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#include "level.h"
#include "shipobj.h"
#include "spaceobj.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "defs.h"
#include "strings.h"
#include "raptor.h"
#include "ebox.h"
#include "trigger.h"
#include "trigtable.h"
#include "group.h"
#include "bitmap.h"
#include "playerobj.h"
#include <vector>
#include "move.h"
#include "move_find.h"
#include "guns/gun_destruct.h"
#include "guns/gun_edfstraight.h"
#include "guns/gun_ednstraight.h"
#include "guns/gun_eflarge.h"
#include "guns/gun_efmsingle.h"
#include "guns/gun_efsingle.h"
#include "guns/gun_elarge.h"
#include "guns/gun_emissle.h"
#include "guns/gun_ecork.h"
#include "guns/gun_emlight.h"
#include "guns/gun_eside.h"
#include "guns/gun_etwirl.h"
#include "guns/gun_etwirl_find.h"
#include "guns/gun_etwirl_machine.h"
#include "guns/gun_estraight.h"
#include "guns/gun_fire.h"
#include "hulls/hull_ship_shield.h"
#include "hulls/hull_meteor.h"
#include "hulls/hull_animation.h"
using namespace std;
#define SHIP_TRIGGER 0
#define POWER_TRIGGER 1
#define METEOR_ON_TRIGGER 2
#define METEOR_OFF_TRIGGER 3
#define HEALTH_TRIGGER 4
#define MAX_ENEMY_GUNS 15
#define MAX_ENEMY_MOVE 9
#define MAX_ENEMY_HULL (SHIP_LAST-SHIP0_FIRST-1)
#define space_cracker ( sizeof(int)*6 + sizeof(double)*2 + sizeof(char)*7 )
//6 integers = x, y, gun, hull, move, life
//2 doubles = dx, dy
//7 spaces between numbers
static int gl_map( int who );
/* this is ok as long as only one LevelCreator is alive at any one time */
static vector< Bitmap > hull_money_shadows;
static ECollide ** gl_collide;
const int MAX_GL_COLLIDE = (SHIP_LAST-SHIP0_FIRST-1) + 6;
void LevelCreator::makeInfo( char * tmp, int & current ) {
/*
//scramble( buffer, space_cracker );
scramble( tmp, space_cracker );
int x1, y1;
double dx, dy;
int gun, move, hull_num;
x1 = *( (int *)tmp );
tmp += sizeof( int ) + 1;
y1 = *( (int *)tmp );
tmp += sizeof( int ) + 1;
dx = *( (double *)tmp );
tmp += sizeof( double ) + 1;
dy = *( (double *)tmp );
tmp += sizeof( double ) + 1;
gun = *( (int *)tmp );
tmp += sizeof( int ) + 1;
move = *( (int *)tmp );
tmp += sizeof( int ) + 1;
hull_num = *( (int *)tmp );
info[current] = new info_holder;
info[current]->x = x1;
info[current]->y = y1;
info[current]->dx = dx;
info[current]->dy = dy;
info[current]->gun = gun;
info[current]->hull = hull_num;
info[current]->move = move;
current++;
*/
}
void LevelCreator::put_ship( int x, int y, double dx, double dy, int hull, int gun, int move, int life ) {
char * buf = new char[ space_cracker ];
char * tmp = buf;
*(int *)tmp = x;
tmp += sizeof( int );
*tmp = ' ';
tmp++;
*(int *)tmp = y;
tmp += sizeof( int );
*tmp = ' ';
tmp++;
*(double *)tmp = dx;
tmp += sizeof( double );
*tmp = ' ';
tmp++;
*(double *)tmp = dy;
tmp += sizeof( double );
*tmp = ' ';
tmp++;
*(int *)tmp = gun;
tmp += sizeof( int );
*tmp = ' ';
tmp++;
*(int *)tmp = move;
tmp += sizeof( int );
*tmp = ' ';
tmp++;
*(int *)tmp = hull;
tmp += sizeof( int );
*tmp = '\n';
tmp++;
*(int *)tmp = life;
//trigger * add_t = new triggerEnemy( buf, space_cracker, SHIP_TRIGGER, x, y );
//trigger_list.push_back( add_t );
}
Group * LevelCreator::randomGroup( int x, int y ) {
Group * who_group = new Group( y );
int gun = Util::rnd( MAX_ENEMY_GUNS );
int move = Util::rnd( MAX_ENEMY_MOVE );
int hull = Util::rnd( MAX_ENEMY_HULL );
while ( !accept_guns[ gun ] )
gun = Util::rnd( MAX_ENEMY_GUNS );
while ( !accept_hull[ hull ] )
hull = Util::rnd( MAX_ENEMY_HULL );
while ( !accept_move[ move ] )
move = Util::rnd( MAX_ENEMY_MOVE );
double dx = (double)Util::rnd(2000) / 200.0 - 5.0;
double dy = (double)Util::rnd(1300) / 300.0 + 3.0;
int pattern = Util::rnd( 9 );
switch( pattern ) {
case 0 : {
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy),who_group);
new EnemyGeneric( x + 60, y, getHull(hull,1,accept_hull[hull]), getWeapon(gun), getMove(move,dx,dy), who_group);
break;
}
case 1 : {
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+60,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+120,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
case 2 : {
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+140,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+70,y+30,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y+60,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+140,y+60,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
case 3 : {
