-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathboss_2.cpp
1084 lines (876 loc) · 27.1 KB
/
boss_2.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#include <allegro.h>
#include <math.h>
#include "common.h"
#include "cocci.h"
#include "player.h"
#include "boss_2.h"
extern BITMAP* doubleBuffer;
extern float sineLookup[];
extern float cosineLookup[];
extern volatile int msecTicker;
extern volatile int secTicker;
extern float masterScale;
static const int xTermVel = 50;
static const int yTermVel = 50;
static BITMAP* frames[ BOSS_TWO_FRAMES ];
static char* fileNames[] =
{
/* BOSS_TWO_FRAME_00 */ "content/gfx/enemies/boss_2/b2_seg.bmp" ,
/* BOSS_TWO_FRAME_01 */ "content/gfx/enemies/boss_2/b2_torso_1.bmp" ,
/* BOSS_TWO_FRAME_02 */ "content/gfx/enemies/boss_2/b2_head_1.bmp" ,
/* BOSS_TWO_FRAME_03 */ "content/gfx/enemies/boss_2/b2_ret_1_0.bmp" ,
/* BOSS_TWO_FRAME_04 */ "content/gfx/enemies/boss_2/b2_ret_1_1.bmp" ,
/* BOSS_TWO_FRAME_05 */ "content/gfx/enemies/boss_2/b2_ret_1_2.bmp" ,
/* BOSS_TWO_FRAME_06 */ "content/gfx/enemies/boss_2/b2_ret_1_3.bmp" ,
/* BOSS_TWO_FRAME_07 */ "content/gfx/enemies/boss_2/b2_ret_1_4.bmp" ,
/* BOSS_TWO_FRAME_08 */ "content/gfx/enemies/boss_2/b2_ret_1_6.bmp" ,
/* BOSS_TWO_FRAME_09 */ "content/gfx/enemies/boss_2/b2_ret_1_7.bmp" ,
/* BOSS_TWO_FRAME_10 */ "content/gfx/enemies/boss_2/b2_ret_2_0.bmp" ,
/* BOSS_TWO_FRAME_11 */ "content/gfx/enemies/boss_2/b2_ret_2_1.bmp" ,
/* BOSS_TWO_FRAME_12 */ "content/gfx/enemies/boss_2/b2_ret_2_2.bmp" ,
/* BOSS_TWO_FRAME_13 */ "content/gfx/enemies/boss_2/b2_ret_2_3.bmp" ,
/* BOSS_TWO_FRAME_14 */ "content/gfx/enemies/boss_2/b2_ret_2_4.bmp" ,
/* BOSS_TWO_FRAME_15 */ "content/gfx/enemies/boss_2/b2_proj_front_1.bmp" ,
/* BOSS_TWO_FRAME_16 */ "content/gfx/enemies/boss_2/b2_proj_pro_1.bmp" ,
/* BOSS_TWO_FRAME_17 */ "content/gfx/enemies/expl_1.bmp" ,
/* BOSS_TWO_FRAME_18 */ "content/gfx/enemies/expl_2.bmp" ,
/* BOSS_TWO_FRAME_19 */ "content/gfx/enemies/expl_3.bmp" ,
/* BOSS_TWO_FRAME_20 */ "content/gfx/enemies/expl_4.bmp" ,
/* BOSS_TWO_FRAME_21 */ "content/gfx/enemies/expl_5.bmp" ,
/* BOSS_TWO_FRAME_22 */ "content/gfx/enemies/expl_6.bmp" ,
/* BOSS_TWO_FRAME_23 */ "content/gfx/enemies/expl_7.bmp" ,
/* BOSS_TWO_FRAME_24 */ "content/gfx/enemies/expl_8.bmp"
};
static int headSequence_01[] =
{
BOSS_TWO_FRAME_02 ,
BOSS_TWO_FRAME_02
};
static int torsoSequence_01[] =
{
BOSS_TWO_FRAME_01 ,
BOSS_TWO_FRAME_01
};
static int segmentSequence_01[] =
{
BOSS_TWO_FRAME_00 ,
BOSS_TWO_FRAME_00
};
static int homingRoundSequence[] =
{
BOSS_TWO_FRAME_00 ,
