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Rev | Author | Line No. | Line |
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9566 | turbocat | 1 | #include "crab.h" |
2 | #include "../PHL.h" |
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3 | #include "../enemy.h" |
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4 | #include "../game.h" |
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5 | #include "../hero.h" |
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6 | #include |
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7 | #include |
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8 | |||
9 | int boss3flag = 13; |
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10 | |||
11 | void crabStep(Crab* c); |
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12 | void crabDraw(Crab* c); |
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13 | void updateCrabMask(Crab* c); |
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14 | void crabDestroy(Crab* c); |
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15 | |||
16 | void electricityStep(Electricity* e); |
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17 | void electricityDraw(Electricity* e); |
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18 | |||
19 | void createCrab(int x, int y) |
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20 | { |
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21 | if (flags[boss3flag] == 0) { //have not beaten boss 3 |
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22 | PHL_FreeSurface(images[imgBoss]); |
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23 | images[imgBoss] = PHL_LoadQDA("boss06.bmp"); |
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24 | |||
25 | int i; |
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26 | for (i = 0; i < MAX_ENEMIES; i++) { |
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27 | if (enemies[i] == NULL) { |
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28 | //Boss start |
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29 | setBossRoom(); |
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30 | |||
31 | Enemy* e = /*(Enemy*)*/malloc(sizeof(Enemy)); |
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32 | Crab* c = /*(Crab*)*/malloc(sizeof(Crab)); |
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33 | c->id = i; |
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34 | |||
35 | //c->hp = 1; |
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36 | c->hp = 35; |
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37 | c->invincible = 0; |
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38 | |||
39 | c->x = x; |
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40 | c->y = y; |
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41 | |||
42 | c->vsp = 0; |
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43 | c->hsp = 0; |
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44 | |||
45 | c->imageIndex = 0; |
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46 | |||
47 | c->state = 0; |
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48 | c->timer = 0; |
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49 | c->counter = 0; |
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50 | |||
51 | c->mask.unused = 0; |
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52 | c->mask.circle = 1; |
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53 | c->mask.w = 33; |
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54 | c->mask.h = 33; |
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55 | updateCrabMask(c); |
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56 | |||
57 | //Setup phase |
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58 | c->timer = 60; |
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59 | |||
60 | e->data = c; |
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61 | e->enemyStep = crabStep; |
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62 | e->enemyDraw = crabDraw; |
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63 | e->type = 42; |
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64 | |||
65 | enemies[i] = e; |
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66 | i = MAX_ENEMIES; |
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67 | } |
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68 | } |
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69 | } |
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70 | } |
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71 | |||
72 | void crabStep(Crab* c) |
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73 | { |
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74 | char dead = 0; |
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75 | double grav = 0.15; |
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76 | |||
77 | if (c->invincible > 0) { |
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78 | c->invincible -= 1; |
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79 | } |
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80 | |||
81 | //Wait |
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82 | if (c->state == 0) |
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83 | { |
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84 | c->imageIndex = 0; |
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85 | |||
86 | if (c->timer <= 0) { |
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87 | c->timer = 0; |
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88 | if (c->counter == 2 || c->counter == 5) { //Goto roll |
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89 | c->state = 3; |
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90 | if (c->counter == 5) { |
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91 | c->counter = 0; |
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92 | }else{ |
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93 | c->counter = 3; |
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94 | } |
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95 | }else if (c->counter == 3) { |
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96 | c->state = 2; |
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97 | }else{ |
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98 | c->state = 1; //Goto shoot |
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99 | } |
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100 | }else{ |
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101 | c->timer -= 1; |
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102 | } |
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103 | } |
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104 | //Shoot Electric orbs |
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105 | else if (c->state == 1) |
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106 | { |
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107 | //Create orbs |
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108 | if (c->timer == 0) { |
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109 | PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES); |
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110 | |||
111 | double angle = (atan2(heroy + 20 - (c->y + 60), c->x - (herox - 20)) * 180 / 3.14159) + 270; |
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112 | createElectricity(c->x, c->y + 60, angle - 45, c->id); |
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113 | createElectricity(c->x, c->y + 60, angle - 22.5, c->id); |
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114 | createElectricity(c->x, c->y + 60, angle, c->id); |
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115 | createElectricity(c->x, c->y + 60, angle + 22.5, c->id); |
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116 | createElectricity(c->x, c->y + 60, angle + 45, c->id); |
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117 | } |
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118 | |||
119 | if (c->timer >= 20) { |
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120 | c->state = 2; |
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121 | c->timer = 0; |
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122 | }else{ |
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123 | c->timer += 1; |
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124 | } |
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125 | } |
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126 | //Leap |
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127 | else if (c->state == 2) |
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128 | { |
