSILE;
|
|
defEnemy[CD_EVILURSULA].chance[0] = 100;
|
|
defEnemy[CD_EVILURSULA].chance[1] = 100;
|
|
defEnemy[CD_EVILURSULA].score = 500;
|
|
defEnemy[CD_EVILURSULA].collectChance = 100;
|
|
defEnemy[CD_EVILURSULA].collectType = P_ESCAPEPOD;
|
|
defEnemy[CD_EVILURSULA].collectValue = 1;
|
|
defEnemy[CD_EVILURSULA].flags = FL_WEAPCO;
|
|
|
|
// Mercenary
|
|
defEnemy[CD_KRASS].classDef = CD_KRASS;
|
|
defEnemy[CD_KRASS].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_KRASS].speed = 5;
|
|
defEnemy[CD_KRASS].maxShield = 1000;
|
|
defEnemy[CD_KRASS].shield = 1000;
|
|
defEnemy[CD_KRASS].imageIndex[0] = 26;
|
|
defEnemy[CD_KRASS].imageIndex[1] = 27;
|
|
defEnemy[CD_KRASS].weaponType[0] = W_SPREADSHOT;
|
|
defEnemy[CD_KRASS].weaponType[1] = W_CHARGER;
|
|
defEnemy[CD_KRASS].chance[0] = 100;
|
|
defEnemy[CD_KRASS].chance[1] = 0;
|
|
defEnemy[CD_KRASS].score = 2000;
|
|
defEnemy[CD_KRASS].collectChance = 100;
|
|
defEnemy[CD_KRASS].collectType = P_ANYTHING;
|
|
defEnemy[CD_KRASS].collectValue = 255;
|
|
defEnemy[CD_KRASS].flags = FL_FRIEND | FL_IMMORTAL;
|
|
|
|
// Executive Transport
|
|
defEnemy[CD_EXEC].classDef = CD_BOSS;
|
|
defEnemy[CD_EXEC].AIType = AI_NORMAL;
|
|
defEnemy[CD_EXEC].speed = 5;
|
|
defEnemy[CD_EXEC].maxShield = 1000;
|
|
defEnemy[CD_EXEC].shield = 1000;
|
|
defEnemy[CD_EXEC].imageIndex[0] = 28;
|
|
defEnemy[CD_EXEC].imageIndex[1] = 28;
|
|
defEnemy[CD_EXEC].weaponType[0] = W_SPREADSHOT;
|
|
defEnemy[CD_EXEC].weaponType[1] = W_HOMING_MISSILE;
|
|
defEnemy[CD_EXEC].chance[0] = 0;
|
|
defEnemy[CD_EXEC].chance[1] = 0;
|
|
defEnemy[CD_EXEC].score = 2000;
|
|
defEnemy[CD_EXEC].collectChance = 0;
|
|
defEnemy[CD_EXEC].collectType = P_ANYTHING;
|
|
defEnemy[CD_EXEC].collectValue = 0;
|
|
defEnemy[CD_EXEC].flags = FL_WEAPCO | FL_NOFIRE;
|
|
|
|
// Asteroid
|
|
defEnemy[CD_ASTEROID].classDef = CD_ASTEROID;
|
|
defEnemy[CD_ASTEROID].AIType = AI_WANDER;
|
|
defEnemy[CD_ASTEROID].speed = 1;
|
|
defEnemy[CD_ASTEROID].maxShield = 50;
|
|
defEnemy[CD_ASTEROID].shield = 50;
|
|
defEnemy[CD_ASTEROID].imageIndex[0] = 38;
|
|
defEnemy[CD_ASTEROID].imageIndex[1] = 38;
|
|
defEnemy[CD_ASTEROID].weaponType[0] = W_SPREADSHOT;
|
|
defEnemy[CD_ASTEROID].weaponType[1] = W_HOMING_MISSILE;
|
|
defEnemy[CD_ASTEROID].chance[0] = 0;
|
|
defEnemy[CD_ASTEROID].chance[1] = 0;
|
|
defEnemy[CD_ASTEROID].score = 0;
|
|
defEnemy[CD_ASTEROID].collectChance = 25;
|
|
defEnemy[CD_ASTEROID].collectType = P_ORE;
|
|
defEnemy[CD_ASTEROID].collectValue = 1;
|
|
