2018-01-26 09:51:07 +01:00
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/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "eyeDroidCommander.h"
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static void activate(int activate);
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static void tick(void);
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static void walk(void);
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2018-02-24 17:53:03 +01:00
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static void moveTowardsPlayer(int dir);
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static void die(void);
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2018-01-26 09:51:07 +01:00
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static void die2(void);
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static void selectWeapon(void);
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static void attackPistol(void);
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static void attackPlasma(void);
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static void attackMissile(void);
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static void preFire(void);
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static void attack(void);
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static void applyDamage(int amount);
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2018-01-31 23:28:00 +01:00
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static SDL_Rect *getCurrentSprite(void);
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2018-01-26 09:51:07 +01:00
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static int brakingTimer;
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2018-01-30 00:00:14 +01:00
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static Sprite *aimedSprite;
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static Sprite *missileSprite[2];
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static Sprite *plasmaSprite[2];
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2018-01-26 09:51:07 +01:00
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2018-02-24 17:53:03 +01:00
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Entity *initEyeDroidCommander(void)
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2018-01-26 09:51:07 +01:00
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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2018-02-24 17:53:03 +01:00
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b = initBoss();
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2018-01-28 09:30:53 +01:00
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STRNCPY(b->name, "EyeDroid Commander", MAX_NAME_LENGTH);
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2018-01-26 09:51:07 +01:00
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2018-01-30 00:00:14 +01:00
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b->sprite[FACING_LEFT] = getSprite("DroidCommanderLeft");
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b->sprite[FACING_RIGHT] = getSprite("DroidCommanderRight");
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b->sprite[FACING_DIE] = getSprite("DroidCommanderDie");
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->flags |= EF_WEIGHTLESS | EF_EXPLODES;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->health = b->healthMax = 250;
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2018-01-26 09:51:07 +01:00
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2018-02-24 17:53:03 +01:00
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b->action = walk;
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2018-01-28 09:30:53 +01:00
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b->walk = walk;
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b->tick = tick;
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b->activate = activate;
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b->applyDamage = applyDamage;
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2018-02-24 17:53:03 +01:00
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b->die = die;
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2018-01-28 09:30:53 +01:00
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b->getCurrentSprite = getCurrentSprite;
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2018-01-26 09:51:07 +01:00
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brakingTimer = 0;
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2018-01-30 00:00:14 +01:00
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aimedSprite = getSprite("AimedShot");
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2018-01-26 09:51:07 +01:00
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2018-01-30 00:00:14 +01:00
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missileSprite[0] = getSprite("MissileRight");
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missileSprite[1] = getSprite("MissileLeft");
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2018-01-26 09:51:07 +01:00
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2018-01-30 00:00:14 +01:00
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plasmaSprite[0] = getSprite("PlasmaRight");
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plasmaSprite[1] = getSprite("PlasmaLeft");
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2018-02-24 17:53:03 +01:00
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return (Entity*)b;
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2018-01-26 09:51:07 +01:00
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}
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static void activate(int activate)
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{
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self->flags &= ~EF_GONE;
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world.isBossActive = 1;
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addTeleportStars(self);
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2018-02-25 08:55:17 +01:00
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playMusic(1);
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2018-01-26 09:51:07 +01:00
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}
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static void tick(void)
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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b = (Boss*)self;
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if (b->health > 0)
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2018-01-26 09:51:07 +01:00
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{
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2018-01-28 09:30:53 +01:00
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b->facing = (world.bob->x < b->x) ? FACING_LEFT : FACING_RIGHT;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->reload = (int) limit(b->reload - 1, 0, FPS);
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2018-01-26 09:51:07 +01:00
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brakingTimer = (int) limit(--brakingTimer, 0, FPS);
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if (brakingTimer > 0)
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{
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2018-01-28 09:30:53 +01:00
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b->dx *= 0.95;
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b->dy *= 0.95;
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2018-01-26 09:51:07 +01:00
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}