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129 | c->imageIndex = 1; |
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130 | |||
131 | //Hopping down or hopping up |
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132 | int hopup = 1; |
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133 | if (c->counter > 2) { |
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134 | hopup = 0; |
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135 | } |
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136 | |||
137 | //Jump |
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138 | if (c->timer == 0) { |
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139 | PHL_PlaySound(sounds[sndJump02], CHN_ENEMIES); |
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140 | |||
141 | c->vsp = -6.5; |
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142 | if (hopup == 0) { |
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143 | c->vsp = -1.5; |
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144 | } |
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145 | c->timer = 1; |
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146 | } |
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147 | |||
148 | //Vertical velocity |
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149 | c->y += c->vsp; |
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150 | c->vsp += grav; |
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151 | |||
152 | if (c->vsp >= 6) { |
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153 | c->vsp = 6; |
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154 | } |
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155 | |||
156 | //Check if onground |
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157 | if ((hopup == 1 && c->vsp > 0) || (hopup == 0 && c->vsp >= 6)) { |
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158 | Mask area; |
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159 | area.unused = area.circle = 0; |
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160 | area.w = 40; |
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161 | area.h = 10; |
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162 | area.x = c->x - (area.w / 2); |
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163 | area.y = c->y + (80 - area.h); |
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164 | |||
165 | PHL_Rect collide = getTileCollision(1, area); |
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166 | if (collide.x != -1) { |
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167 | c->y = collide.y - 80; |
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168 | c->state = 0; |
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169 | c->counter += 1; |
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170 | c->timer = 25; |
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171 | if (c->counter == 2 || c->counter == 5) { |
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172 | c->timer = 3; |
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173 | } |
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174 | } |
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175 | } |
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176 | } |
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177 | //Roll hop |
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178 | else if (c->state == 3) |
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179 | { |
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180 | //Animate |
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181 | if (c->hsp > 0) { |
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182 | c->imageIndex += 0.25; |
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183 | } |
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184 | if (c->hsp < 0) { |
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185 | c->imageIndex -= 0.25; |
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186 | } |
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187 | if (c->imageIndex < 2) { c->imageIndex += 4; } |
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188 | if (c->imageIndex >= 6) { c->imageIndex -= 4; } |
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189 | |||
190 | |||
191 | if (c->timer == 0) { |
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192 | PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES); |
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193 | |||
194 | c->timer = 1; |
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195 | c->vsp = -1.5; |
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196 | c->imageIndex = 2; |
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197 | if (c->x > 320) { |
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198 | c->hsp = -8; |
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199 | }else{ |
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200 | c->hsp = 8; |
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201 | } |
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202 | } |
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203 | |||
204 | //Movement |
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205 | c->y += c->vsp; |
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206 | c->vsp += grav; |
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207 | |||
208 | //Check if onground |
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209 | if (c->vsp > 0) { |
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210 | Mask area; |
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211 | area.unused = area.circle = 0; |
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212 | area.w = 40; |
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213 | area.h = 10; |
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214 | area.x = c->x - (area.w / 2); |
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215 | area.y = c->y + (80 - area.h); |
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216 | |||
217 | PHL_Rect collide = getTileCollision(1, area); |
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218 | if (collide.x != -1) { |
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219 | c->y = collide.y - 80; |
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220 | c->state = 4; |
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221 | } |
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222 | } |
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223 | } |
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224 | //Roll |
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225 | if (c->state == 4) |
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226 | { |
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227 | //Animate |
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228 | if (c->hsp > 0) { |
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229 | c->imageIndex += 0.25; |
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230 | } |
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231 | if (c->hsp < 0) { |
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232 | c->imageIndex -= 0.25; |
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233 | } |
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234 | if (c->imageIndex < 2) { c->imageIndex += 4; } |
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235 | if (c->imageIndex >= 6) { c->imageIndex -= 4; } |
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236 | |||
237 | //Movement |
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238 | c->x += c->hsp; |
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239 | |||
240 | //Collide with wall |
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241 | Mask area; |
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242 | area.unused = area.circle = 0; |
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243 | area.w = area.h = c->mask.w * 2; |
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244 | area.x = c->x - c->mask.w; |
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245 | area.y = c->y + (40 - c->mask.h); |
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246 | |||
247 | if (checkTileCollision(1, area) == 1) { |
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248 | c->state = 5; |
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249 | c->timer = 0; |
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250 | } |
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251 | } |
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252 | //Bounce off wall |
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253 | if (c->state == 5) |