defEnemy[CD_ASTEROID].flags = FL_WEAPCO;
|
|
|
|
defEnemy[CD_ASTEROID2].classDef = CD_ASTEROID2;
|
|
defEnemy[CD_ASTEROID2].AIType = AI_WANDER;
|
|
defEnemy[CD_ASTEROID2].speed = 1;
|
|
defEnemy[CD_ASTEROID2].maxShield = 10;
|
|
defEnemy[CD_ASTEROID2].shield = 10;
|
|
defEnemy[CD_ASTEROID2].imageIndex[0] = 39;
|
|
defEnemy[CD_ASTEROID2].imageIndex[1] = 40;
|
|
defEnemy[CD_ASTEROID2].weaponType[0] = W_SPREADSHOT;
|
|
defEnemy[CD_ASTEROID2].weaponType[1] = W_HOMING_MISSILE;
|
|
defEnemy[CD_ASTEROID2].chance[0] = 0;
|
|
defEnemy[CD_ASTEROID2].chance[1] = 0;
|
|
defEnemy[CD_ASTEROID2].score = 0;
|
|
defEnemy[CD_ASTEROID2].collectChance = 25;
|
|
defEnemy[CD_ASTEROID2].collectType = P_ORE;
|
|
defEnemy[CD_ASTEROID2].collectValue = 1;
|
|
defEnemy[CD_ASTEROID2].flags = FL_WEAPCO;
|
|
|
|
// Escort
|
|
defEnemy[CD_ESCORT].classDef = CD_ESCORT;
|
|
defEnemy[CD_ESCORT].AIType = AI_NORMAL;
|
|
defEnemy[CD_ESCORT].speed = 3;
|
|
defEnemy[CD_ESCORT].maxShield = 200;
|
|
defEnemy[CD_ESCORT].shield = 200;
|
|
defEnemy[CD_ESCORT].imageIndex[0] = 30;
|
|
defEnemy[CD_ESCORT].imageIndex[1] = 31;
|
|
defEnemy[CD_ESCORT].weaponType[0] = W_LASER;
|
|
defEnemy[CD_ESCORT].weaponType[1] = W_LASER;
|
|
defEnemy[CD_ESCORT].chance[0] = 25;
|
|
defEnemy[CD_ESCORT].chance[1] = 25;
|
|
defEnemy[CD_ESCORT].score = 450;
|
|
defEnemy[CD_ESCORT].collectChance = 100;
|
|
defEnemy[CD_ESCORT].collectType = P_ANYTHING;
|
|
defEnemy[CD_ESCORT].collectValue = 100;
|
|
defEnemy[CD_ESCORT].flags = FL_WEAPCO;
|
|
|
|
// Mobile Ray Cannon
|
|
defEnemy[CD_MOBILE_RAY].classDef = CD_MOBILE_RAY;
|
|
defEnemy[CD_MOBILE_RAY].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_MOBILE_RAY].speed = 5;
|
|
defEnemy[CD_MOBILE_RAY].maxShield = 250;
|
|
defEnemy[CD_MOBILE_RAY].shield = 250;
|
|
defEnemy[CD_MOBILE_RAY].imageIndex[0] = 10;
|
|
defEnemy[CD_MOBILE_RAY].imageIndex[1] = 11;
|
|
defEnemy[CD_MOBILE_RAY].weaponType[0] = W_ENERGYRAY;
|
|
defEnemy[CD_MOBILE_RAY].weaponType[1] = W_ENERGYRAY;
|
|
defEnemy[CD_MOBILE_RAY].chance[0] = 50;
|
|
defEnemy[CD_MOBILE_RAY].chance[1] = 50;
|
|
defEnemy[CD_MOBILE_RAY].score = 1000;
|
|
defEnemy[CD_MOBILE_RAY].collectChance = 75;
|
|
defEnemy[CD_MOBILE_RAY].collectType = P_SHIELD;
|
|
defEnemy[CD_MOBILE_RAY].collectValue = 2;
|
|
defEnemy[CD_MOBILE_RAY].flags = FL_WEAPCO;
|
|
|
|
// Rebel Carrier
|
|
defEnemy[CD_REBELCARRIER].classDef = CD_REBELCARRIER;
|
|
defEnemy[CD_REBELCARRIER].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_REBELCARRIER].speed = 2;
|
|
