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/* Copyright (C) 2000 Anil Shrestha and Adam Hiatt
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* EnemyTYPE *
* *
* This class provides the methods for keeping track of the linked list of *
* enemies that is loaded with each succesive level of play in the game. *
* It is responsible for AI and for updating the list with each new level of *
* the game.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#ifndef _ENEMYTYPE_H
#define _ENEMYTYPE_H
#include <fstream>
#include "bullettype.h"
#include "animationtype.h"
#include "util.h"
struct EnemyNodeTYPE
{
EnemyNodeTYPE * next; // pointer to next node
EnemyNodeTYPE * back; // pointer to previous node
bool attacking;
bool dead;
int TimeOfLastFired;
WeaponEnum weapon;
EnemyEnum TypeOfEnemy;
int xpos, ypos, dx,dy,health;
StateEnum state;
int state_stage;
int explode_stage;
// constructors
EnemyNodeTYPE (EnemyNodeTYPE * back_link = NULL,EnemyNodeTYPE * next_link = NULL)
: next ( next_link ),
back ( back_link ),
attacking ( false ),
dead ( false ),
TimeOfLastFired ( 0 ),
weapon ( laser ),
TypeOfEnemy ( scout ),
xpos ( rand () % ( SCREEN_WIDTH - 72) ),
ypos ( INIT_ENEMY_Y ),
dx ( 1 ),
dy ( 1 ),
health ( 0 ),
state ( IntToState (rand ()%TOTAL_NUM_STATES) ),
state_stage ( 0 ),
explode_stage ( 0 )
{ }
void ResetNode ( )
{
xpos = rand () % ( SCREEN_WIDTH - 72);
ypos = INIT_ENEMY_Y;
dx = dy = 1;
state = IntToState (rand ()%TOTAL_NUM_STATES);
state_stage = TimeOfLastFired = 0;
}
};
class EnemyTYPE
{
public :
// Constructors & Destructors
EnemyTYPE ( );
~EnemyTYPE ( );
// Modifiers
void LoadEnemies ( char * level_file, char * sprite_file, char * bullet_file , char * explode_file );
void UpdateAI ( int plane_x, int plane_y );
void AddAttacker ( );
void DestroyEnemies ( );
void SetHealth ( int index, int new_health );
// Accessors
void Display ( BITMAP * buffer );
int GetTotalNumEnemies ( );
int GetNumAttackers ( );
int GetNumEnemiesLeft ( );
int GetHealth ( int index );
EnemyNodeTYPE * GetEnemyList ( );
BulletTYPE * GetBullets ( );
// Public Data
apvector <spr_mask> myEnemyMasks;
private :
// private member functions
void Attack_1 ( EnemyNodeTYPE * enemy );
void Attack_2 ( EnemyNodeTYPE * enemy );
void Attack_3 ( EnemyNodeTYPE * enemy ,int plane_x);
void Attack_4 ( EnemyNodeTYPE * enemy );
void Attack_5 ( EnemyNodeTYPE * enemy );
void Attack_6 ( EnemyNodeTYPE * enemy );
void DeleteNode ( EnemyNodeTYPE * scan );
// private data members
int num_enemies_left;
int num_enemies_attacking;
int num_enemies_per_level;
EnemyNodeTYPE * most_recent; // ####################### is this necessary ???
AnimationTYPE enemy_images;
AnimationTYPE explode_images;
EnemyNodeTYPE * enemy_list;
BulletTYPE enemy_bullets;
};
#endif
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