Unit.
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@ -22,7 +22,7 @@ OBJS += particles.o player.o
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OBJS += quadtree.o
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OBJS += sound.o sprites.o
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OBJS += text.o textures.o title.o triggers.o
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OBJS += util.o
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OBJS += unit.o util.o
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OBJS += weapons.o widgets.o
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# top-level rule to create the program.
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@ -23,6 +23,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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static int isBlockedByMap(Entity *src, Entity *dest);
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static int isBlockedByEntities(Entity *src, Entity *dest);
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void lookForPlayer(void)
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{
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}
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void preFire(Entity *e)
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{
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if (e->flags & EF_WEIGHTLESS)
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@ -123,3 +128,8 @@ int enemyCanSeePlayer(Entity *e)
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{
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return hasLineOfSight(e, world.bob);
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}
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int canFire(Entity *target)
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{
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return 0;
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}
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15
src/defs.h
15
src/defs.h
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@ -76,7 +76,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define MAX_SPRITE_FRAMES 8
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#define JUMP_POWER 1
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#define JUMP_POWER -12
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#define MAX_OXYGEN (FPS * 10)
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#define MAX_KEY_TYPES 12
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#define MAX_WIDGET_OPTIONS 8
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@ -135,7 +136,8 @@ enum
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enum
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{
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FACING_RIGHT,
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FACING_LEFT
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FACING_LEFT,
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FACING_DIE
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};
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enum
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@ -154,7 +156,8 @@ enum
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enum
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{
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ALIVE_ALIVE
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ALIVE_ALIVE,
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ALIVE_DEAD
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};
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enum
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@ -193,7 +196,10 @@ enum
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enum
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{
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ENV_AIR
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ENV_AIR,
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ENV_WATER,
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ENV_SLIME,
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ENV_LAVA
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};
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enum
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@ -258,6 +264,7 @@ enum
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enum
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{
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CH_ANY = -1,
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CH_PLAYER,
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CH_EXPLODE,
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CH_WEAPON,
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@ -33,5 +33,6 @@ App app;
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Camera camera;
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Colors colors;
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Dev dev;
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Entity *self;
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Game game;
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World world;
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@ -94,6 +94,9 @@ struct Entity {
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int health;
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int healthMax;
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int alive;
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int oxygen;
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int startX;
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int startY;
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float dx;
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float dy;
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int tx;
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@ -111,15 +114,21 @@ struct Entity {
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int thinkTime;
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int plane;
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int value;
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int canCarryItem;
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int spawnedIn;
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int spawnedInTimer;
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long flags;
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SDL_Rect bounds;
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int sprite[3];
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int spriteTime;
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int spriteFrame;
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Entity *carriedItem;
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Entity *owner;
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void (*currentAction)(void);
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void (*walk)(void);
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void (*attack)(void);
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void (*touch)(Entity *other);
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void (*tick)(void);
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Entity *next;
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};
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@ -301,8 +310,10 @@ typedef struct {
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Entity entityHead, *entityTail;
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Particle particleHead, *particleTail;
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int allObjectivesComplete;
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int frameCounter;
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int currentStatus;
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int isBossMission;
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int isOutpostMission;
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Quadtree quadtree;
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Objective objectiveHead, *objectiveTail;
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Trigger triggerHead, *triggerTail;
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@ -76,7 +76,12 @@ SDL_Rect *getEntityBounds(Entity *e)
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int getCurrentEntitySprite(Entity *e)
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{
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return e->sprite[e->facing];
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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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@ -143,6 +148,29 @@ void activateEntities(char *names, int activate)
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{
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}
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void applyEntityDamage(Entity *e, int amount)
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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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@ -23,6 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern Sprite *getSpriteByIndex(int x);
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extern float wrap(float value, float low, float high);
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extern void addTeleportStars(Entity *e);
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extern void unitReappear(void);
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extern void playSound(int snd, int ch);
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extern Game game;
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extern World world;
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@ -0,0 +1,179 @@
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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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static void tick(void);
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static void attack(void);
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void initUnit(Entity *e)
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{
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initEntity(e);
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e->oxygen = MAX_OXYGEN;
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e->canCarryItem = rand() % 100 < 85;
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if (world.isOutpostMission)
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{
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e->canCarryItem = 1;
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e->health = e->healthMax = rrnd(1, 4);
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}
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e->spriteFrame = 0;
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e->startX = e->startY = -1;
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e->tick = tick;
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e->currentAction = lookForPlayer;
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e->attack = attack;
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}
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void reInitUnit(Entity *e)
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{
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if (e->startX == -1 && e->startY == -1)
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{
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e->startX = (int) e->x;
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e->startY = (int) e->y;
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}
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if (e->isMissionTarget)
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{
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e->flags |= EF_BOMB_SHIELD;
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}
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}
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static void tick(void)
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{
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if (self->alive == ALIVE_ALIVE)
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{
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self->reload = limit(self->reload - 1, 0, FPS);
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}
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switch (self->environment)
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{
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case ENV_AIR:
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self->oxygen = limit(self->oxygen + 4, 0, MAX_OXYGEN);
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break;
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case ENV_WATER:
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self->oxygen = limit(self->oxygen - 1, 0, MAX_OXYGEN);
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if (self->oxygen == 0 && world.frameCounter % 30 == 0)
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{
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self->health--;
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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 (self->alive == ALIVE_ALIVE)
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{
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self->health = 0;
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}
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break;
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}
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if (self->flags & EF_WATER_BREATHING)
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{
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self->oxygen = MAX_OXYGEN;
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}
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if (self->spawnedIn)
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{
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if (getDistance(self->x, self->y, world.bob->x, world.bob->y) < 1000)
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{
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self->spawnedInTimer = FPS * 5;
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}
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self->spawnedInTimer--;
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if (self->spawnedInTimer <= 0)
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{
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self->alive = ALIVE_DEAD;
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}
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}
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}
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void dropCarriedItem(Entity *e)
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{
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if (e->carriedItem != NULL)
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{
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e->carriedItem->x = (e->x + e->w / 2) - e->carriedItem->w / 2;
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e->carriedItem->y = e->y;
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e->carriedItem->dx = e->carriedItem->dy = 0;
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world.entityTail->next = e->carriedItem;
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world.entityTail = e->carriedItem;
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world.entityTail->next = NULL;
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e->carriedItem = NULL;
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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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if (canFire(world.bob))
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{
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switch (self->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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printf("Can't fire weapon: %d\n", self->weaponType);
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break;
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}
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}
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}
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@ -0,0 +1,41 @@
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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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||||
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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 "../common.h"
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extern void initEntity(Entity *e);
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extern void lookForPlayer(void);
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extern int rrnd(int low, int high);
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extern float limit(float i, float a, float b);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern void addTeleportStars(Entity *e);
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extern void playSound(int snd, int ch);
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extern int canFire(Entity *target);
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extern void fireAimedShot(Entity *e);
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extern void fireMachineGun(Entity *e);
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extern void fireGrenade(Entity *e);
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extern void firePlasma(Entity *e);
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extern void fireSpread(Entity *e, int n);
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extern void fireLaser(Entity *e);
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extern void fireShotgun(Entity *e);
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extern void fireMissile(Entity *e);
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extern Entity *self;
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extern World world;
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