BOSS_TWO_FRAME_00
};
static int projectileSequence[] =
{
BOSS_TWO_FRAME_03 ,
BOSS_TWO_FRAME_04
};
static int reticuleSequence_01[] =
{
BOSS_TWO_FRAME_03 ,
BOSS_TWO_FRAME_04 ,
BOSS_TWO_FRAME_05 ,
BOSS_TWO_FRAME_06 ,
BOSS_TWO_FRAME_07 ,
BOSS_TWO_FRAME_08 ,
BOSS_TWO_FRAME_09 ,
BOSS_TWO_FRAME_10 ,
BOSS_TWO_FRAME_10 ,
BOSS_TWO_FRAME_10 ,
BOSS_TWO_FRAME_09 ,
BOSS_TWO_FRAME_08 ,
BOSS_TWO_FRAME_07 ,
BOSS_TWO_FRAME_06 ,
BOSS_TWO_FRAME_05 ,
BOSS_TWO_FRAME_04
};
static int reticuleSequence_02[] =
{
BOSS_TWO_FRAME_10 ,
BOSS_TWO_FRAME_11 ,
BOSS_TWO_FRAME_12 ,
BOSS_TWO_FRAME_13 ,
BOSS_TWO_FRAME_14 ,
BOSS_TWO_FRAME_14 ,
BOSS_TWO_FRAME_14 ,
BOSS_TWO_FRAME_13 ,
BOSS_TWO_FRAME_12 ,
BOSS_TWO_FRAME_11
};
static int projectileProfileSequence[] =
{
BOSS_TWO_FRAME_15 ,
BOSS_TWO_FRAME_15
};
static int projectileFrontSequence[] =
{
BOSS_TWO_FRAME_16 ,
BOSS_TWO_FRAME_16
};
static int explosionSequence[] =
{
BOSS_TWO_FRAME_17 ,
BOSS_TWO_FRAME_18 ,
BOSS_TWO_FRAME_19 ,
BOSS_TWO_FRAME_20 ,
BOSS_TWO_FRAME_21 ,
BOSS_TWO_FRAME_22 ,
BOSS_TWO_FRAME_23 ,
BOSS_TWO_FRAME_24
};
static SequenceInfo_t boss_2_sequences[] =
{
{ BOSS_TWO_HEAD_SEQUENCE_01_STEPS , 0 , headSequence_01 , 0 , 0 , -1 } ,
{ BOSS_TWO_TORSO_SEQUENCE_01_STEPS , 0 , torsoSequence_01 , 0 , 0 , -1 } ,
{ BOSS_TWO_SEGMENT_SEQUENCE_01_STEPS , 0 , segmentSequence_01 , 0 , 0 , -1 } ,
{ BOSS_TWO_RETICULE_SEQUENCE_01_STEPS , 0 , reticuleSequence_01 , 0 , 0 , -1 } ,
{ BOSS_TWO_RETICULE_SEQUENCE_02_STEPS , 0 , reticuleSequence_02 , 0 , 0 , -1 } ,
{ BOSS_TWO_PROJECTILE_PROFILE_SEQUENCE_STEPS , 0 , projectileProfileSequence , 0 , 0 , -1 } ,
{ BOSS_TWO_PROJECTILE_FRONT_SEQUENCE_STEPS , 0 , projectileFrontSequence , 0 , 0 , -1 } ,
{ BOSS_TWO_EXPLOSION_SEQUENCE_STEPS , 0 , explosionSequence , 0 , 0 , -1 }
};
void B2_Spawn( pBoss_2t pB2 , pSpawnPoint_t pSpawnPoint )
{
P_CreateEntity( &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ] , 0 , 0 , BOSS_TWO_SIZE_X , BOSS_TWO_SIZE_Y , pSpawnPoint->mapCoords.x , pSpawnPoint->mapCoords.y , BOSS_TWO_SPEED , BOSS_TWO_FRAMES , ENTITY_TYPE_BOSS_TWO );
P_CreateEntity( &pB2->segments[ BOSS_TWO_TORSO_SEGMENT ] , 0 , 0 , BOSS_TWO_SIZE_X , BOSS_TWO_SIZE_Y , pSpawnPoint->mapCoords.x , pSpawnPoint->mapCoords.y , BOSS_TWO_SPEED , BOSS_TWO_FRAMES , ENTITY_DUMMY_TYPE );
// animation stuff
Ent_SetAnimationParams( &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ] , frames , BOSS_TWO_ANIMATION_RATE , &boss_2_sequences[ BOSS_TWO_HEAD_SEQUENCE_01 ] );
Ent_SetAnimationParams( &pB2->segments[ BOSS_TWO_TORSO_SEGMENT ] , frames , BOSS_TWO_ANIMATION_RATE , &boss_2_sequences[ BOSS_TWO_TORSO_SEQUENCE_01 ] );
