Activate entities correctly.
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b8aa460221
commit
e97d38e278
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@ -26,6 +26,7 @@ static void action(void);
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static void applyDamage(int damage);
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static float bounce(float x);
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static void tick(void);
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static void activate(int active);
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static void touch(Entity *other);
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static void animate(void);
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static void load(cJSON *root);
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@ -61,6 +62,7 @@ void initEntity(Entity *e)
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e->animate = animate;
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e->tick = tick;
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e->touch = touch;
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e->activate = activate;
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e->applyDamage = applyDamage;
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e->bounce = bounce;
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e->getCurrentSprite = getCurrentSprite;
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@ -147,6 +149,10 @@ static void touch(Entity *other)
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{
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}
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static void activate(int active)
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{
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}
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static SDL_Rect *getCurrentSprite(void)
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{
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return &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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@ -27,6 +27,7 @@ static void openWithKey(void);
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static int isClosed(void);
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static int isOpening(void);
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static int isClosing(void);
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static void activate(int active);
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static void load(cJSON *root);
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static void save(cJSON *root);
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@ -55,6 +56,7 @@ Entity *initDoor(void)
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s->init = init;
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s->tick = tick;
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s->touch = touch;
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s->activate = activate;
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s->load = load;
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s->save = save;
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@ -266,6 +268,25 @@ static int isClosed(void)
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return (s->state == DOOR_CLOSED && ((int) s->x == s->closedX && (int) s->y == s->closedY));
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}
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static void activate(int active)
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{
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Structure *s = (Structure*)self;
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s->state = (s->state == DOOR_CLOSED) ? DOOR_OPEN : DOOR_CLOSED;
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playSound(SND_DOOR_START, CH_MECHANICAL);
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if (active)
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{
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observeActivation(self);
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if (!isOnScreen(self))
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{
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setGameplayMessage(MSG_GAMEPLAY, "Door opened ...");
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}
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}
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}
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static void load(cJSON *root)
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{
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Structure *s;
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@ -30,6 +30,8 @@ extern void removeItem(char *name);
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extern Structure *createStructure(void);
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extern char *getLookupName(const char *prefix, long num);
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extern long lookup(const char *name);
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extern int isOnScreen(Entity *e);
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extern void observeActivation(Entity *e);
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extern Entity *self;
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extern Dev dev;
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@ -771,8 +771,29 @@ static int isObserving(void)
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return 0;
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}
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void activateEntities(char *names, int activate)
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void activateEntities(char *names, int active)
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{
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Entity *oldSelf;
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char *name;
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oldSelf = self;
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name = strtok(names, "|");
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while (name)
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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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if (strcmp(self->name, name) == 0)
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{
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self->activate(active);
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}
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}
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name = strtok(NULL, "|");
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}
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self = oldSelf;
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}
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void teleportEntity(Entity *e, float tx, float ty)
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@ -478,10 +478,11 @@ void observeActivation(Entity *e)
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{
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world.entitiesToObserve[i] = e;
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world.observationTimer = FPS * 2;
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return;
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}
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}
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}
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Can't observe entity - out of array space");
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exit(1);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Can't observe entity - out of array space");
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exit(1);
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}
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}
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