/* * Copyright (c) 2000 Mark B. Allan. All rights reserved. * * "Chromium B.S.U." is free software; you can redistribute * it and/or use it and/or modify it under the terms of the * "Artistic License" */ #include "EnemyAircraft_Boss00.h" #include #include #include #include "Config.h" #include "define.h" #include "Ammo.h" #include "Global.h" #include "EnemyAmmo.h" #include "HeroAircraft.h" #include "ScreenItemAdd.h" //================================================================= EnemyAircraft_Boss00::EnemyAircraft_Boss00(EnemyType et, float p[3], float randFact) : EnemyAircraft(et, p, randFact) { init(p, randFact); } //---------------------------------------------------------- EnemyAircraft_Boss00::~EnemyAircraft_Boss00() { } //---------------------------------------------------------- // this is only here to get rid of the IRIX compiler warning... void EnemyAircraft_Boss00::init() { EnemyAircraft::init(); } //---------------------------------------------------------- void EnemyAircraft_Boss00::init(float *p, float randFact) { EnemyAircraft::init(p, randFact); damage = baseDamage = -10000.0*game->gameSkill; size[0] = 3.5; size[1] = 2.275; collisionMove = 0.05; vel[1] = 0.02; } //-- NOTE: Many of the firing rates are not adjusted by game->speedAdj //-- so they will not be totally correct. Should be close enough for jazz, though. //---------------------------------------------------------- void EnemyAircraft_Boss00::update() { float v[3] = { 0.0, -0.2, 0.0 }; // float *hpos = target->getPos(); float *hpos = game->hero->getPos(); float a = hpos[0]-pos[0]; float b = hpos[1]-pos[1]; float dist; float ammoSpeed = 0.35*game->speedAdj; //-- update age age++; shootInterval--; pos[0] += secondaryMove[0]*game->speedAdj; pos[1] += secondaryMove[1]*game->speedAdj; float s = (1.0-game->speedAdj)+(game->speedAdj*0.7); secondaryMove[0] *= s; secondaryMove[1] *= s; move(); float p[3] = { pos[0], pos[1], pos[2] }; if(fabs(a) < 1.6) //-- big center gun { v[1] = -0.6; p[1] = pos[1]-1.7; game->enemyAmmo->addAmmo(3, p, v); } if(!(age%5)) //-- side cannons { shootSwap = ++shootSwap%15; if(shootSwap < 6) { v[1] = -0.2; p[1] = pos[1]-1.9; p[0] = pos[0]+2.0+((shootSwap%3)*0.4); game->enemyAmmo->addAmmo(0, p, v); p[0] = pos[0]-2.0-((shootSwap%3)*0.4); game->enemyAmmo->addAmmo(0, p, v); } } if(!((age-1)%7)) { dist = fabs(a) + fabs(b); shootVec[0] = ammoSpeed*a/dist; shootVec[1] = ammoSpeed*b/dist; } if(!((age/200)%2)) //-- omni shooters { if(!((age/100)%2)) { if(!((age/50)%2)) { p[1] = pos[1]-0.45; p[0] = pos[0]-1.1; game->enemyAmmo->addAmmo(1, p, shootVec); p[0] = pos[0]+1.1; game->enemyAmmo->addAmmo(1, p, shootVec); } preFire = (age%100)/100.0f; } else if(!(age%10)) { p[1] = pos[1]-0.45; b = hpos[1]-p[1]; p[0] = pos[0]-1.1; a = hpos[0]-p[0]; dist = fabs(a) + fabs(b); shootVec[0] = 2.0*ammoSpeed*a/dist; shootVec[1] = 2.0*ammoSpeed*b/dist; game->enemyAmmo->addAmmo(2, p, shootVec); p[0] = pos[0]+1.1; a = hpos[0]-p[0]; dist = fabs(a) + fabs(b); shootVec[0] = 2.0*ammoSpeed*a/dist; shootVec[1] = 2.0*ammoSpeed*b/dist; game->enemyAmmo->addAmmo(2, p, shootVec); preFire -= 0.4; if(preFire < 0.0) preFire = 0.0; } else preFire += 0.035; } else preFire = 0.0; } //---------------------------------------------------------- void EnemyAircraft_Boss00::move() { Config *config = Config::instance(); float *hpos; if(target) hpos = target->getPos(); else hpos = pos; float diff[2] = { hpos[0]-pos[0], hpos[1]-pos[1] }; float approachDist; approachDist = 7.0*(2.0-game->gameSkill); if(fabs(diff[1]) < (approachDist+0.0*sin(game->frame*0.05)) ) { diff[1] = diff[1] * diff[1]/approachDist; } diff[0] += 5.0*sin(age*0.1); lastMoveX = (0.98*lastMoveX)+(0.0005*game->gameSkill*diff[0]); lastMoveY = (0.90*lastMoveY)+(0.001*game->gameSkill*diff[1]); pos[0] += game->speedAdj*(lastMoveX); pos[1] += game->speedAdj*(lastMoveY+vel[1]); if(pos[0] < -config->screenBoundX()) pos[0] = -config->screenBoundX(); if(pos[0] > config->screenBoundX()) pos[0] = config->screenBoundX(); }