Teeka.
This commit is contained in:
parent
ea65dd3256
commit
7a2529d250
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@ -31,7 +31,7 @@ OBJS += objectives.o
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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 += teeka.o text.o textures.o title.o triggers.o
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OBJS += unit.o util.o
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OBJS += weapons.o widgets.o
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@ -20,7 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "weapons.h"
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static Entity *createBaseBullet(Entity *owner);
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Entity *createBaseBullet(Entity *owner);
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static int bulletSprite[2];
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static int plasmaSprite[2];
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@ -230,7 +230,7 @@ void fireMissile(Entity *owner)
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playSound(SND_MISSILE, CH_WEAPON);
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}
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static Entity *createBaseBullet(Entity *owner)
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Entity *createBaseBullet(Entity *owner)
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{
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Entity *bullet;
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@ -1,176 +0,0 @@
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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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@ -1,30 +0,0 @@
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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 "../common.h"
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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 +1,161 @@
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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 "teeka.h"
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static void tick(void);
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static void lookForEnemies(void);
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static void preFire(void);
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static void attack(void);
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static Entity *target;
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static int aimedSprite;
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static int exitMission;
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void initTeeka(Entity *e)
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{
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e->type = ET_TEEKA;
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aimedSprite = getSpriteIndex("AimedShot");
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e->flags |= EF_IMMUNE;
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e->currentAction = lookForEnemies;
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e->weaponType = WPN_AIMED_PISTOL;
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e->sprite[FACING_LEFT] = getSpriteIndex("TeekaLeft");
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e->sprite[FACING_RIGHT] = getSpriteIndex("TeekaRight");
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e->sprite[FACING_DIE] = getSpriteIndex("TeekaLeft");
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e->health = e->healthMax = 9999;
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e->tick = tick;
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}
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static void tick(void)
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{
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self->health = self->healthMax = 9999;
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if (target != NULL)
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{
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self->facing = (target->x < self->x) ? FACING_LEFT : FACING_RIGHT;
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if (target->alive == ALIVE_DEAD)
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{
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target = NULL;
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self->currentAction = lookForEnemies;
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}
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}
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unitTick();
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}
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static void lookForEnemies(void)
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{
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Entity *e;
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float distance, range;
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self->thinkTime = rrnd(FPS / 2, FPS);
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target = NULL;
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distance = 800;
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for (e = world.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->type == ET_ENEMY)
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{
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range = getDistance(self->x, self->y, e->x, e->y);
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if (range < distance)
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{
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if (hasLineOfSight(self, e))
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{
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target = e;
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distance = range;
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}
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}
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}
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}
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if (target != NULL)
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{
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self->shotsToFire = rrnd(3, 5);
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self->currentAction = preFire;
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}
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else if (exitMission)
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{
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addTeleportStars(self);
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self->alive = ALIVE_DEAD;
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playSound(SND_APPEAR, CH_ANY);
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}
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else
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{
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self->facing = rand() % 2 == 0 ? FACING_LEFT : FACING_RIGHT;
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}
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}
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static void preFire(void)
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{
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if (self->reload > 0)
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{
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return;
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}
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if (target->y < self->y && self->isOnGround && rand() % 10 == 0)
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{
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self->dy = JUMP_POWER;
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}
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attack();
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self->shotsToFire--;
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if (self->shotsToFire == 0)
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{
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self->thinkTime = FPS;
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}
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}
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static void attack(void)
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{
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Entity *bullet;
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float dx, dy;
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getSlope(target->x, target->y, self->x, self->y, &dx, &dy);
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bullet = createBaseBullet(self);
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bullet->x = self->x;
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bullet->y = (self->y + self->h / 2) - 3;
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bullet->facing = self->facing;
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bullet->damage = 1;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 9;
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bullet->dy = dy * 9;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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bullet->health *= 2;
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self->reload = 5;
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}
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@ -18,24 +18,18 @@ 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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#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 void lookForEnemy(void);
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extern void unitTick(void);
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extern int getSpriteIndex(char *name);
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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 Entity *createBaseBullet(Entity *owner);
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extern void getSlope(int x1, int y1, int x2, int y2, float *dx, float *dy);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern int hasLineOfSight(Entity *src, Entity *dest);
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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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@ -20,7 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "unit.h"
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static void tick(void);
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void unitTick(void);
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static void attack(void);
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void initUnit(Entity *e)
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@ -41,7 +41,7 @@ void initUnit(Entity *e)
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e->startX = e->startY = -1;
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e->tick = tick;
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e->tick = unitTick;
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e->currentAction = lookForPlayer;
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e->attack = attack;
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}
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@ -60,7 +60,7 @@ void reInitUnit(Entity *e)
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}
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}
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static void tick(void)
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void unitTick(void)
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{
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if (self->alive == ALIVE_ALIVE)
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{
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