177 lines
2.9 KiB
C
177 lines
2.9 KiB
C
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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 "entities.h"
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Entity *createEntity(void)
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{
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Entity *e;
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e = malloc(sizeof(Entity));
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memset(e, 0, sizeof(Entity));
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world.entityTail->next = e;
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world.entityTail = e;
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e->uniqueId = game.entityCounter++;
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return e;
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}
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void initEntity(Entity *e)
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{
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e->sprite[0] = e->sprite[1] = e->sprite[2] = -1;
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e->environment = ENV_AIR;
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e->alive = ALIVE_ALIVE;
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e->isOnGround = 0;
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e->isSolid = 0;
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e->isStatic = 0;
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e->isMissionTarget = 0;
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e->health = e->healthMax = 1;
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e->facing = FACING_LEFT;
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e->spriteFrame = -1;
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e->spriteTime = 0;
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e->dx = e->dy = 0;
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e->flags = 0;
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e->owner = NULL;
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e->thinkTime = 0;
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e->plane = PLANE_BACKGROUND;
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}
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SDL_Rect *getEntityBounds(Entity *e)
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{
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e->bounds.x = e->x;
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e->bounds.y = e->y;
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e->bounds.w = e->w;
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e->bounds.h = e->h;
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return &e->bounds;
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}
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int getCurrentEntitySprite(Entity *e)
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{
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if (e->alive == ALIVE_ALIVE)
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{
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return e->sprite[e->facing];
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}
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return e->sprite[FACING_DIE];
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}
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void animateEntity(Entity *e)
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{
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Sprite *spr;
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if (e->spriteTime != -1)
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{
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e->spriteTime--;
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if (e->spriteTime <= 0)
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{
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spr = getSpriteByIndex(getCurrentEntitySprite(e));
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e->spriteFrame = wrap(e->spriteFrame + 1, 0, 1);
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e->spriteTime = 0;
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e->w = spr->w;
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e->h = spr->h;
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}
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}
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}
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void setEntitySize(Entity *e)
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{
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Sprite *spr;
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spr = getSpriteByIndex(getCurrentEntitySprite(e));
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e->w = spr->w;
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e->h = spr->h;
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}
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float bounce(Entity *e, float x)
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{
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if (!(e->flags & EF_BOUNCES))
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{
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return 0;
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}
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else if (e->flags & EF_FRICTIONLESS)
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{
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return -x;
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}
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x = -x * FRICTION;
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if (x > -1 && x < 1)
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{
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e->flags &= ~EF_BOUNCES;
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x = 0;
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}
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return x;
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}
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void teleport(Entity *e, float tx, float ty)
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{
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e->tx = tx;
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e->ty = ty;
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e->flags |= EF_TELEPORTING;
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addTeleportStars(e);
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}
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void activateEntities(char *names, int activate)
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{
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}
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void applyEntityDamage(Entity *e, int damage)
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{
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if (e->health < 0)
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{
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e->health = 0;
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e->alive = ALIVE_ALIVE;
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}
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e->health -= damage;
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if (e->health > 0)
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{
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e->thinkTime = 0;
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e->facing = e->x < world.bob->x ? FACING_RIGHT : FACING_LEFT;
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if (e->isMissionTarget && rand() % 10 == 0)
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{
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e->currentAction = unitReappear;
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e->flags |= EF_GONE;
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e->thinkTime = rand() % FPS;
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addTeleportStars(e);
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playSound(SND_APPEAR, CH_ANY);
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}
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}
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}
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