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foecommand.cc
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foecommand.cc
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/*
* $Id: foecommand.cc,v 1.2 2003/08/15 07:06:52 kenta Exp $
*
* Copyright 2003 Kenta Cho. All rights reserved.
*/
/**
* Handle bullet commands.
*
* @version $Revision: 1.2 $
*/
#include "bulletml/bulletmlparser.h"
#include "bulletml/bulletmlparser-tinyxml.h"
#include "bulletml/bulletmlrunner.h"
#include "foe.h"
extern "C"
{
#include "rr.h"
#include "genmcr.h"
#include "degutil.h"
#include "ship.h"
}
//senquack BIG TODO: For Wiz, I had left all these member funcs as returning double.. I could probably convert them
// to floats for speedup:
//senquack TODO: make sure conversion to floats from doubles here didn't mess up the bullet patterns, etc:
//senquack - converted all doubles to floats:
FoeCommand::FoeCommand (BulletMLParser * parser, Foe * f)
:
BulletMLRunner (parser)
{
foe = f;
}
FoeCommand::FoeCommand (BulletMLState * state, Foe * f)
: BulletMLRunner (state)
{
foe = f;
}
FoeCommand::~FoeCommand ()
{
}
float
FoeCommand::getBulletDirection ()
{
return (float) foe->d * 360 / DIV;
}
float
FoeCommand::getAimDirection ()
{
int d = getPlayerDeg (foe->pos.x, foe->pos.y);
if (foe->xReverse == -1)
d = (-d) & 1023;
return ((float) d * 360 / DIV);
}
float
FoeCommand::getBulletSpeed ()
{
return ((float) foe->spd) / COMMAND_SCREEN_SPD_RATE;
}
float
FoeCommand::getDefaultSpeed ()
{
return 1;
}
//senquack - converted to fixed point: (not sure if this is even ever called)
//senquack TODO: make sure conversion to floats from doubles here didn't mess up the bullet patterns, etc:
//double FoeCommand::getRank() {
// return foe->rank;
//}
float
FoeCommand::getRank ()
{
#ifdef FIXEDMATH
//senquack TODO: poss. optimization, see if this is ever called:
return x2f(foe->frank);
#else
return foe->rank;
#endif //FIXEDMATH
}
void
FoeCommand::createSimpleBullet (float direction, float speed)
{
int d = (int) (direction * DIV / 360);
d &= (DIV - 1);
addFoeNormalBullet (foe, d, (int) (speed * COMMAND_SCREEN_SPD_RATE),
foe->color + 1);
foe->fireCnt++;
}
void
FoeCommand::createBullet (BulletMLState * state, float direction,
float speed)
{
int d = (int) (direction * DIV / 360);
d &= (DIV - 1);
addFoeActiveBullet (foe, d, (int) (speed * COMMAND_SCREEN_SPD_RATE),
foe->color + 1, state);
foe->fireCnt++;
}
int
FoeCommand::getTurn ()
{
return tick;
}
void
FoeCommand::doVanish ()
{
removeFoeCommand (foe);
}
void
FoeCommand::doChangeDirection (float d)
{
foe->d = (int) (d * DIV / 360);
}
void
FoeCommand::doChangeSpeed (float s)
{
foe->spd = (int) (s * COMMAND_SCREEN_SPD_RATE);
}
void
FoeCommand::doAccelX (float ax)
{
foe->vel.x = (int) (ax * COMMAND_SCREEN_VEL_RATE);
}
void
FoeCommand::doAccelY (float ay)
{
foe->vel.y = (int) (ay * COMMAND_SCREEN_VEL_RATE);
}
float
FoeCommand::getBulletSpeedX ()
{
return ((float) foe->vel.x / COMMAND_SCREEN_VEL_RATE);
}
float
FoeCommand::getBulletSpeedY ()
{
return ((float) foe->vel.y / COMMAND_SCREEN_VEL_RATE);
}