/* 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 "entity.h" static void init(void); static void reset(void); static void action(void); static void applyDamage(int damage); static float bounce(float x); static void tick(void); static void die(void); static void activate(int active); static void touch(Entity *other); static void animate(void); static void changeEnvironment(void); static void load(cJSON *root); static void save(cJSON *root); static SDL_Rect *getCurrentSprite(void); void initEntity(Entity *e) { e->uniqueId = world.entityCounter++; e->environment = ENV_AIR; e->alive = ALIVE_ALIVE; e->isOnGround = 0; e->isSolid = 0; e->isStatic = 0; e->isMissionTarget = 0; e->health = 1; e->facing = FACING_LEFT; e->flags = 0; e->thinkTime = 0; e->spriteFrame = -1; e->spriteTime = 0; e->init = init; e->reset = reset; e->action = action; e->animate = animate; e->tick = tick; e->touch = touch; e->activate = activate; e->applyDamage = applyDamage; e->bounce = bounce; e->getCurrentSprite = getCurrentSprite; e->die = die; e->changeEnvironment = changeEnvironment; e->load = load; e->save = save; world.entityTail->next = e; world.entityTail = e; } static void init(void) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Cannot init() entity [name=%s, type=%d, x=%d, y=%d]", self->name, self->type, (int)self->x, (int)self->y); } static void reset(void) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Cannot reset() entity [name=%s, type=%d, x=%d, y=%d]", self->name, self->type, (int)self->x, (int)self->y); } static void action(void) { } static void animate(void) { Sprite *s; s = self->sprite[self->facing]; if (self->spriteTime != -1) { if (--self->spriteTime <= 0) { if (++self->spriteFrame >= s->numFrames) { self->spriteFrame = 0; } self->spriteTime = self->sprite[self->facing]->times[self->spriteFrame]; } } } static float bounce(float x) { if (!(self->flags & EF_BOUNCES)) { return 0; } else if (self->flags & EF_FRICTIONLESS) { return -x; } x = -x * FRICTION; if (x > -1 && x < 1) { self->flags &= ~EF_BOUNCES; x = 0; } return x; } static void applyDamage(int damage) { } static void tick(void) { } static void touch(Entity *other) { } static void activate(int active) { } static void die(void) { self->spriteFrame = 0; self->alive = ALIVE_DEAD; } static void changeEnvironment(void) { } void entityIdle(void) { } static SDL_Rect *getCurrentSprite(void) { Sprite *s; s = self->sprite[self->facing]; if (self->spriteFrame >= s->numFrames) { self->spriteFrame = 0; } return &s->frames[self->spriteFrame]->rect; } static void load(cJSON *root) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Entity [name=%s, type=%d, x=%d, y=%d] cannot be loaded", self->name, self->type, (int)self->x, (int)self->y); exit(1); } static void save(cJSON *root) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Entity [name=%s, type=%d, x=%d, y=%d] cannot be saved", self->name, self->type, (int)self->x, (int)self->y); exit(1); }