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Amiga Format CD 44
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Amiga Format CD44 (1999-08-26)(Future Publishing)(GB)(Track 1 of 3)[!][issue 1999-10].iso
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asteroids2
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rotx
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cruiser.c
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C/C++ Source or Header
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1999-07-26
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5KB
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252 lines
#include <exec/types.h>
#include <intuition/intuition.h>
#include <graphics/gfxmacros.h>
#include <stdio.h>
#include <h/rot.h>
#include <h/extern.h>
UpdateMCruiser(n)
LONG n;
{
LONG direction;
LONG relpos;
LONG dx,dy;
ship[n].ox = ship[n].x;
ship[n].oy = ship[n].y;
if (ship[n].pilot == COMPUTER)
{
ship[n].x += (ship[n].vmax*VxINC[ship[n].pos])/100;
ship[n].y += (ship[n].vmax*VyINC[ship[n].pos])/100;
if (ship[n].x > gi.x2) ship[n].x = gi.x1;
if (ship[n].x < gi.x1) ship[n].x = gi.x2;
if (ship[n].y > gi.y2-10) ship[n].y = gi.y1;
if (ship[n].y < gi.y1) ship[n].y = gi.y2-10;
if (ship[ship[n].aim].pilot == DESTROYED)
{
if (++ship[n].aim >= control.playernum) ship[n].aim = 0;
}
else
{
direction = detcomplexheading(n,ship[ship[n].aim].x,ship[ship[n].aim].y,ship[n].x,ship[n].y,ship[n].pos);
dx = abs(ship[n].x - ship[ship[n].aim].x);
dy = abs(ship[n].y - ship[ship[n].aim].y);
if (dx+dy < 100)
{
relpos = ship[n].pos + direction;
ship[ship[n].aim].vx+=VxINC[relpos];
ship[ship[n].aim].vy+=VyINC[relpos];
}
else
if (dx+dy < 50)
{
relpos = ship[n].pos + direction;
ship[ship[n].aim].vx+=2*VxINC[relpos];
ship[ship[n].aim].vy+=2*VyINC[relpos];
}
if (++ship[n].turn > ship[n].man)
{
ship[n].pos+=sign(direction);
if (ship[n].pos > 31) ship[n].pos= 0;
if (ship[n].pos < 0) ship[n].pos=31;
ship[n].turn = 0;
}
}
todrawlist(ship[n].image+ship[n].pos,ship[n].x,ship[n].y,0xfe,2);
}
}
UpdateXCruiser(n)
LONG n;
{
LONG direction;
ship[n].ox = ship[n].x;
ship[n].oy = ship[n].y;
if (ship[n].pilot == COMPUTER)
{
ship[n].x += (ship[n].vmax*VxINC[ship[n].pos])/100;
ship[n].y += (ship[n].vmax*VyINC[ship[n].pos])/100;
if (ship[n].x > gi.x2) ship[n].x = gi.x1;
if (ship[n].x < gi.x1) ship[n].x = gi.x2;
if (ship[n].y > gi.y2-10) ship[n].y = gi.y1;
if (ship[n].y < gi.y1) ship[n].y = gi.y2-10;
if (ship[ship[n].aim].pilot == DESTROYED)
{
if (++ship[n].aim >= control.playernum) ship[n].aim = 0;
}
else
{
direction = detcomplexheading(n,ship[ship[n].aim].x,ship[ship[n].aim].y,ship[n].x,ship[n].y,ship[n].pos);
if (direction == 0)
{
if (++ship[n].fdelay > ship[n].frate)
{
InitDoubleFire(n);
ship[n].fdelay = 0;
