MIA.
This commit is contained in:
parent
2959f9515d
commit
ea65dd3256
14
common.mk
14
common.mk
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@ -2,7 +2,17 @@ VERSION = 0.1
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REVISION = $(shell git rev-list HEAD 2>/dev/null | wc -l)
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LOCALE_MO = $(patsubst %.po,%.mo,$(wildcard locale/*.po))
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SEARCHPATH += src src/combat src/game src/hub src/system src/util src/widgets src/world
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SEARCHPATH += src
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SEARCHPATH += src/combat
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SEARCHPATH += src/game
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SEARCHPATH += src/hub
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SEARCHPATH += src/system
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SEARCHPATH += src/util
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SEARCHPATH += src/widgets
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SEARCHPATH += src/world
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SEARCHPATH += src/world/entities
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SEARCHPATH += src/world/entities/blobs
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vpath %.c $(SEARCHPATH)
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vpath %.h $(SEARCHPATH)
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@ -16,7 +26,7 @@ OBJS += game.o
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OBJS += hub.o hud.o
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OBJS += init.o input.o io.o items.o
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OBJS += lookup.o
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OBJS += main.o map.o maths.o
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OBJS += main.o map.o maths.o mia.o
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OBJS += objectives.o
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OBJS += particles.o player.o
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OBJS += quadtree.o
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@ -23,6 +23,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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static int isBlockedByMap(Entity *src, Entity *dest);
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static int isBlockedByEntities(Entity *src, Entity *dest);
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void nothing(void)
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{
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}
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void lookForPlayer(void)
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{
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@ -117,6 +117,9 @@ struct Entity {
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int canCarryItem;
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int spawnedIn;
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int spawnedInTimer;
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int shudderTimer;
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int starTimer;
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int teleportTimer;
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long flags;
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SDL_Rect bounds;
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int sprite[3];
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@ -129,6 +132,7 @@ struct Entity {
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void (*attack)(void);
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void (*touch)(Entity *other);
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void (*tick)(void);
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void (*reset)(void);
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Entity *next;
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};
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@ -0,0 +1,134 @@
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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 "mia.h"
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static void reset(void);
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static void tick(void);
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static void touch(Entity *other);
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static void preTeleport(void);
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static void teleport(void);
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static void addRescuedMIA(void);
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void initMIA(Entity *e)
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{
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e->tx = e->ty = -1;
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e->sprite[FACING_LEFT] = getSpriteIndex("MIA");
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e->sprite[FACING_RIGHT] = getSpriteIndex("MIA");
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e->sprite[FACING_DIE] = getSpriteIndex("MIA");
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e->flags |= EF_IGNORE_BULLETS;
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/* blink at random intervals */
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e->spriteFrame = 0;
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e->spriteTime = rand() % 180;
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e->currentAction = nothing;
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e->reset = reset;
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e->tick = tick;
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e->touch = touch;
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e->isMissionTarget = 1;
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}
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void reinitMIA(Entity *e)
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{
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if (e->tx == -1 && e->ty == -1)
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{
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e->tx = e->x;
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e->ty = e->y;
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}
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}
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static void reset(void)
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{
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self->tx = self->ty = -1;
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}
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static void tick(void)
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{
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self->shudderTimer--;
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if (self->shudderTimer <= 0)
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{
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self->x = (self->tx + rand() % 4);
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self->shudderTimer = 2;
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}
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if (self->currentAction != nothing)
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{
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self->starTimer--;
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if (self->starTimer <= 0)
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{
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addMIATeleportStars(self->x + rand() % self->w, self->y + rand() % self->h);
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self->starTimer = 1;
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}
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}
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}
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static void touch(Entity *other)
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{
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if (self->currentAction == nothing && other == world.bob)
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{
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self->currentAction = preTeleport;
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self->teleportTimer = FPS * 3;
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setGameplayMessage(MSG_OBJECTIVE, "Rescued %s", self->name);
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self->isMissionTarget = 0;
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self->flags |= EF_ALWAYS_PROCESS;
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playSound(SND_MIA, CH_ANY);
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}
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}
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static void preTeleport(void)
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{
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self->teleportTimer--;
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if (self->teleportTimer <= FPS)
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{
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self->currentAction = teleport;
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self->flags |= (EF_NO_CLIP | EF_WEIGHTLESS);
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self->dy = -5;
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}
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}
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static void teleport(void)
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{
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self->teleportTimer--;
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if (self->teleportTimer <= 0)
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{
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addTeleportStars(self);
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addRescuedMIA();
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updateObjective("MIA");
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self->alive = ALIVE_DEAD;
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}
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}
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static void addRescuedMIA(void)
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{
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int i;
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for (i = 0 ; i < game.totalMIAs ; i++)
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{
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if (strcmp(game.mias[i], "") == 0)
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{
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STRNCPY(game.mias[i], self->name, MAX_NAME_LENGTH);
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return;
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}
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}
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}
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@ -0,0 +1,33 @@
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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 int getSpriteIndex(char *name);
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extern void nothing(void);
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extern void addMIATeleportStars(float x, float y);
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extern void addTeleportStars(Entity *e);
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extern void setGameplayMessage(int type, char *format, ...);
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extern void playSound(int snd, int ch);
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extern void updateObjective(char *targetName);
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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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@ -0,0 +1,176 @@
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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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@ -0,0 +1,30 @@
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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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||||
|
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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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||||
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See the GNU General Public License for more details.
|
||||
|
||||
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 +1,41 @@
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/*
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Copyright (C) 2018 Parallel Realities
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||||
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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
|
||||
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.
|
||||
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*/
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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 int rrnd(int low, int high);
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extern float limit(float i, float a, float b);
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extern int getDistance(int x1, int y1, int x2, int y2);
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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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