for( int segment = 0;segment < BOSS_TWO_SEGMENTS;segment++ )
// each segment gets progressively smaller ( excluding the first two )
{
pB2->radius[ segment ] = BOSS_TWO_SIZE_X - ( segment<<2 );
pB2->segments[ segment ].position.x = SCREEN_W >> 1;
pB2->segments[ segment ].position.y = SCREEN_H >> 1;
pB2->distance[ segment ] = 10;
pB2->segments[ segment ].speed = 2;
pB2->trigIndex[ segment ] = segment * 10;
if( (segment != BOSS_TWO_HEAD_SEGMENT) && (segment != BOSS_TWO_TORSO_SEGMENT) )
{
P_CreateEntity( &pB2->segments[ segment ] , 0 , 0 ,
BOSS_TWO_SIZE_X , BOSS_TWO_SIZE_Y ,
SCREEN_W >> 1 , SCREEN_H >> 1 ,
2 ,
BOSS_TWO_FRAMES ,
ENTITY_DUMMY_TYPE );
Ent_SetAnimationParams( &pB2->segments[ segment ] , frames , BOSS_TWO_ANIMATION_RATE , &boss_2_sequences[ BOSS_TWO_SEGMENT_SEQUENCE_01 ] );
//Ent_SetAnimationParams( &pB2->segments[ segment ] , frames , BOSS_TWO_ANIMATION_RATE , &boss_2_sequences[ BOSS_TWO_EXPLOSION_SEQUENCE ] );
}
Ent_InitHealthStats( &pB2->segments[ segment ] , BOSS_TWO_HEALTH , BOSS_TWO_DAMAGE_RESISTANCE , BOSS_TWO_STRENGTH , BOSS_TWO_PROJECTILE_STRENGTH );
// pB2->segments[ segment ].explosions = 5;
}
for( int bullet = 0;bullet < BOSS_TWO_PROJECTILES;bullet++ )
// bullets
{
P_CreateEntity( &pB2->projectiles[ bullet ] , 0 , 0 , BOSS_TWO_PROJECTILE_SIZE_X , BOSS_TWO_PROJECTILE_SIZE_Y , 0 , 0 , 4 , 0 , ENTITY_DUMMY_TYPE );
Ent_SetAnimationParams( &pB2->projectiles[ bullet ] , frames , BOSS_TWO_ANIMATION_RATE , &boss_2_sequences[ BOSS_TWO_PROJECTILE_FRONT_SEQUENCE ] );
}
// init reticule
P_CreateEntity( &pB2->reticule ,
0 , 0 ,
BOSS_TWO_RETICULE_SIZE_X , BOSS_TWO_RETICULE_SIZE_Y ,
SCREEN_W >> 1 , SCREEN_H >> 1 ,
BOSS_TWO_RETICULE_SPEED ,
BOSS_TWO_FRAMES ,
ENTITY_DUMMY_TYPE );
Ent_SetAnimationParams( &pB2->reticule , frames , BOSS_TWO_RETICULE_ANIMATION_RATE , &boss_2_sequences[ BOSS_TWO_RETICULE_SEQUENCE_01 ] );
// rocket pack
P_CreateEntity( &pB2->rocketPack , 0 , 0 , 40 , 40 , 0 , 0 , 5 , 0 , ENTITY_DUMMY_TYPE );
// particles
for( int particle = 0;particle < BOSS_TWO_PARTICLES;particle++ )
{
B2_InitParticle( pB2 , particle );
}
// head scale
pB2->headScale = 1;
// start off in phase 1
//pB2->phase = BOSS_TWO_PHASE_ONE;
//pB2->phase = BOSS_TWO_PHASE_TWO;
//pB2->phase = BOSS_TWO_PHASE_THREE;
//pB2->phase = BOSS_TWO_FG_TRANSITION;
//pB2->phase = BOSS_TWO_BG_TRANSITION;
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
pB2->boomeranging[ BOSS_TWO_TORSO_SEGMENT ] = r_true;
// setup the order the phrases take place int