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+40,y+20,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+80,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+120,y+20,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+160,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
case 4 : {
int spacer = Util::rnd( 2 ) * 15 + 20;
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y-spacer,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y-spacer*2,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
case 5 : {
int spacer = Util::rnd( 5 ) * 10 + 25;
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y-spacer*1,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y-spacer*2,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y-spacer*3,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y-spacer*4,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
case 6 : {
int ang = 270-20*2;
for ( int q = 0; q < 5; q++ ) {
new EnemyGeneric((int)(x+Tcos(ang)*85),(int)(y+Tsine(ang)*90),getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
ang += 20;
}
break;
}
case 7 : {
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+100,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+50,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
case 8 : {
new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+100,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
new EnemyGeneric(x+100,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group );
break;
}
} //switch
return who_group;
}
void LevelCreator::randomShip( int x, int y, Group * who_group, vector< SpaceObject * > * sh ) {
int gun = Util::rnd( MAX_ENEMY_GUNS );
int move = Util::rnd( MAX_ENEMY_MOVE );
int hull = Util::rnd( MAX_ENEMY_HULL );
while ( !accept_guns[ gun ] )
gun = Util::rnd( MAX_ENEMY_GUNS );
while ( !accept_hull[ hull ] )
hull = Util::rnd( MAX_ENEMY_HULL );
while ( !accept_move[ move ] )
move = Util::rnd( MAX_ENEMY_MOVE );
double dx = (double)Util::rnd(2000) / 200.0 - 5.0;
double dy = (double)Util::rnd(1300) / 300.0 + 3.0;
int pattern = Util::rnd( 9 );
switch( pattern ) {
case 0 : {
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+60,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 1 : {
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+60,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+120,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 2 : {
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+140,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+70,y+30,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y+60,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+140,y+60,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 3 : {
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+40,y+20,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+80,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+120,y+20,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+160,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 4 : {
int spacer = Util::rnd( 2 ) * 15 + 20;
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y-spacer,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y-spacer*2,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 5 : {
int spacer = Util::rnd( 5 ) * 10 + 25;
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y-spacer*1,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y-spacer*2,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y-spacer*3,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y-spacer*4,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 6 : {
int ang = 270-20*2;
for ( int q = 0; q < 5; q++ ) {
sh->push_back( new EnemyGeneric((int)(x+Tcos(ang)*85),(int)(y+Tsine(ang)*90),getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
ang += 20;
}
break;
}
case 7 : {
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+100,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+50,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
case 8 : {
sh->push_back( new EnemyGeneric(x,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+100,y,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
sh->push_back( new EnemyGeneric(x+100,y+40,getHull(hull,1,accept_hull[hull]),getWeapon(gun),getMove(move,dx,dy), who_group ) );
break;
}
} //switch
}
/*
int LevelCreator::file_length( FILE * fv ){
fseek( fv, 0, SEEK_END );
int l = ftell( fv );
fseek( fv, 0, SEEK_SET );
return l;
}
*/
char * LevelCreator::get_token( char * list, char find ) {
while ( *list != 0 && *list != find ) list++;
if ( *list == 0 ) return NULL;
return list;
}
/* processFile:
* Reads a file to determine how the level will be set up.