}
}
else
if (++ship[n].turn > ship[n].man)
{
ship[n].pos+=sign(direction);
if (ship[n].pos > 31) ship[n].pos= 0;
if (ship[n].pos < 0) ship[n].pos=31;
ship[n].turn = 0;
}
if ((abs(direction)<6) && (++ship[n].pdelay > ship[n].prate))
{
InitPlasmaShotgun(n);
ship[n].pdelay = 0;
}
}
todrawlist(ship[n].image+ship[n].pos,ship[n].x,ship[n].y,0xfe,2);
}
}
InitPlasmaShotgun(n)
LONG n;
{
LONG x,pos;
for(x=0;x<3;x++)
{
pos = ship[n].pos+Random(2.0)-1;
if (pos > 31) pos = pos-31;
else
if (pos < 0) pos = pos+32;
ship[n].photI[x].xp = ship[n].x+id[ship[n].image].wi/2;
ship[n].photI[x].yp = ship[n].y+id[ship[n].image].he/2;
ship[n].photI[x].vx = ship[n].pvmax+Random(6.0)-3;
ship[n].photI[x].vy = ship[n].pvmax+Random(6.0)-3;
ship[n].photI[x].pos = pos;
ship[n].photI[x].range = ship[n].prange;
ship[n].photI[x].image = ship[n].pimage;
ship[n].photI[x].type = DIRECT;
ship[n].photI[x].wrap = TRUE;
ship[n].photI[x].flight = TRUE;
}
}
UpdateCruiser(n)
LONG n;
{
LONG direction;
ship[n].ox = ship[n].x;
ship[n].oy = ship[n].y;
if (ship[n].pilot == COMPUTER)
{
moveenemy(n);
if (ship[ship[n].aim].pilot == DESTROYED)
{
if (++ship[n].aim >= control.playernum) ship[n].aim = 0;
}
else
if (++ship[n].turn > ship[n].man)
{
direction = detcomplexheading(n,ship[ship[n].aim].x,ship[ship[n].aim].y,ship[n].x,ship[n].y,ship[n].pos);
if (ship[n].ftype > 0) Init360Fire(n,ship[n].pos+direction);
if (direction == 0)
{
if (ship[n].ftype == 0)
if (++ship[n].fdelay > ship[n].frate) InitFire(n);
}
else
{
if ( abs(direction) < 6)
if (ship[n].ftype != 2) InitPlasmaBall(n);
else InitSidePlasmaBall(n);
direction = sign(direction);
ship[n].pos+=direction;
if (ship[n].pos > 31) ship[n].pos= 0;
if (ship[n].pos < 0) ship[n].pos=31;
}
ship[n].turn = 0;
}
enemythrust(n);
todrawlist(ship[n].image+ship[n].pos,ship[n].x,ship[n].y,0xfe,2);
}
}
enemythrust(n)
LONG n;
{
LONG dist,dx,dy;
dx = abs(ship[ship[n].aim].x-ship[n].x);
dy = abs(ship[ship[n].aim].y-ship[n].y);
dist = dx+dy;
if (dist > 350)
{
ship[n].vx+=2*VxINC[ship[n].pos];
ship[n].vy+=2*VyINC[ship[n].pos];
}
else
if (dist > 50)
{
ship[n].vx+=VxINC[ship[n].pos];
ship[n].vy+=VyINC[ship[n].pos];
}
if (ship[n].vx> ship[n].vmax*100) ship[n].vx= ship[n].vmax*100;
if (ship[n].vx<-ship[n].vmax*100) ship[n].vx=-ship[n].vmax*100;
if (ship[n].vy > ship[n].vmax*100) ship[n].vy = ship[n].vmax*100;
if (ship[n].vy <-ship[n].vmax*100) ship[n].vy =-ship[n].vmax*100;
}
moveenemy(n)
LONG n;
{
LONG wi,he;
ship[n].x += ship[n].vx/100;
ship[n].y += ship[n].vy/100;
wi = id[ship[n].image].wi+1;
he = id[ship[n].image].he+1;
if (ship[n].x+wi >= gi.x2) ship[n].x = gi.x1+1;
else
if (ship[n].x <= gi.x1) ship[n].x = gi.x2-wi;
if (ship[n].y+he >= gi.y2) ship[n].y = gi.y1+1;
else
if (ship[n].y <= gi.y1) ship[n].y = gi.y2-he;
}