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#include "enemy.h"
extern double fps_factor;
typedef struct {
ENEMY_BASE b;
double radius;
double angle;
int flag0;
int flag1;
int flag2;
int level;
} CUBE_DATA;
void enemy_cube_add(int lv)
{
int i;
SPRITE *s;
CUBE_DATA *data;
for(i=0;i<16;i++) {
s=sprite_add_file("cube.bmp",16,PR_ENEMY);
s->type=SP_EN_CUBE;
s->flags|=(SP_FLAG_VISIBLE|SP_FLAG_COLCHECK);
s->mover=enemy_cube_move;
s->anim_speed=1;
s->aktframe=i%s->frames;
data=mmalloc(sizeof(CUBE_DATA));
s->data=data;
data->b.score=15*(1+lv);
data->b.health=1+lv;
data->radius=350;
data->angle=360/16*i;
data->flag0=1;
data->flag1=0;
data->flag2=0;
data->level=lv;
}
}
void enemy_cube_move(SPRITE *s)
{
CUBE_DATA *d=(CUBE_DATA *)s->data;
d->flag2+=fps_factor;
if(d->flag2<500) {
if(!d->flag1) {
d->radius+=fps_factor;
if(d->radius>150) d->flag1=1;
} else {
d->radius-=fps_factor;
if(d->radius<=10) d->flag1=0;
}
d->angle-=3*fps_factor;
if(d->angle<0)
d->angle+=360;
if(!(rand()%500)) {
enemy_bullet_create(s,1);
}
if(!(rand()%600)) {
bonus_add(s->x,s->y,SP_BONUS_FIREPOWER);
}
} else {
d->radius+=2*fps_factor;
if(d->radius>350)
s->type=-1;
}
s->x=(cos(degtorad(d->angle))*d->radius)+WIDTH/2;
s->y=(sin(degtorad(d->angle))*d->radius)+HEIGHT/2;
}
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