* File determines the following things:
* - What kind of enemies can be made
* - What kind of guns can they have
* - What kind of movement patterns can they have
*/
int LevelCreator::processFile( const char * file_name ) {
// This function is so obvuios, it needs no comments
bool use_hull[ MAX_ENEMY_HULL ];
bool use_guns[ MAX_ENEMY_GUNS ];
bool use_move[ MAX_ENEMY_MOVE ];
for ( int q = 0; q < MAX_ENEMY_HULL; q++ )
use_hull[q] = false;
for ( int q = 0; q < MAX_ENEMY_MOVE; q++ )
use_move[q] = false;
for ( int q = 0; q < MAX_ENEMY_GUNS; q++ )
use_guns[q] = false;
FILE * fv = fopen( file_name, "rb" );
if ( !fv ) {
printf("Playing %s without rules\n", file_name );
return 0;
}
while ( !feof( fv ) ) {
char * words = new char[ 1024 ];
fgets( words, 1024, fv );
if ( *words != '#' ) {
char * line = words;
if ( *line == '[' ) {
line++;
char * syntax = line;
line = get_token( line, ']' );
if ( line == NULL ) {
delete[] words;
return 1;
}
*line = '\0';
line++;
upstring( syntax );
line = get_token( line, '=' );
if ( line == NULL ) {
delete[] words;
return 1;
}
line++;
while( *line != 0 ) {
while ( *line == ' ' && *line != '\n' && *line != 0 ) line++;
char * num = line;
while ( *line != ' ' && *line != '\n' && *line != 0 ) line++;
if ( *line != 0 ) {
*line = '\0';
line++;
} else *line = '\0';
int use = str2int( num );
if ( strcasecmp(syntax,"HULL") == 0 )
if ( use >= 0 && use < MAX_ENEMY_HULL )
use_hull[ use ] = true;
if ( strcasecmp(syntax,"GUNS") == 0 )
if ( use >= 0 && use < MAX_ENEMY_GUNS )
use_guns[ use ] = true;
if ( strcasecmp(syntax,"MOVE") == 0 )
if ( use >= 0 && use < MAX_ENEMY_MOVE )
use_move[ use ] = true;
}
}
}
delete[] words;
}
bool cy = false;
for ( int q = 0; q < MAX_ENEMY_GUNS; q++ )
if ( use_guns[q] ) cy = true;
if ( cy )
for ( int q = 0; q < MAX_ENEMY_GUNS; q++ )
if ( !use_guns[q] ) accept_guns[q] = 0;
cy = false;
for ( int q = 0; q < MAX_ENEMY_MOVE; q++ )
if ( use_move[q] ) cy = true;
if ( cy )
for ( int q = 0; q < MAX_ENEMY_MOVE; q++ )
if ( !use_move[q] ) accept_move[q] = 0;
cy = false;
for ( int q = 0; q < MAX_ENEMY_HULL; q++ )
if ( use_hull[q] ) cy = true;
if ( cy )
for ( int q = 0; q < MAX_ENEMY_HULL; q++ )
if ( !use_hull[q] ) accept_hull[q] = 0;
return 0;
}
double LevelCreator::life_level( double level, int min ) {
// Some stupid equation to determine how much life an enemy should get
return level * fsqr(level+min) / 4.0;
// A recursive way of doing it. Not to good!!
if ( level == 0 ) return min;
double d = life_level( level-1, min );
return sqrt( fsqr( d ) * level * 2.0 ) / sqrt( level + 1 ) + d/3.0 + level*2;
}
Group * LevelCreator::Boss( int y, int _life ){
Group * who_group = new Group( y );
/* TODO: fix
new EnemyGeneric( Util::screen_x/2 ,y, new HullObject( (BITMAP *)global_data[BOSS_01].dat, _life, SHIP_DAMAGE,1,1,10,false,gl_collide[gl_map(BOSS_01)] ), getWeapon(13),getMove(9,5,5), who_group );
*/
return who_group;
}
Group * LevelCreator::makeCloud( int x, int y ){
Group * who_group = new Group( y );
// double dy = (double)Util::rnd(120) / 50.0 - 1.0;
/* TODO: fix
new ShipObject( x, y, 0, new HullObject((BITMAP *)global_data[CLOUD1].dat, 1,0,0,0,Util::rnd( 7 ) + 6, true, NULL ), who_group, new Move( 0, 3.0+dy ), TEAM_ENEMY );
*/
return who_group;
}
void LevelCreator::load_file( const char * file_name, SpaceObject * player ) {
accept_guns = new int[ MAX_ENEMY_GUNS ];
accept_hull = new int[ MAX_ENEMY_HULL ];
accept_move = new int[ MAX_ENEMY_MOVE ];
int dif = ( (PlayerObject *)player )->getDifficulty();
double lev = ( (PlayerObject *)player )->getLevel();
int min = 1;
int max = 2;
double life_enhance = 1;
switch ( dif ) {
case 1 : life_enhance = 0.80; min = 2; max = 5;break;
case 2 : life_enhance = 0.90; min = 3; max = 6;break;
