/* 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 "entities.h" void animateEntity(void); static void applyDamage(int damage); static float bounce(float x); static SDL_Rect *getBounds(void); Entity *createEntity(int type) { Entity *e; switch (type) { case ET_BOB: e = malloc(sizeof(Bob)); memset(e, 0, sizeof(Bob)); break; case ET_ENEMY: case ET_TEEKA: e = malloc(sizeof(Unit)); memset(e, 0, sizeof(Unit)); break; case ET_BOSS: e = malloc(sizeof(Boss)); memset(e, 0, sizeof(Boss)); break; case ET_HEART_CELL: case ET_KEY: case ET_ITEM: case ET_CONSUMABLE: e = malloc(sizeof(Item)); memset(e, 0, sizeof(Item)); break; case ET_MIA: e = malloc(sizeof(MIA)); memset(e, 0, sizeof(MIA)); break; case ET_DECORATION: e = malloc(sizeof(Decoration)); memset(e, 0, sizeof(Decoration)); break; case ET_DOOR: case ET_LIFT: case ET_PUSHBLOCK: case ET_DESTRUCTABLE: case ET_POWER_POINT: case ET_CARD_READER: case ET_PRESSURE_PLATE: case ET_TELEPORTER: case ET_ITEM_PAD: case ET_POOL: case ET_TRAP: case ET_EXIT: case ET_INFO_POINT: e = malloc(sizeof(Structure)); memset(e, 0, sizeof(Structure)); break; } world.entityTail->next = e; world.entityTail = e; e->type = type; e->uniqueId = game.entityCounter++; return e; } void initEntity(Entity *e) { e->sprite[0] = e->sprite[1] = e->sprite[2] = -1; 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->animate = animateEntity; e->applyDamage = applyDamage; e->bounce = bounce; e->getBounds = getBounds; } static SDL_Rect *getBounds(void) { self->bounds.x = self->x; self->bounds.y = self->y; self->bounds.w = self->w; self->bounds.h = self->h; return &self->bounds; } int getCurrentEntitySprite(EntityExt *e) { if (e->alive == ALIVE_ALIVE) { return e->sprite[e->facing]; } return e->sprite[FACING_DIE]; } void animateEntity(void) { } void setEntitySize(Entity *e) { } 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; } void teleport(Entity *e, float tx, float ty) { e->tx = tx; e->ty = ty; e->flags |= EF_TELEPORTING; addTeleportStars(e); } void activateEntities(char *names, int activate) { } void teleportEntity(Entity *e, float tx, float ty) { } static void applyDamage(int damage) { } void dropCarriedItem(void) { EntityExt *e; Item *i; e = (EntityExt*)self; if (e->carriedItem != NULL) { i = e->carriedItem; i->x = (e->x + e->w / 2) - i->w / 2; i->y = e->y; i->dx = i->dy = 0; world.entityTail->next = (Entity*)i; world.entityTail = (Entity*)i; world.entityTail->next = NULL; e->carriedItem = NULL; } }