/** * Recursively set the number of birds. * * @param size The number of birds not already counted * * @return Remaining bird (NULL if none) */ JJ1Bird* JJ1Bird::setFlockSize (int size) { if (size <= 0) { delete this; return NULL; } if (size > 1) { if (!next) next = new JJ1Bird(NULL, player, FTOT(x), FTOT(y)); next = next->setFlockSize(size - 1); } return this; }
/** * Functionality required by all event types on each iteration * * @param ticks Time * @param msps Ticks per step * * @return Animation */ EventType* Event::prepareStep (unsigned int ticks, int msps) { // Process the next event if (next) next = next->step(ticks, msps); // Get the event properties set = level->getEvent(gridX, gridY); // If the event has been removed from the grid, destroy it if (!set) return NULL; // If the event and its origin are off-screen, the event is not in the // process of self-destruction, remove it if (((animType & ~1) != E_LFINISHANIM) && ((x < viewX - F192) || (x > viewX + ITOF(viewW) + F192) || (y < viewY - F160) || (y > viewY + ITOF(viewH) + F160)) && ((gridX < FTOT(viewX) - 1) || (gridX > ITOT(FTOI(viewX) + viewW) + 1) || (gridY < FTOT(viewY) - 1) || (gridY > ITOT(FTOI(viewY) + viewH) + 1))) return NULL; return set; }
/** * Episode 1 guardian iteration. * * @param ticks Time * * @return Remaining event */ JJ1Event* MedGuardian::step(unsigned int ticks) { fixed sin = fSin(ticks / 2); fixed cos = fCos(ticks / 2); set = prepareStep(ticks); if (!set) return remove(false); if (level->getEventHits(gridX, gridY) >= set->strength / 2) stage = 1; if (level->getEventHits(gridX, gridY) >= set->strength) stage = 2; // Stage 0: Move in an eight shape and fire the occasional shot if (stage == 0) { if (direction == 1) { // Lower right part of the eight setAnimType(E_LEFTANIM); dx = TTOF(gridX) + (sin * 96) - x + ITOF(96); dy = TTOF(gridY) - (cos * 64) - y; if (cos > 0) direction = 2; } if (direction == 2) { // Upper left part of the eight setAnimType(E_LEFTANIM); dx = TTOF(gridX) - (sin * 96) - x - ITOF(96); dy = TTOF(gridY) - (cos * 64) - y; if (cos < 0) direction = 3; } if (direction == 3) { // Lower left part of the eight setAnimType(E_RIGHTANIM); dx = TTOF(gridX) - (sin * 96) - x - ITOF(96); dy = TTOF(gridY) - (cos * 64) - y; if (cos > 0) direction = 4; } if (direction == 4) { // Upper right part of the eight setAnimType(E_RIGHTANIM); dx = TTOF(gridX) + (sin * 96) - x + ITOF(96); dy = TTOF(gridY) - (cos * 64) - y; if (cos < 0) direction = 1; } // Decide if there should be a shot if ((ticks % (set->bulletPeriod * 25) > (unsigned int)(set->bulletPeriod * 25) - 300)) { level->setEventTime(gridX, gridY, ticks + 300); shoot = true; } // Shoot if there is a shot if (level->getEventTime(gridX, gridY) && (ticks > level->getEventTime(gridX, gridY)) && shoot) { if (set->bullet < 32) level->createBullet(NULL, gridX, gridY, x + anim->getAccessoryShootX(), y + anim->getAccessoryShootY(), set->bullet, (animType != E_LEFTANIM), ticks); shoot = false; } } // Stage 1: Hop back and forth destroying the bottom row of tiles if (stage == 1) { fixed startPos = TTOF(gridY) + ITOF(40); if (direction < 5) { // Move up or down towards the starting position for hopping direction = (y > startPos) ? 5 : 6; } // Move up to the correct height if (direction == 5) { if (y > startPos) { dx = 0; dy = ITOF(-2); } else direction = 7; } // Move down to the correct height if (direction == 6) { if (y < startPos) { dx = 0; dy = ITOF(2); } else direction = 7; } // Cosinus should be near zero before we start hopping. if (direction == 7) { dx = 0; dy = 0; if (cos > -100 && cos < 100) direction = 8; } // Start hopping if (direction == 8) { if (level->checkMaskUp(x, y) || level->checkMaskUp(x + width, y)) setAnimType((animType == E_LEFTANIM) ? E_RIGHTANIM : E_LEFTANIM); dy = startPos - abs(cos * 96) - y; dx = abs(cos * 6); if (animType == E_LEFTANIM) dx *= -1; if (cos < 0 && level->checkMaskDown(x + ITOF(anim->getWidth() / 2), y + TTOF(1))) direction = 9; } // Destroy the block underneath if (direction == 9) { // Shake a bit dx = (FTOI(x) % 2) ? ITOF(1) : ITOF(-1); dy = 0; // Remove the tile if (cos > 0 && cos < 100) { level->setTile( FTOT(x + ITOF((anim->getWidth() / 2))), FTOT(y) + 1, set->magnitude); direction = 8; } } } // Stage 2: End of behavior if (stage == 2) { dx = 0; dy = ITOF(4); } x += dx; y += dy; dx = dx << 6; dy = dy << 6; return this; }