defEnemy[CD_REBELCARRIER].maxShield = 100;
|
|
defEnemy[CD_REBELCARRIER].shield = 100;
|
|
defEnemy[CD_REBELCARRIER].imageIndex[0] = 32;
|
|
defEnemy[CD_REBELCARRIER].imageIndex[1] = 33;
|
|
defEnemy[CD_REBELCARRIER].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_REBELCARRIER].weaponType[1] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_REBELCARRIER].chance[0] = 50;
|
|
defEnemy[CD_REBELCARRIER].chance[1] = 2;
|
|
defEnemy[CD_REBELCARRIER].score = 0;
|
|
defEnemy[CD_REBELCARRIER].collectChance = 0;
|
|
defEnemy[CD_REBELCARRIER].collectType = P_SHIELD;
|
|
defEnemy[CD_REBELCARRIER].collectValue = 0;
|
|
defEnemy[CD_REBELCARRIER].flags = FL_FRIEND;
|
|
|
|
// Pluto Boss
|
|
defEnemy[CD_PLUTOBOSS].classDef = CD_PLUTOBOSS;
|
|
defEnemy[CD_PLUTOBOSS].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_PLUTOBOSS].speed = 4;
|
|
defEnemy[CD_PLUTOBOSS].maxShield = 500;
|
|
defEnemy[CD_PLUTOBOSS].shield = 500;
|
|
defEnemy[CD_PLUTOBOSS].imageIndex[0] = 12;
|
|
defEnemy[CD_PLUTOBOSS].imageIndex[1] = 13;
|
|
defEnemy[CD_PLUTOBOSS].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_PLUTOBOSS].weaponType[1] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_PLUTOBOSS].chance[0] = 50;
|
|
defEnemy[CD_PLUTOBOSS].chance[1] = 2;
|
|
defEnemy[CD_PLUTOBOSS].score = 1000;
|
|
defEnemy[CD_PLUTOBOSS].collectChance = 0;
|
|
defEnemy[CD_PLUTOBOSS].collectType = P_SHIELD;
|
|
defEnemy[CD_PLUTOBOSS].collectValue = 0;
|
|
defEnemy[CD_PLUTOBOSS].flags = FL_WEAPCO;
|
|
|
|
// Pluto Boss Barrier
|
|
defEnemy[CD_BARRIER].classDef = CD_BARRIER;
|
|
defEnemy[CD_BARRIER].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_BARRIER].speed = 1;
|
|
defEnemy[CD_BARRIER].maxShield = 250;
|
|
defEnemy[CD_BARRIER].shield = 250;
|
|
defEnemy[CD_BARRIER].imageIndex[0] = 32;
|
|
defEnemy[CD_BARRIER].imageIndex[1] = 33;
|
|
defEnemy[CD_BARRIER].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_BARRIER].weaponType[1] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_BARRIER].chance[0] = 0;
|
|
defEnemy[CD_BARRIER].chance[1] = 0;
|
|
defEnemy[CD_BARRIER].score = 1000;
|
|
defEnemy[CD_BARRIER].collectChance = 100;
|
|
defEnemy[CD_BARRIER].collectType = P_ANYTHING;
|
|
defEnemy[CD_BARRIER].collectValue = 25;
|
|
defEnemy[CD_BARRIER].flags = FL_WEAPCO | FL_NOFIRE;
|
|
|
|
// Neptune Boss
|
|
defEnemy[CD_NEPTUNEBOSS].classDef = CD_NEPTUNEBOSS;
|
|
defEnemy[CD_NEPTUNEBOSS].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_NEPTUNEBOSS].speed = 4;
|
|
