MoofWars/TEnemySprite.cp

/*
    File:       TEnemySprite.cp
 
    Contains:   This is the class used to represent the enemy ship in the game.  Eventually,
                one ship class will represent both friendly and enemy ships, since the only
                major difference is the keyset.  A computer controlled ship could be different.
 
    Written by: Timothy Carroll 
 
    Copyright:  Copyright © 1996-1999 by Apple Computer, Inc., All Rights Reserved.
 
                You may incorporate this Apple sample source code into your program(s) without
                restriction. This Apple sample source code has been provided "AS IS" and the
                responsibility for its operation is yours. You are not permitted to redistribute
                this Apple sample source code as "Apple sample source code" after having made
                changes. If you're going to re-distribute the source, we require that you make
                it clear in the source that the code was descended from Apple sample source
                code, but that you've made changes.
 
    Change History (most recent first):
                7/2/1999    Karl Groethe    Updated for Metrowerks Codewarror Pro 2.1
                
                1/23/97     Timothy Carroll Added include for Moofwars.h so that MrC
                                            will compile
                                            
                8/15/96     Timothy Carroll     Initial Release
                
 
*/
#include "Moofwars.h"
#include "TEnemySprite.h"
#include "TShotSprite.h"
 
 
 
TEnemySprite::TEnemySprite (TEnemySpriteData *data):
TSprite((TSpriteData *) data)
{
    fRotateInterval = data->rotateInterval;
    fRotateValue = 0;
    fShotInterval = data->shotInterval;
    fShotValue = 0;
    fShotsGroup = data->shotsGroup;
}
 
 
TEnemySprite::~TEnemySprite (void)
{
}
    
void
TEnemySprite::ProcessSprite ()
{   
    // The enemy can thrust in either direction
    if (CheckKey ((unsigned char *) &gCommandKeys, kEnemyThrustForward))
    {
        fVelocityY -= gSinLookup [fFace] >> 1;
        fVelocityX -= gCosLookup [fFace] >> 1;
    }
            
    if (CheckKey ((unsigned char *) &gCommandKeys, kEnemyThrustBackward))
    {
        fVelocityY += gSinLookup [fFace] >> 1;
        fVelocityX += gCosLookup [fFace] >> 1;
    }
 
    // Fire a shot
    if (CheckKey ((unsigned char *) &gCommandKeys, kEnemyFireShots) && fShotValue == 0)
    {
        TShotSpriteData     shotData;
        TShotSprite         *shot;
        int                 index;
        
        // Delay for next set of shots
        fShotValue = fShotInterval;
        
        shotData.spriteData.spriteType = TShotSprite::kSpriteType;
        shotData.spriteData.visibility = kVisible;
        shotData.spriteData.face = 1;
        shotData.spriteData.collectionID = 1001;
        shotData.spriteData.preloadedCollection = NULL;
        shotData.duration = 60;
    
        index = fFace;
        
        shotData.spriteData.initialX = fCoordX - 60*gCosLookup [index];
        shotData.spriteData.initialY = fCoordY - 60*gSinLookup [index];
        shotData.spriteData.initialXVelocity = fVelocityX - 30*gCosLookup[index];
        shotData.spriteData.initialYVelocity = fVelocityY - 30*gSinLookup[index];
        shot = new TShotSprite (&shotData);
        shot->AddToGroup (fShotsGroup);
 
    }
 
    
    // Rotate right
    if (CheckKey ((unsigned char *) &gCommandKeys, kEnemyRotateRight) && fRotateValue == 0)
    {
        fFace = (fFace+1) % 48;
        fRotateValue = fRotateInterval;
    }
 
    
    // Rotate left
    if (CheckKey ((unsigned char *) &gCommandKeys, kEnemyRotateLeft) && fRotateValue == 0)
    {
        fFace = (fFace+47) % 48;
        fRotateValue = fRotateInterval;
    }
    
    
    // Adjust our intervals
    if (fRotateValue > 0)
        fRotateValue--;
        
    if (fShotValue > 0)
        fShotValue--;
        
    TSprite::ProcessSprite();
    TSprite::Bounce (&gWorldBounds);
}
 
 
void
TEnemySprite::Collision (TSprite *theSprite)
{
#if qUsingSound
    if (gPlayingSound)
        HY_PlaySoundHandle (2, gSounds[3], NULL, 0, false);
#endif      
    // We take on some of the velocity of the shot.
    TShotSprite *theTarget = (TShotSprite *) theSprite;
    
    //this->fCurVelocityX += theTarget->GetXVelocity() >> 9;
    //this->fCurVelocityY += theTarget->GetYVelocity() >> 9;
}