pB2->currentCallback[ 0 ] = B2_RunPhaseOne;
pB2->currentCallback[ 1 ] = B2_MoveToForeground;
pB2->currentCallback[ 2 ] = B2_RunPhaseTwo;
pB2->currentCallback[ 3 ] = B2_MoveToBackground;
pB2->currentCallback[ 4 ] = B2_RunPhaseOne;
pB2->currentCallback[ 5 ] = B2_MoveToForeground;
pB2->currentCallback[ 6 ] = B2_RunPhaseTwo;
pB2->currentCallback[ 7 ] = B2_MoveToBackground;
pB2->currentCallback[ 8 ] = B2_RunPhaseOne;
pB2->currentCallback[ 9 ] = B2_MoveToForeground;
pB2->currentCallback[ 10] = B2_RunPhaseThree;
pB2->currentCallback[ 11] = B2_MoveToBackground;
pB2->phases[ 0 ] = BOSS_TWO_PHASE_ONE;
pB2->phases[ 1 ] = BOSS_TWO_FG_TRANSITION;
pB2->phases[ 2 ] = BOSS_TWO_PHASE_TWO;
pB2->phases[ 3 ] = BOSS_TWO_BG_TRANSITION;
pB2->phases[ 4 ] = BOSS_TWO_PHASE_ONE;
pB2->phases[ 5 ] = BOSS_TWO_FG_TRANSITION;
pB2->phases[ 6 ] = BOSS_TWO_PHASE_TWO;
pB2->phases[ 7 ] = BOSS_TWO_BG_TRANSITION;
pB2->phases[ 8 ] = BOSS_TWO_PHASE_ONE;
pB2->phases[ 9 ] = BOSS_TWO_FG_TRANSITION;
pB2->phases[ 10] = BOSS_TWO_PHASE_THREE;
pB2->phases[ 11] = BOSS_TWO_BG_TRANSITION;
// set the time to spend in each phase
pB2->phaseLengths[ BOSS_TWO_PHASE_ONE ] = BOSS_TWO_PHASE_ONE_LENGTH;
pB2->phaseLengths[ BOSS_TWO_PHASE_TWO ] = BOSS_TWO_PHASE_TWO_LENGTH;
pB2->phaseLengths[ BOSS_TWO_PHASE_THREE ] = BOSS_TWO_PHASE_THREE_LENGTH;
pB2->phaseLengths[ BOSS_TWO_BG_TRANSITION] = BOSS_TWO_BG_TRANSITION_LENGTH;
pB2->phaseLengths[ BOSS_TWO_FG_TRANSITION] = BOSS_TWO_FG_TRANSITION_LENGTH;
// explosion stuffs
for( int seg = 0;seg < BOSS_TWO_SEGMENTS;seg++ )
{
Ent_AddExplosions( &pB2->segments[ seg ] , pB2->explosions[ seg ] , BOSS_TWO_SEGMENT_EXPLOSIONS , &boss_2_sequences[ BOSS_TWO_EXPLOSION_SEQUENCE ] );
}
}
r_boolean B2_Kill( pBoss_2t pB2 )
{
return r_true;
}
void B2_Destroy( pBoss_2t pB2 )
{
}
void B2_Draw( pBoss_2t pB2 )
{
// particles
B2_DrawParticles( pB2 );
// segments
for( int segment=BOSS_TWO_TAIL_SEGMENT;segment > 1;segment-- )
{
Ent_Animate( &pB2->segments[ segment ] );
Ent_Draw( &pB2->segments[ segment ] , 1 , 1 , pB2->trigIndex[ segment ] );
if( segment == 0 )
{
G_WriteToDebugWindow( pB2->headScale , "%d" , pB2->segments[ segment ].position.x , pB2->segments[ segment ].position.y );
}
G_WriteToDebugWindow( pB2->trigIndex[ segment ] , "%d" , pB2->segments[ segment ].position.x + 20, pB2->segments[ segment ].position.y );
}
// torso
Ent_Animate( &pB2->segments[ BOSS_TWO_TORSO_SEGMENT ] );
Ent_Draw( &pB2->segments[ BOSS_TWO_TORSO_SEGMENT ] , 1 , 1 , 0 );
// head
Ent_Animate( &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ] );