case 3 : life_enhance = 1.0; min = 4; max = 8;break;
case 4 : life_enhance = 1.20; min = 5; max = 10;break;
case 5 : life_enhance = 1.35; min = 6; max = 12;break;
}
for ( int q = 0; q < MAX_ENEMY_GUNS; q++ )
accept_guns[q] = 1;
for ( int q = 0; q < MAX_ENEMY_MOVE; q++ )
accept_move[q] = 1;
int min_life = (int)life_level( lev, min );
int max_life = min_life / 2 + min_life;
meteor_life = min_life;
for ( int q = 0; q < MAX_ENEMY_HULL; q++ ) {
int ml;
ml = Util::rnd( max_life - min_life ) + min_life;
accept_hull[q] = ml;
}
if ( processFile( file_name ) != 0 )
printf("Error processing %s. Skipping..\n", file_name );
/* length of level */
int peak = 7000 + dif * 250;
// peak = 500;
/*
for ( int ay = 70; ay < peak; ay += 160 ){
int m = Util::rnd( dif ) + 1;
for ( int ac = 0; ac < m; ac++ ){
int x = Util::rnd( Util::screen_x - 100 ) + 100;
int y = -(ay + Util::rnd( 20 ) - 10 );
char * fake_data = new char[ 2 ];
trigger * add_t = new trigger( fake_data, 2, SHIP_TRIGGER, x, y );
trigger_list.push_back( add_t );
}
}
*/
// Make a bunch of groups randomly
for ( int ay = 100; ay < peak; ay += 160 ) {
int m = Util::rnd( dif ) + 1;
for ( int ac = 0; ac < m; ac++ ) {
int x = Util::rnd( Util::screen_x - 100 ) + 100;
int y = -(ay + Util::rnd( 20 ) - 10 );
group_list.push_back( randomGroup( x, y ) );
//if ( Util::rnd( 3 ) == Util::rnd( 3 ) )
// group_list.push_back( makeCloud( x, y + Util::rnd( 30 ) ) );
}
if ( Util::rnd( 3 ) )
group_list.push_back( makeCloud( Util::rnd( Util::screen_x - 100 ) + 100, -(ay + Util::rnd(30)-10) ) );
}
// Sup boss..
//group_list.push_back( Boss( -(peak+200), max_life * 130 ) );
// Make some triggers of varied type
char * fake_data = new char[ 2 ];
trigger * add_t = new trigger( fake_data, 2, POWER_TRIGGER, Util::rnd( Util::screen_x - 100 ) + 100, -7000 + Util::rnd( 100 ) );
trigger_list.push_back( add_t );
for ( int q = 0; q < Util::rnd( 5 ); q++ ) {
fake_data = new char[ 2 ];
*fake_data = Util::rnd( 50 ) + 5;
add_t = new trigger( fake_data, 2, METEOR_ON_TRIGGER, Util::rnd( Util::screen_x - 100 ) + 100, -( Util::rnd( 6000 ) + 1000 ) );
trigger_list.push_back( add_t );
}
for ( int q = 0; q < Util::rnd( 5 ); q++ ) {
fake_data = new char[ 2 ];
add_t = new trigger( fake_data, 2, METEOR_OFF_TRIGGER, Util::rnd( Util::screen_x - 100 ) + 100, -( Util::rnd( 6000 ) + 1000 ) );
trigger_list.push_back( add_t );
}
for ( int q = 0; q < Util::rnd( 3 ); q++ ) {
fake_data = new char[ 2 ];
add_t = new trigger( fake_data, 2, HEALTH_TRIGGER, Util::rnd( Util::screen_x - 100 ) + 100, -( Util::rnd( 4000 ) + 3000 ) );
trigger_list.push_back( add_t );
}
}
/* LevelCreator:
* Constructor. Creates all ECollides that enemies will use. Loads the level from a file.
*/
LevelCreator::LevelCreator( const char * file_name, SpaceObject * player ) {
//info = new info_holder*[ MAX_SHIPS ];
counter = 0;
lerror = false;
max_use = 0;
num_cloud = 0;
meteor_chance = 0;
trigger_list.clear();
//total collide objects = total ships + meteor + money + powerup + weaponup + health + boss
gl_collide = new ECollide*[ MAX_GL_COLLIDE ];
for ( int q = 0; q < MAX_GL_COLLIDE; q++ )
gl_collide[q] = NULL;
for ( int q = SHIP0_FIRST+1; q < SHIP_LAST; q++ ){
// gl_collide[ gl_map( q ) ] = new ECollide((BITMAP *)global_data[q].dat,6,makecol(255,0,255),42);
Bitmap l = Util::getDataSprite( q );
gl_collide[ gl_map( q ) ] = new ECollide( &l );
}
// gl_collide[ gl_map(METEOR_1) ] = new ECollide((BITMAP *)global_data[METEOR_1].dat);
gl_collide[ gl_map(METEOR_1) ] = new ECollide( Util::getDataSprite( METEOR_1 ) );
gl_collide[ gl_map(COIN_1) ] = new ECollide( Util::getDataSprite( COIN_1 ) );
gl_collide[ gl_map(POWERUP_1)] = new ECollide( Util::getDataSprite( POWERUP_1 ) );