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}
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else
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{
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2018-02-27 22:55:15 +01:00
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addSmokeParticles(b->x + (b->w / 2), b->y, 0);
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2018-01-26 09:51:07 +01:00
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}
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}
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static void lookForPlayer(void)
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{
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2018-02-24 17:53:03 +01:00
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float distance;
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2018-01-26 09:51:07 +01:00
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self->thinkTime = rrnd(0, FPS / 2);
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if (rand() % 100 < 5)
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{
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brakingTimer = rrnd(60, 120);
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}
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2018-02-24 17:53:03 +01:00
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distance = getDistance(world.bob->x, world.bob->y, self->x, self->y);
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2018-01-26 09:51:07 +01:00
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2018-02-24 17:53:03 +01:00
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if (distance > SCREEN_HEIGHT)
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2018-01-26 09:51:07 +01:00
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{
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2018-02-24 17:53:03 +01:00
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moveTowardsPlayer(1);
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2018-01-26 09:51:07 +01:00
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return;
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}
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2018-02-24 17:53:03 +01:00
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if (!enemyCanSeePlayer(self))
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2018-01-26 09:51:07 +01:00
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{
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2018-02-24 17:53:03 +01:00
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moveTowardsPlayer(1);
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2018-01-26 09:51:07 +01:00
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return;
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}
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if (rand() % 100 < 15)
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{
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selectWeapon();
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}
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2018-02-24 17:53:03 +01:00
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if (distance < SCREEN_HEIGHT / 4)
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{
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moveTowardsPlayer(-6);
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}
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else
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{
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moveTowardsPlayer(1);
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}
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2018-01-26 09:51:07 +01:00
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}
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static void selectWeapon(void)
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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b = (Boss*)self;
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2018-03-29 09:21:36 +02:00
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if (world.bob->isOnGround || fabs(self->y - world.bob->y) > 64)
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2018-01-26 09:51:07 +01:00
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{
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2018-01-28 09:30:53 +01:00
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b->weaponType = WPN_AIMED_PISTOL;
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b->shotsToFire = rrnd(1, 12);
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b->action = preFire;
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2018-01-26 09:51:07 +01:00
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}
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else if (rand() % 4 == 0)
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{
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2018-01-28 09:30:53 +01:00
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b->weaponType = WPN_MISSILE;
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b->shotsToFire = rrnd(1, 3);
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b->action = preFire;
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2018-01-26 09:51:07 +01:00
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}
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else
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{
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2018-01-28 09:30:53 +01:00
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b->weaponType = WPN_PLASMA;
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b->shotsToFire = rrnd(1, 12);
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b->action = preFire;
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2018-01-26 09:51:07 +01:00
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}
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}
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static void walk(void)
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{
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2018-02-24 17:53:03 +01:00
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self->action = (self->health > 0) ? lookForPlayer : die;
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2018-01-26 09:51:07 +01:00
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}
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2018-02-24 17:53:03 +01:00
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static void moveTowardsPlayer(int dir)
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2018-01-26 09:51:07 +01:00
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{
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2018-02-24 17:53:03 +01:00
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float vel;
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vel = 0.5 * dir;
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2018-01-26 09:51:07 +01:00
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if (brakingTimer == 0)
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{
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if (world.bob->x < self->x)
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{
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2018-02-24 17:53:03 +01:00
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self->dx -= vel;
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2018-01-26 09:51:07 +01:00
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}
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if (world.bob->x > self->x)