Ent_Draw( &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ] , 1 * pB2->headScale , 1 * pB2->headScale , 0 );
if( pB2->phase == BOSS_TWO_PHASE_ONE )
{
Ent_Animate( &pB2->reticule );
Ent_Draw( &pB2->reticule , 1 , 1 , 0 );
}
// projectiles
for( int bullet = 0;bullet < BOSS_TWO_PROJECTILES;bullet++ )
{
float xScale = 0 , yScale = 0;
int angle = 0;
if( pB2->projectiles[ bullet ].active )
{
pVect2_t pv = &pB2->projectiles[ bullet ].position;
if( pB2->phase == BOSS_TWO_PHASE_ONE )
{
//circlefill( doubleBuffer , pB2->projectiles[ bullet ].position.x , pB2->projectiles[ bullet ].position.y , 10 + pB2->projectiles[ bullet ].target.x , makecol( 255 , 0 , 0 ) );
Ent_UpdateAnimationSequence( &pB2->projectiles[ bullet ] , &boss_2_sequences[ BOSS_TWO_PROJECTILE_PROFILE_SEQUENCE ] );
xScale = yScale = 1 + pB2->projectiles[ bullet ].target.x/20;
angle = pB2->projectiles[ bullet ].target.x;
}
else if( pB2->phase == BOSS_TWO_PHASE_THREE )
{
if( pv->x < pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position.x )
{
Ent_UpdateAnimationSequence( &pB2->projectiles[ bullet ] , &boss_2_sequences[ BOSS_TWO_PROJECTILE_FRONT_SEQUENCE ] );
xScale = 2 , yScale = 1;
angle = 0;
}
}
Ent_Animate( &pB2->projectiles[ bullet ] );
Ent_Draw( &pB2->projectiles[ bullet ] ,
xScale ,
yScale ,
angle );
}
}
// explosions
for( int seg = 0;seg < BOSS_TWO_SEGMENTS;seg++ )
{
for( int explosion = 0;explosion < BOSS_TWO_SEGMENT_EXPLOSIONS;explosion++ )
{
pExplosion_t pEx = &pB2->explosions[ seg ][ explosion ];
if( pEx->ent.active )
{
Ent_RunExplosion( &pB2->segments[ seg ] , &pB2->explosions[ seg ][ explosion ] );
Ent_Animate( &pEx->ent );
Ent_Draw( &pEx->ent , pEx->scale , pEx->scale , 0 );
}
}
}
G_WriteToDebugWindow( pB2->phase , "%d : " , 0 , 0 );
G_WriteToDebugWindow( pB2->state , "%p" , 30 , 0 );
}
r_boolean B2_Run( pBoss_2t pB2 , pPlayer_t pP )
{
static int bossTicker = 0;
// what haven't I been doing this all along...
r_boolean (*ai_callback)( pBoss_2t , pPlayer_t);
bossTicker = secTicker;
// change cycle when time
if( bossTicker >= pB2->phaseLengths[ pB2->phase ] )
{
if( pB2->cycle < (BOSS_TWO_CYCLES-1) )
{
// move to the next step of cycle
pB2->cycle++;
ai_callback = pB2->currentCallback[ pB2->cycle ];
pB2->phase = pB2->phases[ pB2->cycle ];
ClearStates( &pB2->state , 0xffffffff );
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
}
else
{
// make boss harder after each complete cycle
B2_AdjustDifficulty( pB2 , pP );
pB2->cycle = 0;
}
// reset timer vars
bossTicker = secTicker = 0;
}
// execute current phase.