gl_collide[ gl_map(WEAPONUP_001) ] = new ECollide( Util::getDataSprite( WEAPONUP_001 ) );
gl_collide[ gl_map(HEALTH_001) ] = new ECollide( Util::getDataSprite( HEALTH_001 ) );
gl_collide[ gl_map(BOSS_01) ] = new ECollide( Util::getDataSprite( BOSS_01 ) );
/*
gl_collide[ gl_map(METEOR_1) ] = new ECollide((BITMAP *)Util::global_data[METEOR_1].dat,6,makecol(255,0,255),45);
gl_collide[ gl_map(COIN_1) ] = new ECollide((BITMAP *)Util::global_data[COIN_1].dat,6,makecol(255,0,255),52);
gl_collide[ gl_map(POWERUP_1)] = new ECollide((BITMAP *)Util::global_data[POWERUP_1].dat,6,makecol(255,0,255),52);
gl_collide[ gl_map(WEAPONUP_001) ] = new ECollide((BITMAP *)Util::global_data[WEAPONUP_001].dat,6,makecol(255,0,255),52);
gl_collide[ gl_map(HEALTH_001) ] = new ECollide( (BITMAP *)Util::global_data[HEALTH_001].dat,6,makecol(255,0,255),52);
gl_collide[ gl_map(BOSS_01) ] = new ECollide( (BITMAP *)Util::global_data[BOSS_01].dat,6,makecol(255,0,255),52);
*/
char final_file[ 4096 ];
Util::getDataPath( final_file, file_name );
// char * final_file = Util::data_file( file_name );
group_list.clear();
load_file( final_file, player );
// free( final_file );
current_counter = 0;
int mpics = COIN_A_20 - COIN_1 + 1;
for ( int q = 0; q < mpics; q++ ){
Bitmap bitmap = Bitmap( Util::getDataSprite( COIN_1 + q ), true );
Bitmap use = Util::getDataSprite( COIN_1 + q );
hull_money_shadows.push_back( bitmap );
int m = 22;
bitmap.fill( Bitmap::makeColor( m, m, m ) );
use.drawMask( 0, 0, bitmap );
}
}
/* noExist:
* Return an error cuase we screwed up somewhere
*/
bool LevelCreator::noExist() {
return lerror;
}
/* Draw:
* What was I thinking? Maybe ill put some code here eventually
*/
void LevelCreator::Draw( BITMAP * work, int xfac, int yfac ) {
}
/* gl_map:
* Recursive call to find the appropriate value for a defined constant
*/
static int gl_map( int who ) {
if ( who >= SHIP0_FIRST && who <= SHIP_LAST )
return who-(SHIP0_FIRST+1);
if ( who == METEOR_1 )
return gl_map(SHIP_LAST-1)+1;
if ( who == COIN_1 )
return gl_map(METEOR_1)+1;
if ( who == POWERUP_1 )
return gl_map(COIN_1)+1;
if ( who == WEAPONUP_001 )
return gl_map(POWERUP_1)+1;
if ( who == HEALTH_001 )
return gl_map(WEAPONUP_001)+1;
if ( who == BOSS_01 )
return gl_map(HEALTH_001)+1;
return 0;
}
/* done:
* Returns true if level is done making things.
* Whoa, look at all those return statements. They are there for beauty and ambieance( sp? ).
*/
bool LevelCreator::done() {
return group_list.empty();
return trigger_list.empty();
if ( counter == 0 ) {
int total = 0;
//for ( int q = 0; q <= max_use; q++ )
// if ( info[q] != NULL ) total++;
if ( total == 0 )
counter = 500;
} else if( counter > 1 )counter--;
return counter == 1;
}
/*
void LevelCreator::emergency( vector< SpaceObject * > * sh ){
if ( Util::rnd( 260 ) == Util::rnd( 260 ) ){
int x = Util::rnd( Util::screen_x - 50 ) + 50;
int y = -100;
int mpics = HEALTH_021 - HEALTH_001 + 1;
BITMAP ** pics = new BITMAP*[ mpics ];
for ( int q = 0; q < mpics; q++ )
pics[ q ] = (BITMAP *)Util::global_data[ HEALTH_001 + q ].dat;
sh->push_back(new Health(x,y,new HullAnimation( pics, mpics,1,0,0,0,10,false,gl_collide[gl_map(HEALTH_001)]),new Move(0,4.5)));
}
}
*/
static SpaceObject * createCloak( const int x, const int y ){
vector< Bitmap > pics;
int mpics = 0;
mpics = WEAPONUP_020 - WEAPONUP_001 + 1;
for ( int q = 0; q < mpics; q++ ){
pics.push_back( Util::getDataSprite( WEAPONUP_001 + q ) );
}
return new Cloak( x, y, new HullAnimation(pics, vector< Bitmap >(), 1, 0, 0, 0, 10, false, gl_collide[gl_map(WEAPONUP_001)]), new Move(0,2.5) );
}
static SpaceObject * createPowerUp( const int x, const int y ){
vector< Bitmap > pics;
int mpics = POWERUP_A_14 - POWERUP_1 + 1;
