This commit is contained in:
Steve 2018-01-25 08:11:45 +00:00
parent ea65dd3256
commit 7a2529d250
7 changed files with 174 additions and 225 deletions

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@ -31,7 +31,7 @@ OBJS += objectives.o
OBJS += particles.o player.o OBJS += particles.o player.o
OBJS += quadtree.o OBJS += quadtree.o
OBJS += sound.o sprites.o OBJS += sound.o sprites.o
OBJS += text.o textures.o title.o triggers.o OBJS += teeka.o text.o textures.o title.o triggers.o
OBJS += unit.o util.o OBJS += unit.o util.o
OBJS += weapons.o widgets.o 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.
#include "weapons.h" #include "weapons.h"
static Entity *createBaseBullet(Entity *owner); Entity *createBaseBullet(Entity *owner);
static int bulletSprite[2]; static int bulletSprite[2];
static int plasmaSprite[2]; static int plasmaSprite[2];
@ -230,7 +230,7 @@ void fireMissile(Entity *owner)
playSound(SND_MISSILE, CH_WEAPON); playSound(SND_MISSILE, CH_WEAPON);
} }
static Entity *createBaseBullet(Entity *owner) Entity *createBaseBullet(Entity *owner)
{ {
Entity *bullet; Entity *bullet;

View File

@ -1,176 +0,0 @@
/*
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);
}
}
}

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@ -1,30 +0,0 @@
/*
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 "../common.h"
extern Sprite *getSpriteByIndex(int x);
extern float wrap(float value, float low, float high);
extern void addTeleportStars(Entity *e);
extern void unitReappear(void);
extern void playSound(int snd, int ch);
extern Game game;
extern World world;

View File

@ -0,0 +1,161 @@
/*
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 "teeka.h"
static void tick(void);
static void lookForEnemies(void);
static void preFire(void);
static void attack(void);
static Entity *target;
static int aimedSprite;
static int exitMission;
void initTeeka(Entity *e)
{
e->type = ET_TEEKA;
aimedSprite = getSpriteIndex("AimedShot");
e->flags |= EF_IMMUNE;
e->currentAction = lookForEnemies;
e->weaponType = WPN_AIMED_PISTOL;
e->sprite[FACING_LEFT] = getSpriteIndex("TeekaLeft");
e->sprite[FACING_RIGHT] = getSpriteIndex("TeekaRight");
e->sprite[FACING_DIE] = getSpriteIndex("TeekaLeft");
e->health = e->healthMax = 9999;
e->tick = tick;
}
static void tick(void)
{
self->health = self->healthMax = 9999;
if (target != NULL)
{
self->facing = (target->x < self->x) ? FACING_LEFT : FACING_RIGHT;
if (target->alive == ALIVE_DEAD)
{
target = NULL;
self->currentAction = lookForEnemies;
}
}
unitTick();
}
static void lookForEnemies(void)
{
Entity *e;
float distance, range;
self->thinkTime = rrnd(FPS / 2, FPS);
target = NULL;
distance = 800;
for (e = world.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_ENEMY)
{
range = getDistance(self->x, self->y, e->x, e->y);
if (range < distance)
{
if (hasLineOfSight(self, e))
{
target = e;
distance = range;
}
}
}
}
if (target != NULL)
{
self->shotsToFire = rrnd(3, 5);
self->currentAction = preFire;
}
else if (exitMission)
{
addTeleportStars(self);
self->alive = ALIVE_DEAD;
playSound(SND_APPEAR, CH_ANY);
}
else
{
self->facing = rand() % 2 == 0 ? FACING_LEFT : FACING_RIGHT;
}
}
static void preFire(void)
{
if (self->reload > 0)
{
return;
}
if (target->y < self->y && self->isOnGround && rand() % 10 == 0)
{
self->dy = JUMP_POWER;
}
attack();
self->shotsToFire--;
if (self->shotsToFire == 0)
{
self->thinkTime = FPS;
}
}
static void attack(void)
{
Entity *bullet;
float dx, dy;
getSlope(target->x, target->y, self->x, self->y, &dx, &dy);
bullet = createBaseBullet(self);
bullet->x = self->x;
bullet->y = (self->y + self->h / 2) - 3;
bullet->facing = self->facing;
bullet->damage = 1;
bullet->owner = self;
bullet->health = FPS * 3;
bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = dx * 9;
bullet->dy = dy * 9;
bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
bullet->health *= 2;
self->reload = 5;
}

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@ -18,24 +18,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/ */
#include "../common.h" #include "../../../common.h"
extern void initEntity(Entity *e); extern void lookForEnemy(void);
extern void lookForPlayer(void); extern void unitTick(void);
extern int getSpriteIndex(char *name);
extern int rrnd(int low, int high); extern int rrnd(int low, int high);
extern float limit(float i, float a, float b); extern Entity *createBaseBullet(Entity *owner);
extern void getSlope(int x1, int y1, int x2, int y2, float *dx, float *dy);
extern int getDistance(int x1, int y1, int x2, int y2); extern int getDistance(int x1, int y1, int x2, int y2);
extern int hasLineOfSight(Entity *src, Entity *dest);
extern void addTeleportStars(Entity *e); extern void addTeleportStars(Entity *e);
extern void playSound(int snd, int ch); extern void playSound(int snd, int ch);
extern int canFire(Entity *target);
extern void fireAimedShot(Entity *e);
extern void fireMachineGun(Entity *e);
extern void fireGrenade(Entity *e);
extern void firePlasma(Entity *e);
extern void fireSpread(Entity *e, int n);
extern void fireLaser(Entity *e);
extern void fireShotgun(Entity *e);
extern void fireMissile(Entity *e);
extern Entity *self; extern Entity *self;
extern World world; extern World world;

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@ -20,7 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "unit.h" #include "unit.h"
static void tick(void); void unitTick(void);
static void attack(void); static void attack(void);
void initUnit(Entity *e) void initUnit(Entity *e)
@ -41,7 +41,7 @@ void initUnit(Entity *e)
e->startX = e->startY = -1; e->startX = e->startY = -1;
e->tick = tick; e->tick = unitTick;
e->currentAction = lookForPlayer; e->currentAction = lookForPlayer;
e->attack = attack; e->attack = attack;
} }
@ -60,7 +60,7 @@ void reInitUnit(Entity *e)
} }
} }
static void tick(void) void unitTick(void)
{ {
if (self->alive == ALIVE_ALIVE) if (self->alive == ALIVE_ALIVE)
{ {