switch( pB2->phase )
{
case BOSS_TWO_PHASE_ONE:
{
ai_callback = B2_RunPhaseOne;
break;
}
case BOSS_TWO_PHASE_TWO:
{
ai_callback = B2_RunPhaseTwo;
break;
}
case BOSS_TWO_PHASE_THREE:
{
ai_callback = B2_RunPhaseThree;
break;
}
case BOSS_TWO_BG_TRANSITION:
{
ai_callback = B2_MoveToBackground;
break;
}
case BOSS_TWO_FG_TRANSITION:
{
ai_callback = B2_MoveToForeground;
break;
}
default:
{
ai_callback = B2_RunPhaseOne;
break;
}
}
// update particles
for( int particle = 0;particle < BOSS_TWO_PARTICLES;particle++ )
{
if( !B2_RunParticle( pB2 , particle ) )
{
B2_InitParticle( pB2 , particle );
}
}
// set off explosions need be
for( int seg = 0;seg < BOSS_TWO_SEGMENTS;seg++ )
{
if( pB2->segments[ seg ].collided )
{
for( int explode=0;explode < BOSS_TWO_SEGMENT_EXPLOSIONS;explode++ )
{
Ent_InitExplosion( &pB2->segments[ seg ] , &pB2->explosions[ seg ][ explode ] , BOSS_TWO_EXPLOSION_LENGTH );
}
}
}
G_WriteToDebugWindow( (int)ai_callback , "%p" , 0 , 20 );
return ai_callback( pB2 , pP );
}
static r_boolean B2_RunPhaseOne( pBoss_2t pB2 , pPlayer_t pP )
// target the player from a safe distance
{
static int startingTime = msecTicker;
// movement ================================================================
// bosses' movement
B2_PhaseOneMovement( pB2 , pP );
// reticule movement
if( Ent_PursueEntity( &pB2->reticule , &pP->ent , BOSS_TWO_AIMING_TOLERANCE ) )
{
Ent_UpdateAnimationSequence( &pB2->reticule , &boss_2_sequences[ BOSS_TWO_RETICULE_SEQUENCE_02 ] );
pB2->targetLocked = r_true;
}
else
{
Ent_UpdateAnimationSequence( &pB2->reticule , &boss_2_sequences[ BOSS_TWO_RETICULE_SEQUENCE_01 ] );
}
// firing ===================================================================
if( pB2->targetLocked )
{
if( !pB2->projectiles[ BOSS_TWO_PROJECTILES - 1 ].active )
// only fire new bullets once the old ones are dead.
{
for( int bullet = 0;bullet < BOSS_TWO_PROJECTILES;bullet++ )
{
// fire bullet
pB2->projectiles[ bullet ].active = r_true;
// set initial positions for bullets
pB2->projectiles[ bullet ].position = pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position;
// replaces the old hack, with a new one... ( used to scale the sprite )
pB2->projectiles[ bullet ].target.x = 1;
}
}
else
// update positions
{
for( int bullet=0;bullet < BOSS_TWO_PROJECTILES;bullet++ )
{
pEntity_t pBullet = &pB2->projectiles[ bullet ];
if( pBullet->active )
{
if( Ent_PursueEntity( pBullet , &pB2->reticule , BOSS_TWO_AIMING_TOLERANCE ) || pBullet->target.x > 100 )
// impact
{
pBullet->active = r_false;
pB2->targetLocked = r_false;
if( bullet == BOSS_ONE_PROJECTILES - 1 )
{
pB2->targetLocked = r_false;
}
}
else // advance towards target
{
// make the sprite larger as it continues to move to it's target
pBullet->target.x++;
}
}
}
}
}
// update ticker
pB2->ticker = msecTicker - startingTime;
return r_true;
}
static r_boolean B2_RunPhaseTwo( pBoss_2t pB2 , pPlayer_t pP )
// shoot out each segment as a projectile
{
static activeSegment = 0;
pVect2_t pv = NULL;
int trigIndex = 0;
int speed = 0;
for( int seg = 1;seg < BOSS_TWO_SEGMENTS;seg++ )
{
if( pB2->boomeranging[ seg ] )
// control the boomerang
{
// set the active segment
activeSegment = seg;
pv = &pB2->segments[ activeSegment ].position;
// set to project at an acceleated rate
speed = pB2->segments[ activeSegment ].speed<<3;
// each segment goes a little faster than the last.
speed += seg;
if( StateSet( pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE ) )
// going towards player
{
if( pv->x < pP->ent.position.x )
// time to come back
{
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_TWO );
}
else
{
pv->x -= speed;
}
}
else
// return to home
{
if( (abs( pv->x - pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position.x ) < speed ) )
// if close enough , move to the next segment in line
{
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_TWO );
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
if( activeSegment < (BOSS_TWO_SEGMENTS - 1))
{
// move on down the line.
pB2->boomeranging[ activeSegment ] = r_false;
activeSegment++;
pB2->boomeranging[ activeSegment ] = r_true;
}
else// if( activeSegment == (BOSS_TWO_SEGMENTS - 1) )
{
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE | BOSS_TWO_TRANSITION_PHASE_TWO );
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
pB2->boomeranging[ 1 ] = r_true; // for next time.
pB2->boomeranging[ activeSegment ] = r_false;
activeSegment = 1;
return r_false;
}
}
else
// advance segment back home toward target.
{
pv->x += speed;
}
}
}
else
// let it wobble...
{
pv = &pB2->segments[ seg ].position;
trigIndex = pB2->trigIndex[ seg ];
// wobble.