for ( int q = 0; q < mpics; q++ ){
pics.push_back( Util::getDataSprite( POWERUP_1 + q ) );
}
return new PowerUp( x, y, new HullAnimation( pics, vector< Bitmap >(), 1, 0, 0, 0, 10, false, gl_collide[gl_map(POWERUP_1)]), new Move(0,2.5) );
}
static SpaceObject * createHealth( const int x, const int y ){
vector< Bitmap > pics;
int mpics = HEALTH_021 - HEALTH_001 + 1;
for ( int q = 0; q < mpics; q++ ){
pics.push_back( Util::getDataSprite( HEALTH_001 + q ) );
}
return new Health( x, y, new HullAnimation(pics,vector< Bitmap >(), 1, 0, 0, 0, 10, false, gl_collide[gl_map(HEALTH_001)]), new Move( 0, 2.5 ) );
}
static SpaceObject * createMoney( const int x, const int y, const SpaceObject * player ){
vector< Bitmap > pics;
int mpics = COIN_A_20 - COIN_1 + 1;
for ( int q = 0; q < mpics; q++ ){
pics.push_back( Util::getDataSprite( COIN_1 + q ) );
}
int lev = -1;
int min = 10;
int max = 4000;
if ( player != NULL ) {
lev = ( (PlayerObject *)player )->getLevel();
min = 10*lev;
max = 2000*lev;
}
int q = Util::rnd( max - min ) + min;
return new Money( x, y, q, new HullAnimation( pics, hull_money_shadows, 1, 0, 0, 0, 10, false, gl_collide[gl_map(COIN_1)] ), new Move( 0, 2 ) );
}
/* special:
* Makes a special item. Can be one of the following:
* - Powerup
* - Cloak
* - Health
* - Money
*/
SpaceObject * LevelCreator::special( int x, int y, const SpaceObject * player ) {
if ( Util::rnd( 50 ) == Util::rnd( 50 ) ) {
return createCloak( x, y );
}
if ( Util::rnd( 60 ) == Util::rnd( 60 ) ) {
return createPowerUp( x, y );
}
/* if the player has low life increase the chances a health will appear */
int h_rnd = 21;
if ( player != NULL ){
if ( player->getLife() < 30 ) h_rnd = 4;
}
if ( Util::rnd( h_rnd ) == Util::rnd( h_rnd ) ) {
return createHealth( x, y );
}
return createMoney( x, y, player );
// return NULL;
}
/* getHull:
* Some of the enemies have special hulls associated with them, so they need their own class
*/
HullObject * LevelCreator::getHull( int a, int l, int _life ) {
a++;
/* TODO: fix
switch( a ) {
//case 0 : return new OrbHull( l );
//case 1 : return new ShardHull( l );
//case 2 : return new TangoHull( Util::rnd(32) + 32, l );
//case 3 : return new HeliHull( (BITMAP *)Util::global_data[SHIP_003].dat, _life, l, gl_collide[gl_map(SHIP_003)] );
case 5 : return new ShieldHull( (BITMAP *)Util::global_data[SHIP_005].dat, _life, l, gl_collide[gl_map(SHIP_005)] );
//case 5 : return new StrongHull( Util::rnd(32) + 32, l );
//case 6 : return new SplitHull( Util::rnd(32) + 32, l );
//case 7 : return new HullObject( BLOCK, 100, 0, 0, 0, 8, NULL );
//case 8 : return new Ship6(l);
//case 9 : return new Ship7(l);
case 8 : {
HullObject * h = new HullObject( (BITMAP *)Util::global_data[SHIP_008].dat,_life,SHIP_DAMAGE,2,l,10,false,gl_collide[gl_map(SHIP0_FIRST+a)] );
h->giveWeapon( new GunDestruct(1,TEAM_ENEMY), 1 );
return h;
}
case 9 : {
int mpics = HELICOPTER_6 - HELICOPTER_1 + 1;
BITMAP ** pics = new BITMAP*[ mpics ];
for ( int q = 0; q < mpics; q++ )
pics[q] = (BITMAP *)Util::global_data[ HELICOPTER_1 + q ].dat;
return new HullAnimation( pics, mpics, NULL,_life, SHIP_DAMAGE, 1, l, 10, false, gl_collide[gl_map(SHIP0_FIRST+a)] );
}
}
*/
return new HullObject( new Bitmap( Util::getDataSprite( SHIP0_FIRST + a ) ), _life, SHIP_DAMAGE,1,l,10,false,gl_collide[gl_map(SHIP0_FIRST+a)] );
}
int LevelCreator::hullNum( int a, int l ) {
a++;
return SHIP0_FIRST+a;
switch( a ) {
case 1 : return SHIP_001;
case 2 : return SHIP_002;
case 4 : return SHIP_004;
case 6 : return SHIP_006;
case 7 : return SHIP_007;
}
return -1;
}
/* getWeapon:
* Return a weapon depending on its number
*/
WeaponObject * LevelCreator::getWeapon( int a ) {
switch( a ) {