defEnemy[CD_NEPTUNEBOSS].maxShield = 800;
|
|
defEnemy[CD_NEPTUNEBOSS].shield = 800;
|
|
defEnemy[CD_NEPTUNEBOSS].imageIndex[0] = 12;
|
|
defEnemy[CD_NEPTUNEBOSS].imageIndex[1] = 13;
|
|
defEnemy[CD_NEPTUNEBOSS].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_NEPTUNEBOSS].weaponType[1] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_NEPTUNEBOSS].chance[0] = 100;
|
|
defEnemy[CD_NEPTUNEBOSS].chance[1] = 0;
|
|
defEnemy[CD_NEPTUNEBOSS].score = 1000;
|
|
defEnemy[CD_NEPTUNEBOSS].collectChance = 100;
|
|
defEnemy[CD_NEPTUNEBOSS].collectType = P_ANYTHING;
|
|
defEnemy[CD_NEPTUNEBOSS].collectValue = 25;
|
|
defEnemy[CD_NEPTUNEBOSS].flags = FL_WEAPCO;
|
|
|
|
// Mobile Shield
|
|
defEnemy[CD_MOBILESHIELD].classDef = CD_MOBILESHIELD;
|
|
defEnemy[CD_MOBILESHIELD].AIType = AI_EVASIVE;
|
|
defEnemy[CD_MOBILESHIELD].speed = 6;
|
|
defEnemy[CD_MOBILESHIELD].maxShield = 150;
|
|
defEnemy[CD_MOBILESHIELD].shield = 150;
|
|
defEnemy[CD_MOBILESHIELD].imageIndex[0] = 34;
|
|
defEnemy[CD_MOBILESHIELD].imageIndex[1] = 35;
|
|
defEnemy[CD_MOBILESHIELD].weaponType[0] = W_DOUBLE_SHOT;
|
|
defEnemy[CD_MOBILESHIELD].weaponType[1] = W_MICRO_ROCKETS;
|
|
defEnemy[CD_MOBILESHIELD].chance[0] = 0;
|
|
defEnemy[CD_MOBILESHIELD].chance[1] = 0;
|
|
defEnemy[CD_MOBILESHIELD].score = 250;
|
|
defEnemy[CD_MOBILESHIELD].collectChance = 100;
|
|
defEnemy[CD_MOBILESHIELD].collectType = P_ANYTHING;
|
|
defEnemy[CD_MOBILESHIELD].collectValue = 25;
|
|
defEnemy[CD_MOBILESHIELD].flags = FL_WEAPCO | FL_NOFIRE;
|
|
|
|
// Firefly
|
|
defEnemy[CD_FIREFLY].classDef = CD_FIREFLY;
|
|
defEnemy[CD_FIREFLY].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_FIREFLY].speed = 5;
|
|
defEnemy[CD_FIREFLY].maxShield = 250;
|
|
defEnemy[CD_FIREFLY].shield = 250;
|
|
defEnemy[CD_FIREFLY].imageIndex[0] = 0;
|
|
defEnemy[CD_FIREFLY].imageIndex[1] = 1;
|
|
defEnemy[CD_FIREFLY].weaponType[0] = W_TRIPLE_SHOT;
|
|
defEnemy[CD_FIREFLY].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_FIREFLY].chance[0] = 100;
|
|
defEnemy[CD_FIREFLY].chance[1] = 5;
|
|
defEnemy[CD_FIREFLY].score = 500;
|
|
defEnemy[CD_FIREFLY].collectChance = 100;
|
|
defEnemy[CD_FIREFLY].collectType = P_ANYTHING;
|
|
defEnemy[CD_FIREFLY].collectValue = 250;
|
|
defEnemy[CD_FIREFLY].flags = FL_WEAPCO;
|
|
|
|
// Uranus Boss
|
|
defEnemy[CD_URANUSBOSS].classDef = CD_URANUSBOSS;
|
|
defEnemy[CD_URANUSBOSS].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_URANUSBOSS].speed = 4;
|
|
defEnemy[CD_URANUSBOSS].maxShield = 750;
|
|
