blobwarsAttrition/src/entities/entity.c

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/*
Copyright (C) 2018 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
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#include "entity.h"
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static void applyDamage(int damage);
static float bounce(float x);
static SDL_Rect *getBounds(void);
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static void tick(void);
static void touch(Entity *other);
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static void animate(void);
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static void load(cJSON *root);
static void save(cJSON *root);
static SDL_Rect *getCurrentSprite(void);
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void initEntity(Entity *e)
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{
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e->uniqueId = world.entityCounter++;
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e->environment = ENV_AIR;
e->alive = ALIVE_ALIVE;
e->isOnGround = 0;
e->isSolid = 0;
e->isStatic = 0;
e->isMissionTarget = 0;
e->health = 1;
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e->facing = FACING_LEFT;
e->flags = 0;
e->thinkTime = 0;
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e->animate = animate;
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e->tick = tick;
e->touch = touch;
e->applyDamage = applyDamage;
e->bounce = bounce;
e->getBounds = getBounds;
e->getCurrentSprite = getCurrentSprite;
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e->load = load;
e->save = save;
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world.entityTail->next = e;
world.entityTail = e;
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}
static SDL_Rect *getBounds(void)
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{
self->bounds.x = self->x;
self->bounds.y = self->y;
self->bounds.w = self->w;
self->bounds.h = self->h;
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return &self->bounds;
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}
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static void animate(void)
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{
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Sprite *s;
if (self->spriteTime != -1)
{
self->spriteTime--;
if (self->spriteTime <= 0)
{
s = self->sprite[self->facing];
self->spriteFrame++;
if (self->spriteFrame > s->numFrames)
{
self->spriteFrame = 0;
}
self->spriteTime = self->sprite[self->facing]->times[self->spriteFrame];
self->w = s->w;
self->h = s->h;
}
}
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}
void setEntitySize(Entity *e)
{
}
static float bounce(float x)
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{
if (!(self->flags & EF_BOUNCES))
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{
return 0;
}
else if (self->flags & EF_FRICTIONLESS)
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{
return -x;
}
x = -x * FRICTION;
if (x > -1 && x < 1)
{
self->flags &= ~EF_BOUNCES;
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x = 0;
}
return x;
}
void teleport(Entity *e, float tx, float ty)
{
e->tx = tx;
e->ty = ty;
e->flags |= EF_TELEPORTING;
addTeleportStars(e);
}
void activateEntities(char *names, int activate)
{
}
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void teleportEntity(Entity *e, float tx, float ty)
{
}
static void applyDamage(int damage)
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{
}
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static void tick(void)
{
}
static void touch(Entity *other)
{
}
static SDL_Rect *getCurrentSprite(void)
{
return &self->sprite[self->facing]->frames[0]->rect;
}
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static void load(cJSON *root)
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Entity [name=%s, type=%d, x=%d, y=%d] cannot be loaded", self->name, self->type, (int)self->x, (int)self->y);
exit(1);
}
static void save(cJSON *root)
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Entity [name=%s, type=%d, x=%d, y=%d] cannot be saved'", self->name, self->type, (int)self->x, (int)self->y);
exit(1);
}
void dropCarriedItem(void)
{
EntityExt *e;
Item *i;
e = (EntityExt*)self;
if (e->carriedItem != NULL)
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{
i = e->carriedItem;
i->x = (e->x + e->w / 2) - i->w / 2;
i->y = e->y;
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i->dx = i->dy = 0;
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world.entityTail->next = (Entity*)i;
world.entityTail = (Entity*)i;
world.entityTail->next = NULL;
e->carriedItem = NULL;
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}
}