case 0 : return new EnemyStraightShooter( 1, TEAM_ENEMY );
case 1 : return new EnemyLargeStraightShooter( 1, TEAM_ENEMY );
case 2 : return new EnemyDoubleNearStraightShooter( 1, TEAM_ENEMY );
case 3 : return new EnemyDoubleFarStraightShooter( 1, TEAM_ENEMY );
case 4 : return new EnemyFindSingle( 1, TEAM_ENEMY );
case 5 : return new WeaponFire( 1, 1, TEAM_ENEMY );
case 6 : return new EnemyFindSingleMachine( 1, TEAM_ENEMY );
case 7 : return new EnemyFindLarge( 1, TEAM_ENEMY );
case 8 : return new EnemyMachineLight( 1, TEAM_ENEMY );
case 9 : return new EnemyMissle( 1, TEAM_ENEMY );
case 10 : return new EnemySide( 1, TEAM_ENEMY );
case 11 : return new EnemyTwirlStraight( 1, TEAM_ENEMY );
case 12 : return new EnemyTwirlFind( 1, TEAM_ENEMY );
case 13 : return new EnemyTwirlMachine( 1, TEAM_ENEMY );
case 14 : return new EnemyCork( 1, TEAM_ENEMY );
}
return NULL;
}
/* getMove:
* Return a movement style depending on its number
*/
Move * LevelCreator::getMove( int a, double _dx, double _dy ) {
if ( _dy <= 0 )
_dy = 1;
switch( a ) {
case 0 : return new Move( _dx, _dy );
case 1 : return new MoveHorizontal( _dx, _dy );
case 2 : return new MoveMine( _dx, _dy );
case 3 : return new MoveAngular( _dx, _dy );
case 4 : return new MoveSwingRight( _dx, _dy );
case 5 : return new MoveSwingLeft( _dx, _dy );
case 6 : return new MoveSine( _dx, _dy );
case 7 : return new MoveSwingDown( _dx, _dy );
case 8 : return new MoveCircle_Player( _dx, _dy );
case 9 : return new MoveFind( _dx, _dy );
}
return new Move( 0, 2 );
}
/* GetEnemy:
* Returns NULL. Whoa
*/
SpaceObject * LevelCreator::GetEnemy( int cx, int cy, int hu,int we,int m,double _dx,double _dy ) {
//HullObject * can;
/*
if ( hullNum( hu, 1 ) == -1 ) can = GetHull(hu,1);
else can = new HullObject( hullNum(hu,1), 20+Util::rnd(15), SHIP_DAMAGE, 1, 1, 10,gl_collide[gl_map(hullNum(hu,1))]);
*/
//can = GetHull( hu, 1 );
//return new EnemyGeneric(cx,cy,can,GetWeapon(we),GetMove(m,_dx,_dy) );
return NULL;
}
/* create:
* Puts new enemies into the enemy list.
*/
void LevelCreator::create( vector< SpaceObject * > * sh, int leva, const double & speed ) {
current_counter -= 2;
/* Search through all the groups. If group is close enough to the player, put
* all the ships the group contains into the object list passed to create via `sh'.
*/
for ( vector< class Group * >::iterator it = group_list.begin(); it != group_list.end(); ) {
Group * group = *it;
if ( group->pos() + 100 >= current_counter ) {
for ( vector< class SpaceObject * >::const_iterator vv = group->members()->begin(); vv != group->members()->end(); vv++ ) {
SpaceObject * object = *vv;
object->SetCoordXY( object->getX(), object->getY() - group->pos() - 100 );
sh->push_back( object );
}
it = group_list.erase( it );
} else ++it;
}
/* Search through all triggers and activate them if they are close enough to the player */
for ( vector< class trigger * >::iterator it = trigger_list.begin(); it != trigger_list.end(); it++ ) {
if ( (*it)->CY()+100 >= current_counter ) {
switch( (*it)->kind() ) {
//case SHIP_TRIGGER : sh->push_back((SpaceObject *)(*it)->get(this));break;
/*case SHIP_TRIGGER : {
Group * mg = new Group();
randomShip( (*it)->CX(), -100, mg, sh );
break;
}
*/
// Power_Trigger: Creates a powerup
case POWER_TRIGGER : {
/* TODO: fix
int mpics = POWERUP_A_14 - POWERUP_1 + 1;
BITMAP ** pics = new BITMAP * [ mpics ];
for ( int q = 0; q < mpics; q++ )
pics[q] = (BITMAP *)global_data[ POWERUP_1 + q ].dat;
sh->push_back( new PowerUp( (*it)->CX(), -100, new HullAnimation(pics,mpics,NULL,1,0,0,0,10,false,gl_collide[gl_map(POWERUP_1)]), new Move(0,5) ) );
*/
break;
}
// Meteor_on_trigger: Sets the meteor random number to be greater
// than 0 so that meteors are created during gameplay.
