Cannon.
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@ -13,6 +13,7 @@ SEARCHPATH += src/world
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SEARCHPATH += src/world/entities
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SEARCHPATH += src/world/entities/blobs
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SEARCHPATH += src/world/entities/boss
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SEARCHPATH += src/world/entities/cannons
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SEARCHPATH += src/world/entities/items
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vpath %.c $(SEARCHPATH)
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@ -22,7 +23,7 @@ DEPS += defs.h structs.h
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OBJS += atlas.o
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OBJS += battery.o blaze.o bob.o boss.o blobBoss.o
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OBJS += camera.o cell.o cherry.o combat.o consumable.o
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OBJS += camera.o cannon.o cell.o cherry.o combat.o consumable.o
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OBJS += draw.o
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OBJS += effects.o entities.o explosions.o eyeDroidCommander.o
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OBJS += frost.o
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@ -192,6 +192,11 @@ enum
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MS_COMPLETE
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};
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enum
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{
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WS_IN_PROGRESS
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};
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enum
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{
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PLANE_BACKGROUND,
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@ -113,6 +113,7 @@ struct Entity {
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int damage;
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int weaponType;
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int shotsToFire;
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int maxShotsToFire;
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int isSolid;
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int environment;
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int isStatic;
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@ -147,6 +148,7 @@ struct Entity {
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void (*touch)(Entity *other);
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void (*tick)(void);
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void (*die)(void);
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int (*canFire)(Entity *target);
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void (*reset)(void);
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void (*activate)(int active);
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void (*changeEnvironment)(void);
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@ -331,6 +333,7 @@ struct Particle {
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typedef struct {
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char id[MAX_NAME_LENGTH];
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int state;
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Entity *bob, *boss;
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Map map;
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Entity entityHead, *entityTail;
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@ -0,0 +1,191 @@
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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 "cannon.h"
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static void applyDamage(int damage);
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static void walk(void);
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static void die(void);
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static void animate(void);
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static SDL_Rect getBounds(void);
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static int canFire(Entity *target);
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static void preFire(void);
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void initCannon(Entity *e)
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{
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initUnit(e);
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e->sprite[FACING_LEFT] = getSpriteIndex("CannonLeft");
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e->sprite[FACING_RIGHT] = getSpriteIndex("CannonRight");
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e->sprite[FACING_DIE] = getSpriteIndex("CannonLeft");
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e->weaponType = WPN_MISSILE;
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e->maxShotsToFire = 4;
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e->reload = 0;
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e->canCarryItem = 1;
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e->health = e->healthMax = 50;
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e->flags |= EF_EXPLODES;
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e->animate = animate;
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e->applyDamage = applyDamage;
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e->walk = walk;
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e->die = die;
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e->getBounds= getBounds;
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e->canFire = canFire;
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}
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static void applyDamage(int damage)
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{
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if (self->health > 0)
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{
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self->health -= damage;
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self->facing = self->x < world.bob->x ? FACING_RIGHT : FACING_LEFT;
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self->thinkTime = 0;
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}
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}
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static void die(void)
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{
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int mx, my;
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self->health--;
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if (self->health % 3 == 0)
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{
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mx = (int) ((self->x + (self->w / 2)) / MAP_TILE_SIZE);
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my = (int) ((self->y + self->h) / MAP_TILE_SIZE);
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addScorchDecal(mx, my);
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addExplosion(self->x, self->y, 50, self);
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}
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if (self->health <= -50)
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{
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updateObjective(self->name);
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updateObjective("ENEMY");
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fireTriggers(self->name);
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dropCarriedItem();
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self->alive = ALIVE_DEAD;
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}
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}
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static void patrol(void)
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{
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self->facing = rand() % 2 ? FACING_LEFT : FACING_RIGHT;
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self->thinkTime = rrnd(FPS / 2, FPS);
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}
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static void lookForPlayer(void)
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{
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int r;
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self->thinkTime = rrnd(FPS / 2, FPS);
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if (world.state != WS_IN_PROGRESS || dev.cheatBlind)
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{
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patrol();
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return;
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}
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if ((self->facing == FACING_LEFT && world.bob->x > self->x) || (self->facing == FACING_RIGHT && world.bob->x < self->x))
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{
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patrol();
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return;
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}
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if (getDistance(world.bob->x, world.bob->y, self->x, self->y) > 650)
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{
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patrol();
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return;
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}
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if (!enemyCanSeePlayer(self))
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{
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patrol();
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return;
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}
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r = rand() % 100;
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if (self->isMissionTarget)
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{
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r = rand() % 20;
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}
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if (r < 15)
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{
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self->shotsToFire = rrnd(1, self->maxShotsToFire);
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self->action = preFire;
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}
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}
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static void preFire(void)
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{
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self->facing = (world.bob->x < self->x) ? FACING_LEFT : FACING_RIGHT;
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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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self->attack();
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self->shotsToFire--;
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if (self->shotsToFire == 0)
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{
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self->walk();
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}
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}
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static void walk(void)
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{
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self->action = lookForPlayer;
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}
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static void animate(void)
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{
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}
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static SDL_Rect getBounds(void)
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{
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self->bounds.x = self->x + 36;
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self->bounds.y = self->y;
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self->bounds.w = 36;
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self->bounds.h = self->h;
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return self->bounds;
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}
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static int canFire(Entity *target)
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{
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return abs(target->y - self->y) <= MAP_TILE_SIZE;
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}
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@ -0,0 +1,36 @@
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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 void initUnit(Entity *e);
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extern void addExplosion(float x, float y, int radius, Entity *owner);
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extern int rrnd(int low, int high);
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extern int getSpriteIndex(char *name);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern int enemyCanSeePlayer(Entity *e);
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extern void updateObjective(char *targetName);
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extern void fireTriggers(char *targetName);
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extern void dropCarriedItem(void);
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extern void addScorchDecal(int x, int y);
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extern Dev dev;
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extern Entity *self;
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extern World world;
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@ -20,14 +20,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "../../../common.h"
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extern void playSound(int snd, int ch);
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extern void setGameplayMessage(int type, char *format, ...);
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extern void initItem(Entity *e);
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extern int getSpriteIndex(char *name);
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extern void updateObjective(char *targetName);
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extern int rrnd(int low, int high);
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extern void teekaExitMission(void);
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extern Entity *self;
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extern Game game;
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extern World world;
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@ -24,13 +24,9 @@ extern void playSound(int snd, int ch);
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extern void setGameplayMessage(int type, char *format, ...);
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extern void initConsumable(Entity *e);
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extern int getSpriteIndex(char *name);
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extern void updateObjective(char *targetName);
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extern int rrnd(int low, int high);
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extern void pickupItem(void);
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extern void teekaExitMission(void);
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extern void setEntitySize(Entity *e);
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extern int touchedPlayer(Entity *e);
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extern Entity *self;
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extern Game game;
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extern World world;
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