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{
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2018-02-24 17:53:03 +01:00
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self->dx += vel;
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2018-01-26 09:51:07 +01:00
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}
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if (world.bob->y < self->y)
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{
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2018-02-24 17:53:03 +01:00
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self->dy -= vel;
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2018-01-26 09:51:07 +01:00
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}
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if (world.bob->y > self->y)
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{
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2018-02-24 17:53:03 +01:00
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self->dy += vel;
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2018-01-26 09:51:07 +01:00
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}
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self->dx = limit(self->dx, -7.5, 7.5);
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self->dy = limit(self->dy, -7.5, 7.5);
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}
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}
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static void preFire(void)
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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b = (Boss*)self;
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if (b->reload > 0)
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2018-01-26 09:51:07 +01:00
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{
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return;
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}
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attack();
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2018-01-28 09:30:53 +01:00
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b->shotsToFire--;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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if (b->shotsToFire == 0)
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2018-01-26 09:51:07 +01:00
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{
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2018-01-28 09:30:53 +01:00
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b->walk();
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2018-01-26 09:51:07 +01:00
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}
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}
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static void attack(void)
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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2018-02-25 18:29:44 +01:00
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if (self->facing != FACING_DIE)
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2018-01-26 09:51:07 +01:00
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{
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2018-02-25 18:29:44 +01:00
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b = (Boss*)self;
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switch (b->weaponType)
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{
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case WPN_AIMED_PISTOL:
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attackPistol();
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break;
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case WPN_MISSILE:
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attackMissile();
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break;
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case WPN_PLASMA:
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attackPlasma();
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break;
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default:
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break;
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}
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2018-01-26 09:51:07 +01:00
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}
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}
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static void attackPistol(void)
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{
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int bx, by;
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float dx, dy;
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2018-01-27 09:13:50 +01:00
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Bullet *bullet;
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2018-01-28 09:30:53 +01:00
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Boss *b;
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b = (Boss*)self;
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2018-01-26 09:51:07 +01:00
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bx = world.bob->x + rrnd(-8, 24);
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by = world.bob->y + rrnd(-8, 24);
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getSlope(bx, by, self->x, self->y, &dx, &dy);
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2018-01-28 09:30:53 +01:00
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bullet = createBaseBullet((Unit*)self);
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2018-01-26 09:51:07 +01:00
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bullet->x = (self->x + self->w / 2);
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bullet->y = (self->y + self->h / 2) - 3;
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bullet->facing = self->facing;
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bullet->damage = 1;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 12;
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bullet->dy = dy * 12;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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2018-01-28 09:30:53 +01:00
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b->reload = 4;
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2018-01-26 09:51:07 +01:00
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2018-02-26 19:56:13 +01:00
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playBattleSound(SND_MACHINE_GUN, b->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
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2018-01-26 09:51:07 +01:00
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}
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static void attackPlasma(void)
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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2018-01-27 09:13:50 +01:00
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Bullet *bullet;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b = (Boss*)self;
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bullet = createBaseBullet((Unit*)self);
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2018-01-26 09:51:07 +01:00
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bullet->x = (self->x + self->w / 2);
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bullet->y = (self->y + self->h / 2) - 3;
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bullet->facing = self->facing;
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bullet->damage = 2;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = self->facing == FACING_RIGHT ? 15 : -15;