case METEOR_ON_TRIGGER : {
char * num = (char *)(*it)->get( NULL );
meteor_chance = *num;
break;
}
// Meteor_off_trigger: Sets meteor random number to 0 so that
// no meteors are created during gameplay.
case METEOR_OFF_TRIGGER : meteor_chance = 0; break;
// Health_trigger: Creates a health.
case HEALTH_TRIGGER : {
/* TODO: fix
int mpics = HEALTH_021 - HEALTH_001 + 1;
BITMAP ** pics = new BITMAP * [ mpics ];
for ( int q = 0; q < mpics; q++ )
pics[q] = (BITMAP *)global_data[ HEALTH_001 + q ].dat;
sh->push_back( new Health( (*it)->CX(), -100, new HullAnimation(pics,mpics,NULL,1,0,0,0,10,false,gl_collide[gl_map(HEALTH_001)]), new Move(0,4.5) ) );
*/
break;
}
}
// We have used the trigger, so we must kill it
(*it)->kill();
}
}
/* Delete all triggers that have been killed */
for ( vector< class trigger * >::iterator it = trigger_list.begin(); it != trigger_list.end(); ){
if ( (*it)->kind() == -1 ) {
trigger * temp = *it;
it = trigger_list.erase( it );
delete temp;
} else ++it;
}
/* Game isnt over, so make some whacky things for your amusement! */
if ( !done() ) {
if ( num_cloud ) num_cloud--;
// Make a meteor with some velocity
if ( Util::rnd( meteor_chance ) == Util::rnd( meteor_chance ) && meteor_chance > 0 ) {
/* TODO: fix
double dx = (double)( Util::rnd(90) ) / (double)( 25 ) * (Util::rnd(2)*2-1);
double dy = (double)( Util::rnd(200) ) / (double)( 25 ) + 2.3;
//int lv = (int)( 25.0 + real_level * 2 );
//SpaceObject * use = new ShipObject( Util::rnd( 640 ), Util::rnd( 30 ) - 50, 40, new MeteorHull(leva,lv,gl_collide[ gl_map(METEOR_1) ] ), NULL, new Move(dx,dy), TEAM_ENEMY );
int mpics = METEOR_9_20 - METEOR_1 + 1;
BITMAP ** pics = new BITMAP*[ mpics ];
for ( int q = 0; q < mpics; q++ )
pics[ q ] = (BITMAP *)global_data[ METEOR_1 + q ].dat;
SpaceObject * use = new MeteorObject(Util::rnd(640),Util::rnd(30)-50,-meteor_life*3, new HullAnimation( pics, mpics,NULL,meteor_life,0,0,0,10,false,gl_collide[gl_map(METEOR_1)]), new Move(dx,dy) );
sh->push_back( use );
*/
}
/*
else if ( Util::rnd( 80 ) == Util::rnd( 80 ) && !num_cloud ) {
// Make a fancy cloud!
num_cloud = 60;
double dy = (double)Util::rnd(120) / 50.0 - 1.0;
SpaceObject * use = new ShipObject( Util::rnd(640), -200, 0, new HullObject((BITMAP *)global_data[CLOUD1].dat, 1,0,0,0,Util::rnd( 7 ) + 6, true, NULL ), NULL, new Move( 0, 3.0+dy ), TEAM_ENEMY );
sh->push_back( use );
}
*/
}
}
/* destructor
*/
LevelCreator::~LevelCreator() {
// Delete all triggers
for ( vector< class trigger * >::iterator it = trigger_list.begin(); it != trigger_list.end(); ) {
trigger * temp = *it;
it = trigger_list.erase( it );
delete temp;
}
// Delete all groups and their associated ships
for ( vector< class Group * >::iterator it = group_list.begin(); it != group_list.end(); ){
Group * del = *it;
it = group_list.erase( it );
delete del;
}
// Delete all ECollides that were stored for optimization
for ( int q = 0; q < MAX_GL_COLLIDE; q++ )
if ( gl_collide[q] != NULL )
delete gl_collide[q];
delete[] gl_collide;
delete[] accept_hull;
delete[] accept_guns;
delete[] accept_move;
hull_money_shadows.clear();
/*
for ( int q = 0; q < max_money_shadow; q++ )
destroy_bitmap( hull_money_shadows[q] );
delete[] hull_money_shadows;
*/
}
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