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#include "enemy.h"
extern SPRITE *player;
extern double fps_factor;
typedef struct {
ENEMY_BASE b;
int state;
int tx;
int ty;
double speed;
int level;
} BADGUY_DATA;
void enemy_badguy_add(int lv)
{
int i;
SPRITE *s;
BADGUY_DATA *data;
for(i=0;i<10;i++) {
s=sprite_add_file("badguy.bmp",9,PR_ENEMY);
s->type=SP_EN_BADGUY;
s->flags|=(SP_FLAG_VISIBLE|SP_FLAG_COLCHECK);
s->mover=enemy_badguy_move;
s->anim_speed=3;
s->aktframe=0;
switch(rand()%5) {
case 0: s->x=rand()%20; break;
case 1: s->x=WIDTH-rand()%20; break;
case 2: s->x=310+rand()%20; break;
case 3: s->x=150+rand()%20; break;
case 4: s->x=450+rand()%20; break;
}
s->y=rand()%20-50;
data=mmalloc(sizeof(BADGUY_DATA));
s->data=data;
data->b.score=5*(lv+1);
data->b.health=1;
data->state=0;
data->tx=player->x;
data->ty=player->y;
data->speed=fps_factor*((double)(rand()%200)/100)*(3+lv);
data->level=lv;
}
}
void enemy_badguy_move(SPRITE *s)
{
double angle;
BADGUY_DATA *d=(BADGUY_DATA *)s->data;
switch(d->state) {
case 0:
if((s->x >= player->x)||(s->y>400)) {
d->state=1;
s->anim_speed=-3;
d->tx=-100;
d->ty=player->y;
if(d->level>0)
enemy_bullet_create(s,1+d->level);
d->speed=6*fps_factor;
}
case 1:
if(s->x <= -s->w) {
s->type=-1;
}
}
angle=atan2(d->ty-s->y,d->tx-s->x);
s->x+=cos(angle)*d->speed;
s->y+=sin(angle)*d->speed;
}
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