defEnemy[CD_URANUSBOSS].shield = 750;
|
|
defEnemy[CD_URANUSBOSS].imageIndex[0] = 41;
|
|
defEnemy[CD_URANUSBOSS].imageIndex[1] = 42;
|
|
defEnemy[CD_URANUSBOSS].weaponType[0] = W_SPREADSHOT;
|
|
defEnemy[CD_URANUSBOSS].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_URANUSBOSS].chance[0] = 100;
|
|
defEnemy[CD_URANUSBOSS].chance[1] = 5;
|
|
defEnemy[CD_URANUSBOSS].score = 500;
|
|
defEnemy[CD_URANUSBOSS].collectChance = 100;
|
|
defEnemy[CD_URANUSBOSS].collectType = P_ANYTHING;
|
|
defEnemy[CD_URANUSBOSS].collectValue = 250;
|
|
defEnemy[CD_URANUSBOSS].flags = FL_WEAPCO;
|
|
|
|
// Uranus Boss Wing 1
|
|
defEnemy[CD_URANUSBOSSWING1].classDef = CD_URANUSBOSSWING1;
|
|
defEnemy[CD_URANUSBOSSWING1].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_URANUSBOSSWING1].speed = 4;
|
|
defEnemy[CD_URANUSBOSSWING1].maxShield = 250;
|
|
defEnemy[CD_URANUSBOSSWING1].shield = 250;
|
|
defEnemy[CD_URANUSBOSSWING1].imageIndex[0] = 43;
|
|
defEnemy[CD_URANUSBOSSWING1].imageIndex[1] = 44;
|
|
defEnemy[CD_URANUSBOSSWING1].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_URANUSBOSSWING1].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_URANUSBOSSWING1].chance[0] = 5;
|
|
defEnemy[CD_URANUSBOSSWING1].chance[1] = 0;
|
|
defEnemy[CD_URANUSBOSSWING1].score = 500;
|
|
defEnemy[CD_URANUSBOSSWING1].collectChance = 100;
|
|
defEnemy[CD_URANUSBOSSWING1].collectType = P_ANYTHING;
|
|
defEnemy[CD_URANUSBOSSWING1].collectValue = 250;
|
|
defEnemy[CD_URANUSBOSSWING1].flags = FL_WEAPCO | FL_IMMORTAL;
|
|
|
|
// Uranus Boss Wing 2
|
|
defEnemy[CD_URANUSBOSSWING2].classDef = CD_URANUSBOSSWING2;
|
|
defEnemy[CD_URANUSBOSSWING2].AIType = AI_OFFENSIVE;
|
|
defEnemy[CD_URANUSBOSSWING2].speed = 4;
|
|
defEnemy[CD_URANUSBOSSWING2].maxShield = 250;
|
|
defEnemy[CD_URANUSBOSSWING2].shield = 250;
|
|
defEnemy[CD_URANUSBOSSWING2].imageIndex[0] = 45;
|
|
defEnemy[CD_URANUSBOSSWING2].imageIndex[1] = 46;
|
|
defEnemy[CD_URANUSBOSSWING2].weaponType[0] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_URANUSBOSSWING2].weaponType[1] = W_DOUBLE_ROCKETS;
|
|
defEnemy[CD_URANUSBOSSWING2].chance[0] = 5;
|
|
defEnemy[CD_URANUSBOSSWING2].chance[1] = 0;
|
|
defEnemy[CD_URANUSBOSSWING2].score = 500;
|
|
defEnemy[CD_URANUSBOSSWING2].collectChance = 100;
|
|
defEnemy[CD_URANUSBOSSWING2].collectType = P_ANYTHING;
|
|
defEnemy[CD_URANUSBOSSWING2].collectValue = 250;
|
|
defEnemy[CD_URANUSBOSSWING2].flags = FL_WEAPCO | FL_IMMORTAL;
|
|
|
|
#if SAVEDATA
|
|
saveAliens();
|
|
#endif
|
|
}
|
|
|
|
#endif
|