2018-01-24 23:15:24 +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 "unit.h"
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2018-01-25 09:11:45 +01:00
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void unitTick(void);
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2018-01-24 23:15:24 +01:00
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static void attack(void);
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2018-01-28 09:30:53 +01:00
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static int canFire(Entity *target);
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2018-01-29 23:12:18 +01:00
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static void preFire(void);
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2018-01-24 23:15:24 +01:00
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2018-01-29 23:12:18 +01:00
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Unit *createUnit(void)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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Unit *u;
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2018-01-29 23:12:18 +01:00
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u = malloc(sizeof(Unit));
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memset(u, 0, sizeof(Unit));
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world.entityTail->next = (Entity*)u;
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world.entityTail = (Entity*)u;
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2018-01-24 23:15:24 +01:00
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2018-01-29 23:12:18 +01:00
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initEntity((Entity*)u);
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2018-01-28 09:30:53 +01:00
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u->oxygen = MAX_OXYGEN;
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2018-01-24 23:15:24 +01:00
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2018-01-28 09:30:53 +01:00
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u->canCarryItem = rand() % 100 < 85;
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2018-01-24 23:15:24 +01:00
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if (world.isOutpostMission)
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{
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2018-01-28 09:30:53 +01:00
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u->canCarryItem = 1;
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u->health = u->healthMax = rrnd(1, 4);
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2018-01-24 23:15:24 +01:00
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}
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2018-01-28 09:30:53 +01:00
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u->spriteFrame = 0;
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2018-01-24 23:15:24 +01:00
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2018-01-28 09:30:53 +01:00
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u->startX = u->startY = -1;
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2018-01-24 23:15:24 +01:00
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2018-01-28 09:30:53 +01:00
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u->tick = unitTick;
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u->action = lookForPlayer;
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2018-01-29 23:12:18 +01:00
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u->preFire = preFire;
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2018-01-28 09:30:53 +01:00
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u->attack = attack;
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u->canFire = canFire;
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2018-01-29 23:12:18 +01:00
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return u;
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2018-01-24 23:15:24 +01:00
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}
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void reInitUnit(Entity *e)
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{
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2018-01-28 09:30:53 +01:00
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Unit *u;
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u = (Unit*)self;
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if (u->startX == -1 && u->startY == -1)
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2018-01-24 23:15:24 +01:00
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{
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u->startX = (int) u->x;
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u->startY = (int) u->y;
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2018-01-24 23:15:24 +01:00
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}
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2018-01-28 09:30:53 +01:00
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if (u->isMissionTarget)
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{
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u->flags |= EF_BOMB_SHIELD;
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2018-01-24 23:15:24 +01:00
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}
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}
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2018-01-25 09:11:45 +01:00
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void unitTick(void)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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Unit *u;
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u = (Unit*)self;
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if (u->alive == ALIVE_ALIVE)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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u->reload = limit(u->reload - 1, 0, FPS);
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2018-01-24 23:15:24 +01:00
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}
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2018-01-28 09:30:53 +01:00
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switch (u->environment)
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{
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case ENV_AIR:
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u->oxygen = limit(u->oxygen + 4, 0, MAX_OXYGEN);
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2018-01-24 23:15:24 +01:00
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break;
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case ENV_WATER:
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2018-01-28 09:30:53 +01:00
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u->oxygen = limit(u->oxygen - 1, 0, MAX_OXYGEN);
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if (u->oxygen == 0 && world.frameCounter % 30 == 0)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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u->health--;
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2018-01-24 23:15:24 +01:00
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}
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break;
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case ENV_SLIME:
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case ENV_LAVA:
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if (u->alive == ALIVE_ALIVE)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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u->health = 0;
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2018-01-24 23:15:24 +01:00
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}
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break;
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}
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2018-01-28 09:30:53 +01:00
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if (u->flags & EF_WATER_BREATHING)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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u->oxygen = MAX_OXYGEN;
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2018-01-24 23:15:24 +01:00
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}
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2018-01-28 09:30:53 +01:00
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if (u->spawnedIn)
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{
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if (getDistance(u->x, u->y, world.bob->x, world.bob->y) < 1000)
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{
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2018-01-28 09:30:53 +01:00
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u->spawnedInTimer = FPS * 5;
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2018-01-24 23:15:24 +01:00
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}
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2018-01-28 09:30:53 +01:00
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u->spawnedInTimer--;
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if (u->spawnedInTimer <= 0)
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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u->alive = ALIVE_DEAD;
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2018-01-24 23:15:24 +01:00
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}
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}
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}
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void unitReappear(void)
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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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Unit *u;
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u = (Unit*)self;
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if (u->canFire((Entity*)world.bob))
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2018-01-24 23:15:24 +01:00
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{
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2018-01-28 09:30:53 +01:00
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switch (u->weaponType)
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{
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case WPN_AIMED_PISTOL:
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fireAimedShot(self);
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break;
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case WPN_MACHINE_GUN:
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fireMachineGun(self);
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break;
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case WPN_GRENADES:
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fireGrenade(self);
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break;
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case WPN_PLASMA:
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firePlasma(self);
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break;
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case WPN_SPREAD:
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fireSpread(self, 3);
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break;
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case WPN_LASER:
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fireLaser(self);
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break;
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case WPN_SHOTGUN:
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fireShotgun(self);
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break;
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case WPN_MISSILE:
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fireMissile(self);
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break;
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default:
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2018-01-28 09:30:53 +01:00
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printf("Can't fire weapon: %d\n", u->weaponType);
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2018-01-24 23:15:24 +01:00
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break;
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}
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}
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}
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2018-01-29 23:12:18 +01:00
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static void preFire(void)
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{
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Unit *u;
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u = (Unit*)self;
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if (!(u->flags & EF_WEIGHTLESS))
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{
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if (world.bob->y < u->y && u->isOnGround && rand() % 4 == 0)
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{
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u->dy = JUMP_POWER;
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}
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}
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u->facing = (world.bob->x < u->x) ? FACING_LEFT : FACING_RIGHT;
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if (u->reload > 0)
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{
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return;
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}
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u->attack();
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u->shotsToFire--;
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if (u->shotsToFire == 0)
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{
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u->walk();
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}
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}
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2018-01-28 09:30:53 +01:00
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static int canFire(Entity *target)
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{
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return 0;
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}
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