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254 | { |
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255 | if (c->timer == 0) { |
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256 | PHL_PlaySound(sounds[sndHit04], CHN_ENEMIES); |
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257 | |||
258 | c->timer = 1; |
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259 | c->vsp = -2; |
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260 | c->hsp = 2; |
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261 | if (c->x > 320) { |
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262 | c->hsp *= -1; |
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263 | } |
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264 | } |
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265 | |||
266 | c->imageIndex = 1; |
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267 | |||
268 | c->x += c->hsp; |
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269 | |||
270 | c->y += c->vsp; |
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271 | c->vsp += grav; |
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272 | |||
273 | //Check if onground |
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274 | if (c->vsp > 0) { |
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275 | Mask area; |
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276 | area.unused = area.circle = 0; |
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277 | area.w = 40; |
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278 | area.h = 10; |
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279 | area.x = c->x - (area.w / 2); |
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280 | area.y = c->y + (80 - area.h); |
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281 | |||
282 | PHL_Rect collide = getTileCollision(1, area); |
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283 | if (collide.x != -1) { |
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284 | c->y = collide.y - 80; |
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285 | c->state = 0; |
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286 | c->timer = 65; |
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287 | } |
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288 | } |
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289 | } |
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290 | //Death |
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291 | else if (c->state == 6) |
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292 | { |
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293 | c->imageIndex = 1; |
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294 | |||
295 | c->y += 0.2; |
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296 | |||
297 | c->timer -= 1; |
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298 | |||
299 | if (c->timer % 12 == 0) { |
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300 | createEffect(2, c->x - 64 + (rand() % 100), c->y + (rand() % 80)); |
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301 | } |
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302 | |||
303 | if (c->timer <= 0) { |
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304 | crabDestroy(c); |
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305 | dead = 1; |
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306 | } |
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307 | } |
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308 | |||
309 | if (dead == 0) { |
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310 | if (c->state != 6) { |
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311 | //Update Mask |
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312 | c->mask.x = c->x; |
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313 | c->mask.y = c->y + 40; |
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314 | |||
315 | //Weapon collision |
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316 | int i; |
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317 | for (i = 0; i < MAX_WEAPONS; i++) { |
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318 | if (weapons[i] != NULL) { |
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319 | if (weapons[i]->cooldown == 0) { |
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320 | if (checkCollision(c->mask, weapons[i]->weaponMask)) { |
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321 | weaponHit(weapons[i]); |
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322 | c->invincible = 15; |
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323 | c->hp -= 1; |
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324 | i = MAX_WEAPONS; |
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325 | } |
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326 | } |
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327 | } |
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328 | } |
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329 | |||
330 | //Hit Player |
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331 | if (checkCollision(c->mask, getHeroMask())) { |
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332 | heroHit(30, c->x); |
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333 | } |
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334 | |||
335 | //Die |
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336 | if (c->hp <= 0) { |
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337 | c->state = 6; |
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338 | c->timer = 180; |
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339 | c->invincible = 200; |
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340 | } |
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341 | } |
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342 | } |
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343 | } |
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344 | |||
345 | void crabDraw(Crab* c) |
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346 | { |
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347 | if (c->invincible % 2 == 0) { |
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348 | PHL_DrawSurfacePart(c->x - 40, c->y, (int)c->imageIndex * 80, 0, 80, 80, images[imgBoss]); |
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349 | } |
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350 | } |
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351 | |||
352 | void updateCrabMask(Crab* c) |
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353 | { |
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354 | c->mask.x = c->x; |
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355 | c->mask.y = c->y + 40; |
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356 | } |
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357 | |||
358 | void crabDestroy(Crab* c) |
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359 | { |
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360 | enemyDestroy(c->id); |
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361 | bossDefeatedFlag = 1; |
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362 | roomSecret = 1; |
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363 | |||
364 | flags[boss3flag] = 1; |
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365 | PHL_StopMusic(); |
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366 | } |
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367 | |||
368 | |||
369 | void createElectricity(int x, int y, double angle, int minid) |
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370 | { |
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371 | int i; |
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372 | for (i = minid; i < MAX_ENEMIES; i++) { |
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373 | if (enemies[i] == NULL) { |
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374 | Enemy* e = /*(Enemy*)*/malloc(sizeof *e); |
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375 | Electricity* el = /*(Electricity*)*/malloc(sizeof *el); |
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376 | el->id = i; |
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377 | |||
378 | el->x = x; |
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379 | el->y = y; |
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380 | |||
381 | //Fix angle |
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382 | if (angle < 0) { |
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383 | angle += 360; |
