/* 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 "mia.h" static void reset(void); static void tick(void); static void touch(Entity *other); static void preTeleport(void); static void teleport(void); void initMIA(Entity *e) { MIA *m; initUnit(e); m = (MIA*)e; m->type = ET_MIA; m->tx = m->ty = -1; m->sprite[FACING_LEFT] = getSpriteIndex("MIA"); m->sprite[FACING_RIGHT] = getSpriteIndex("MIA"); m->sprite[FACING_DIE] = getSpriteIndex("MIA"); m->flags |= EF_IGNORE_BULLETS; /* blink at random intervals */ m->spriteFrame = 0; m->spriteTime = rand() % 180; m->action = nothing; m->reset = reset; m->tick = tick; m->touch = touch; m->isMissionTarget = 1; } void reinitMIA(Entity *e) { if (e->tx == -1 && e->ty == -1) { e->tx = e->x; e->ty = e->y; } } static void reset(void) { self->tx = self->ty = -1; } static void tick(void) { MIA *m; m = (MIA*)self; m->shudderTimer--; if (m->shudderTimer <= 0) { m->x = (m->tx + rand() % 4); m->shudderTimer = 2; } if (m->action != nothing) { m->starTimer--; if (m->starTimer <= 0) { addMIATeleportStars(m->x + rand() % m->w, m->y + rand() % m->h); m->starTimer = 1; } } } static void touch(Entity *other) { MIA *m; m = (MIA*)self; if (m->action == nothing && other == (Entity*)world.bob) { m->action = preTeleport; m->teleportTimer = FPS * 3; setGameplayMessage(MSG_OBJECTIVE, "Rescued %s", m->name); m->isMissionTarget = 0; m->flags |= EF_ALWAYS_PROCESS; playSound(SND_MIA, CH_ANY); } } static void preTeleport(void) { MIA *m; m = (MIA*)self; m->teleportTimer--; if (m->teleportTimer <= FPS) { m->action = teleport; m->flags |= (EF_NO_CLIP | EF_WEIGHTLESS); m->dy = -5; } } static void teleport(void) { MIA *m; m = (MIA*)self; m->teleportTimer--; if (m->teleportTimer <= 0) { addTeleportStars(self); addRescuedMIA(m->name); updateObjective("MIA"); m->alive = ALIVE_DEAD; } }