//pv->x += sineLookup[ trigIndex ];
if( trigIndex < TRIG_TABLE_SIZE )
{
pB2->trigIndex[ seg ]++;
}
else
{
pB2->trigIndex[ seg ] = 0;
}
}
}
//B2_LinkSegments( pB2 );
B2_UpdateParticles( pB2 , 0 , 0 );
G_WriteToDebugWindow( activeSegment , "%d" , 0 , 10 );
return r_true;
}
static r_boolean B2_RunPhaseThree( pBoss_2t pB2 , pPlayer_t pP )
// head of boss expands until it explodes ( while shooting out missile at the player )
{
pEntity_t pHead = &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ];
static int volleyDelay = msecTicker;
// PART 1 : Inflate the head upon impact ===========================================
if( pHead->collided )
{
if( pB2->headScale < 200 )
{
pB2->headScale += 2;
}
pHead->minBounds.x -=2;
pHead->minBounds.y -=2;
pHead->maxBounds.x +=2;
pHead->maxBounds.y +=2;
if( pB2->headScale >= 200 )
{
return r_false;
}
}
else
{
if( pB2->headScale >= 1 )
{
pB2->headScale-=0.25f;
if( pHead->maxBounds.x >= BOSS_TWO_SIZE_X )
{
pHead->minBounds.x += 0.25f;
pHead->minBounds.y += 0.25f;
pHead->maxBounds.x -= 0.25f;
pHead->maxBounds.y -= 0.25f;
}
}
}
// PART 2 : Shoot out homing missles ===============================================
if( pB2->projectiles[ BOSS_TWO_PROJECTILES-1 ].active )
// procssess all missles until they are deactivated
{
for( int missile = 0; missile < BOSS_TWO_PROJECTILES;missile++ )
{
pVect2_t pv = &pB2->projectiles[ missile ].position;
pVect2_t pvTgt = &pP->ent.position;
int speed = pB2->projectiles[ missile ].speed;
pv->x -= speed;
// home y coord
if( ( pv->y + speed ) < pvTgt->y )
{
pv->y += ( speed - missile );
}
else if( (pv->y + speed ) > pvTgt->y )
{
pv->y -= ( speed - missile );
}
// destroy when offscreen
if( pB2->projectiles[ missile ].position.x < 0 )
{
pB2->projectiles[ missile ].active = r_false;
}
if( Ent_TestForCollision( &pP->ent , &pB2->projectiles[ missile ] ) )
// destroy missile upon impact.
{
Ent_InflictDamage( pP , &pB2->projectiles[ missile ] , r_true , r_true );
pB2->projectiles[ missile ].active = r_false;
}
}
}
else
// fire new missiles
{
if( volleyDelay > 4500 )
{
volleyDelay = 0;
msecTicker = 0;
for( int missile = 0;missile < BOSS_TWO_PROJECTILES;missile++ )
{
pB2->projectiles[ missile ].position.x = pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position.x + ( missile * 50 ) ;
pB2->projectiles[ missile ].position.y = pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position.y;
pB2->projectiles[ missile ].active = r_true;
}
}
else
{
volleyDelay = msecTicker;
}
}
B2_UpdateParticles( pB2 , 0 , 0 );
return r_true;
}
Vect2_t Project3Dto2D( float x , float y , float z , int plane )
{
Vect2_t projected;
projected.x = ( ( x / z ) + plane ) + ( SCREEN_W >> 1 );
projected.y = ( ( y / z ) + plane ) + ( SCREEN_H >> 1 );
return projected;
}
int CalcDistance( pVect2_t pv1 , pVect2_t pv2 )
{
int dx = abs( pv1->x - pv2->x );
int dy = abs( pv1->y - pv2->y );
return sqrt( (dx*dx) + (dy*dy) );
}
float DotProduct( pVect2_t pv1 , pVect2_t pv2 )
{
return (pv1->x * pv2->x ) + ( pv1->y * pv2->y );
}
Vect2_t Normalize( pVect2_t pV )
{
Vect2_t unitMaker = { 1 , 1 };
float distance = CalcDistance( pV , &unitMaker );
Vect2_t normalized = { pV->x / distance , pV->y / distance };
return normalized;
}
static r_boolean B2_PhaseOneMovement( pBoss_2t pB2 , pPlayer_t pP )
{
static int dir = 1;
static int i=0;
pVect2_t pvHead = &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position;
pvHead->x += dir;
if( pvHead->y > 0 )
{
pvHead->y += sineLookup[ i / 2 ];
}
else
{
pvHead->y++;
}
B2_UpdateParticles( pB2 , -dir , 1 );
if( i == TRIG_TABLE_SIZE - 1 )
{
i = 0;
}
else
{
i++;
}
if( pvHead->x < 0 || pvHead->x > SCREEN_W )
{
dir = -dir;
}
// link the remaining segments to the head.
