blobwarsAttrition/src/world/entities/entities.c

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2018-01-25 08:41:10 +01:00
/*
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.
*/
#include "entities.h"
Entity *createEntity(void)
{
Entity *e;
e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
world.entityTail->next = e;
world.entityTail = e;
e->uniqueId = game.entityCounter++;
return e;
}
void initEntity(Entity *e)
{
e->sprite[0] = e->sprite[1] = e->sprite[2] = -1;
e->environment = ENV_AIR;
e->alive = ALIVE_ALIVE;
e->isOnGround = 0;
e->isSolid = 0;
e->isStatic = 0;
e->isMissionTarget = 0;
e->health = e->healthMax = 1;
e->facing = FACING_LEFT;
e->spriteFrame = -1;
e->spriteTime = 0;
e->dx = e->dy = 0;
e->flags = 0;
e->owner = NULL;
e->thinkTime = 0;
e->plane = PLANE_BACKGROUND;
}
SDL_Rect *getEntityBounds(Entity *e)
{
e->bounds.x = e->x;
e->bounds.y = e->y;
e->bounds.w = e->w;
e->bounds.h = e->h;
return &e->bounds;
}
int getCurrentEntitySprite(Entity *e)
{
if (e->alive == ALIVE_ALIVE)
{
return e->sprite[e->facing];
}
return e->sprite[FACING_DIE];
}
void animateEntity(Entity *e)
{
Sprite *spr;
if (e->spriteTime != -1)
{
e->spriteTime--;
if (e->spriteTime <= 0)
{
spr = getSpriteByIndex(getCurrentEntitySprite(e));
e->spriteFrame = wrap(e->spriteFrame + 1, 0, 1);
e->spriteTime = 0;
e->w = spr->w;
e->h = spr->h;
}
}
}
void setEntitySize(Entity *e)
{
Sprite *spr;
spr = getSpriteByIndex(getCurrentEntitySprite(e));
e->w = spr->w;
e->h = spr->h;
}
float bounce(Entity *e, float x)
{
if (!(e->flags & EF_BOUNCES))
{
return 0;
}
else if (e->flags & EF_FRICTIONLESS)
{
return -x;
}
x = -x * FRICTION;
if (x > -1 && x < 1)
{
e->flags &= ~EF_BOUNCES;
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)
{
}
void applyEntityDamage(Entity *e, int damage)
{
if (e->health < 0)
{
e->health = 0;
e->alive = ALIVE_ALIVE;
}
e->health -= damage;
if (e->health > 0)
{
e->thinkTime = 0;
e->facing = e->x < world.bob->x ? FACING_RIGHT : FACING_LEFT;
if (e->isMissionTarget && rand() % 10 == 0)
{
e->currentAction = unitReappear;
e->flags |= EF_GONE;
e->thinkTime = rand() % FPS;
addTeleportStars(e);
playSound(SND_APPEAR, CH_ANY);
}
}
}