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384 | } |
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385 | if (angle >= 360) { |
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386 | angle -= 360; |
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387 | } |
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388 | |||
389 | el->angle = angle; |
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390 | el->imageIndex = 0; |
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391 | |||
392 | el->mask.unused = 0; |
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393 | el->mask.circle = 1; |
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394 | el->mask.w = 16; |
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395 | el->mask.h = 16; |
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396 | el->mask.x = x; |
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397 | el->mask.y = y; |
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398 | |||
399 | e->data = el; |
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400 | e->enemyStep = electricityStep; |
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401 | e->enemyDraw = electricityDraw; |
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402 | e->type = -1; |
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403 | |||
404 | enemies[i] = e; |
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405 | i = MAX_ENEMIES; |
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406 | } |
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407 | } |
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408 | /* |
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409 | int thisid = -1; |
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410 | int i; |
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411 | for (i = 0; i < MAX_ENEMIES; i++) { |
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412 | if (enemies[i] == NULL) { |
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413 | if (i <= minid) { |
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414 | thisid = i; |
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415 | i = MAX_ENEMIES; |
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416 | }else{ |
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417 | i = MAX_ENEMIES; |
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418 | } |
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419 | } |
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420 | } |
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421 | |||
422 | if (thisid == -1) { |
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423 | for (i = minid + 1; i < MAX_ENEMIES; i++) { |
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424 | if (enemies[i] == NULL) { |
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425 | enemies[i] = enemies[minid]; |
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426 | Crab* c = enemies[i]->data; |
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427 | c->id = i; |
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428 | thisid = minid; |
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429 | i = MAX_ENEMIES; |
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430 | } |
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431 | } |
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432 | } |
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433 | |||
434 | if (thisid != -1) { |
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435 | Enemy* e = (Enemy*)malloc(sizeof(Enemy)); |
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436 | Electricity* el = (Electricity*)malloc(sizeof(Electricity)); |
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437 | el->id = thisid; |
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438 | |||
439 | el->x = x; |
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440 | el->y = y; |
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441 | |||
442 | //Fix angle |
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443 | if (angle < 0) { |
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444 | angle += 360; |
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445 | } |
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446 | if (angle >= 360) { |
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447 | angle -= 360; |
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448 | } |
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449 | |||
450 | el->angle = angle; |
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451 | el->imageIndex = 0; |
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452 | |||
453 | el->mask.unused = 0; |
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454 | el->mask.circle = 1; |
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455 | el->mask.w = 16; |
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456 | el->mask.h = 16; |
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457 | el->mask.x = x; |
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458 | el->mask.y = y; |
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459 | |||
460 | e->data = el; |
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461 | e->enemyStep = electricityStep; |
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462 | e->enemyDraw = electricityDraw; |
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463 | e->type = -1; |
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464 | |||
465 | enemies[thisid] = e; |
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466 | } |
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467 | */ |
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468 | } |
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469 | |||
470 | void electricityStep(Electricity* e) |
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471 | { |
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472 | double spd = 3; |
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473 | e->x += spd * sin(e->angle * 3.14159 / 180); |
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474 | e->y += spd * cos(e->angle * 3.14159 / 180); |
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475 | |||
476 | //Update Mask |
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477 | e->mask.x = e->x; |
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478 | e->mask.y = e->y; |
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479 | |||
480 | //Collide with Shield |
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481 | if (checkCollision(shieldMask, e->mask) == 1) { |
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482 | createEffect(1, e->x - 20, e->y - 20); |
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483 | PHL_PlaySound(sounds[sndHit07], CHN_EFFECTS); |
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484 | enemyDestroy(e->id); |
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485 | }else{ |
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486 | //Collide with Hero |
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487 | if (checkCollision(getHeroMask(), e->mask) == 1) { |
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488 | if (heroHit(25, e->x) == 1) { |
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489 | heroStun(); |
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490 | } |
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491 | } |
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492 | } |
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493 | |||
494 | //Animate |
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495 | e->imageIndex += 0.25; |
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496 | if (e->imageIndex >= 3) { |
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497 | e->imageIndex -= 3; |
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498 | } |
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499 | |||
500 | //Outside of screen |
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501 | if (e->x < -20 || e->x > 660 || e->y < -20 || e->y > 500) { |
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502 | enemyDestroy(e->id); |
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503 | } |
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504 | } |
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505 | |||
506 | void electricityDraw(Electricity* e) |
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507 | { |
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508 | PHL_DrawSurfacePart(e->x - 20, e->y - 20, 40 + ((int)e->imageIndex * 40), 0, 40, 40, images[imgMisc20]); |
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509 | }>>>>=>>>>=>>=>>>>>=>> |