B2_LinkSegments( pB2 );
return r_true;
}
static r_boolean B2_MoveToBackground( pBoss_2t pB2 , pPlayer_t )
// transition routine # 1 : move into the background in prepreation for phase 1
{
pVect2_t pvHead = &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position;
pVect2_t pvTail = &pB2->segments[ BOSS_TWO_TAIL_SEGMENT ].position;
int speed = pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].speed;
if( StateSet( pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE ) )
// phase one : move up off screen
{
if( pvTail->y > -40 )
{
B2_UpdateParticles( pB2 , 0 , 1 );
pvHead->y -= speed;
}
else
{
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_TWO );
}
}
else
// move down into the new position
{
if( pvHead->y < 300 )
{
pvHead->y += speed;
B2_UpdateParticles( pB2 , 0 , -1 );
}
else
{
B2_UpdateParticles( pB2 , 0 , 0 );
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_TWO );
return r_true;
}
}
B2_LinkSegments( pB2 );
return r_false;
}
static r_boolean B2_MoveToForeground( pBoss_2t pB2 , pPlayer_t )
// transition routine # 2 : move into the foreground "" phase 2/3
{
pVect2_t pvHead = &pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].position;
pVect2_t pvTail = &pB2->segments[ BOSS_TWO_TAIL_SEGMENT ].position;
int speed = pB2->segments[ BOSS_TWO_HEAD_SEGMENT ].speed;
if( StateSet( pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE ) )
{
if( pvTail->y > -40 || pvHead->y > -40 )
// move upward offscreen
{
pvHead->y -= speed;
B2_UpdateParticles( pB2 , 0 , 1 );
}
else
{
// move to the bottom of the screen
//pvHead->y = SCREEN_H + 20;
for( int seg = 0;seg < BOSS_TWO_SEGMENTS;seg++ )
{
pB2->segments[ seg ].position.y = SCREEN_H + ( seg * 10 ) + 100;
pB2->segments[ seg ].position.x = SCREEN_W - 100;
}
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_ONE );
SetStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_TWO );
B2_LinkSegments( pB2 );
return r_false;
}
}
else
// move upward into the foreground
{
if( pvHead->y > 100 )
{
pvHead->y -= speed;
B2_UpdateParticles( pB2 , 0 , 1 );
}
else
{
B2_UpdateParticles( pB2 , 0 , speed );
ClearStates( &pB2->state , BOSS_TWO_TRANSITION_PHASE_TWO );
return r_true;
}
}
B2_LinkSegments( pB2 );
return r_false;
}
static void B2_LinkSegments( pBoss_2t pB2 )
// keep all the segments linked together
{
int maxDistance = 0;
for( int segment = 1;segment < BOSS_TWO_SEGMENTS;segment++ )
{
maxDistance = pB2->distance[ segment ];
if( CalcDistance( &pB2->segments[ segment ].position , &pB2->segments[ segment - 1 ].position ) >= maxDistance )
// if the segment in question is outside the maximum range of it's parter ( adjacent segment )...
{
// ... follow the partner.
Ent_PursueEntity( &pB2->segments[ segment ] , &pB2->segments[ segment - 1 ] , 25 );
}
}
}
void B2_InitParticle( pBoss_2t pB2 , int index )
{
pVect2_t pvSrc = &pB2->segments[ BOSS_TWO_TORSO_SEGMENT ].position;
pParticle_t pP = &pB2->particles[ index ];
pP->position.x = pvSrc->x + rand() % 30;
pP->position.y = pvSrc->y + rand() % 40;
pP->acceleration.x = pP->acceleration.y = -2 + rand() % 3;
pP->velocity.x = pP->velocity.y = rand() % 3;
pP->r = 150;
pP->g = 150;
pP->b = 255;
pP->ttl = 20 + rand() % 30;
pP->active = r_true;
}
void B2_UpdateParticles( pBoss_2t pB2 , int xAccel , int yAccel )
{
for( int particle = 0;particle < BOSS_TWO_PARTICLES;particle++ )
{
pParticle_t pP = &pB2->particles[ particle ];