Allow world to be set as static, for testing.
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7c2120d0d2
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@ -59,6 +59,7 @@ typedef struct {
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int cheatReload;
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int cheatBlind;
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int cheatNoEnemies;
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int cheatStatic;
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int fps;
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} Dev;
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@ -22,15 +22,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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void initAtlasTest(void)
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{
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dev.cheatStatic = 1;
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dev.cheatBlind = 0;
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dev.cheatNoEnemies = 0;
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dev.cheatKeys = 1;
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dev.cheatPower = 1;
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dev.cheatHealth = 1;
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initGame();
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initHub();
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loadWorld("beachApproach");
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loadWorld("beachFront4");
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initWorld();
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@ -45,6 +45,7 @@ static Marker targetMarker[3];
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void initEntities(void)
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{
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int i;
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SDL_Rect *r;
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atlasTexture = getTexture("gfx/atlas/atlas.png");
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@ -53,6 +54,23 @@ void initEntities(void)
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memset(&targetMarker[i], 0, sizeof(Marker));
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targetMarker[i].sprite = getSprite("Marker");
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}
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for (self = world.entityHead.next ; self != NULL ; self = self->next)
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{
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/*
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* Most things retain their dimensions, so this isn't a big deal. If we set
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* this each frame, it will muck up the bouncing, especially in the case of grenades.
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*/
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if (self->w == 0 || self->h == 0)
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{
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r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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self->w = r->w;
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self->h = r->h;
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}
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addToQuadtree(self, &world.quadtree);
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}
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}
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void doEntities(void)
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@ -76,10 +94,12 @@ void doEntities(void)
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for (self = world.entityHead.next ; self != NULL ; self = self->next)
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{
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/*
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* Most things retain their dimensions, so this isn't a big deal. If we set
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* this each frame, it will muck up the bouncing, especially in the case of grenades.
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*/
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if (dev.cheatStatic && self != (Entity*)world.bob)
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{
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self->isVisible = 1;
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continue;
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}
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if (self->w == 0 || self->h == 0)
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{
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r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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@ -40,6 +40,7 @@ extern int isSolid(int x, int y);
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extern void terminateJetpack(void);
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extern Entity **getAllEntsWithin(int x, int y, int w, int h, Entity *ignore);
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extern Dev dev;
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extern Entity *self;
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extern Camera camera;
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extern World world;
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