/* 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 "fleshChunk.h" static void tick(void); static void action(void); static void touch(Entity *other); void initFleshChunk(Entity *e) { Decoration *d; initEntity(e); d = (Decoration*)e; d->flags |= EF_BOUNCES | EF_IGNORE_BULLETS | EF_KILL_OFFSCREEN | EF_NO_TELEPORT; d->bleedTime = FPS * 3; d->tick = tick; d->action = action; d->touch = touch; } static void tick(void) { Decoration *d; d = (Decoration*)self; d->health--; d->bleedTime--; } static void action(void) { Decoration *d; d = (Decoration*)self; if (d->bleedTime > 0) { addBlood(d->x + (rand() % d->w), d->y + (rand() % d->h)); } d->thinkTime = 1; } static void touch(Entity *other) { if (other == NULL) { self->dx *= 0.9; } }