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bullet->dy = 0;
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bullet->sprite[0] = plasmaSprite[0];
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bullet->sprite[1] = plasmaSprite[1];
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2018-01-28 09:30:53 +01:00
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b->reload = 4;
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2018-01-26 09:51:07 +01:00
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2018-02-26 19:56:13 +01:00
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playBattleSound(SND_PLASMA, b->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
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2018-01-26 09:51:07 +01:00
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}
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static void attackMissile(void)
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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2018-01-27 09:13:50 +01:00
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Bullet *missile;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b = (Boss*)self;
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missile = createBaseBullet((Unit*)self);
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missile->x = b->x + b->w / 2;
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missile->y = b->y + b->h / 2;
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missile->facing = b->facing;
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missile->dx = b->facing == FACING_RIGHT ? 15 : -15;
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2018-01-26 09:51:07 +01:00
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missile->owner = self;
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missile->health = FPS * 3;
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missile->sprite[0] = missileSprite[0];
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missile->sprite[1] = missileSprite[1];
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2018-02-24 17:53:03 +01:00
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initMissile(missile);
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->reload = 15;
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2018-01-26 09:51:07 +01:00
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2018-02-26 19:56:13 +01:00
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playBattleSound(SND_MISSILE, b->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
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2018-01-26 09:51:07 +01:00
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}
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static void applyDamage(int amount)
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{
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self->health -= amount;
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if (self->health <= 0)
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{
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self->health = 0;
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addExplosion(self->x + self->w / 2, self->y + self->h / 2, 50, self);
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}
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}
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2018-02-24 17:53:03 +01:00
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static void die(void)
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2018-01-26 09:51:07 +01:00
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{
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2018-01-28 09:30:53 +01:00
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Boss *b;
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b = (Boss*)self;
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b->dx = (randF() - randF()) * 3;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->spriteTime = 0;
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b->spriteFrame = 0;
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->action = die2;
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b->thinkTime = 0;
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b->flags &= ~(EF_WEIGHTLESS | EF_HALT_AT_EDGE);
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2018-01-26 09:51:07 +01:00
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2018-01-28 09:30:53 +01:00
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b->dy = JUMP_POWER;
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2018-01-26 09:51:07 +01:00
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if (rand() % 2)
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|
{
|
2018-02-26 19:56:13 +01:00
|
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playBattleSound(SND_DROID_DIE_1, b->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
|
2018-01-26 09:51:07 +01:00
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}
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else
|
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{
|
2018-02-26 19:56:13 +01:00
|
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|
playBattleSound(SND_DROID_DIE_2, b->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
|
2018-01-26 09:51:07 +01:00
|
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}
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}
|
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static void die2()
|
|
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{
|
2018-01-28 09:30:53 +01:00
|
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|
Boss *b;
|
|
|
|
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|
b = (Boss*)self;
|
|
|
|
|
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|
|
if (b->isOnGround)
|
2018-01-26 09:51:07 +01:00
|
|
|
{
|
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|
|
addTeleportStars(self);
|
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|
2018-02-26 19:56:13 +01:00
|
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|
playBattleSound(SND_APPEAR, -1, self->x, self->y);
|
2018-01-26 09:51:07 +01:00
|
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|
|
2018-02-24 16:58:14 +01:00
|
|
|
/* don't die! */
|
|
|
|
b->flags |= EF_GONE;
|
2018-01-26 09:51:07 +01:00
|
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|
2018-01-28 09:30:53 +01:00
|
|
|
updateObjective(b->name);
|
2018-01-26 09:51:07 +01:00
|
|
|
|
2018-02-13 22:36:42 +01:00
|
|
|
game.stats[STAT_TARGETS_DEFEATED]++;
|
2018-01-26 09:51:07 +01:00
|
|
|
|
2018-02-19 20:13:29 +01:00
|
|
|
awardTrophy("EYEDROID_COMMANDER");
|
2018-02-13 22:36:42 +01:00
|
|
|
|
|
|
|
game.stats[STAT_ENEMIES_KILLED]++;
|
2018-02-24 16:58:14 +01:00
|
|
|
|
|
|
|
b->action = entityIdle;
|
2018-01-26 09:51:07 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-01-31 23:28:00 +01:00
|
|
|
static SDL_Rect *getCurrentSprite(void)
|
2018-01-26 09:51:07 +01:00
|
|
|
{
|
2018-02-24 16:58:14 +01:00
|
|
|
Sprite *s;
|
|
|
|
|
|
|
|
s = (self->alive == ALIVE_ALIVE) ? self->sprite[self->facing] : self->sprite[FACING_DIE];
|
|
|
|
|
|
|
|
if (self->spriteFrame >= s->numFrames)
|
2018-01-26 09:51:07 +01:00
|
|
|
{
|
2018-02-25 13:36:34 +01:00
|
|
|
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "WARNING: %s (%d) bad sprite frames - %d > %d\n", self->name, self->type, self->spriteFrame, s->numFrames);
|
2018-02-24 16:58:14 +01:00
|
|
|
self->spriteFrame = 0;
|
2018-01-26 09:51:07 +01:00
|
|
|
}
|
2018-02-24 16:58:14 +01:00
|
|
|
|
|
|
|
return &s->frames[self->spriteFrame]->rect;
|
2018-01-26 09:51:07 +01:00
|
|
|
}
|