blobwarsAttrition/src/entities/evilBlobs/evilBlob.c

342 lines
5.5 KiB
C

/*
Copyright (C) 2018-2019 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 "evilBlob.h"
static void (*superAnimate)(void);
static void die(void);
static void die2(void);
static void returnToStart(void);
static void lookForPlayer(void);
static void animate(void);
Unit *createEvilBlob(void)
{
Unit *u;
u = createUnit();
u->reload = 0;
u->returnToStartTimer = 0;
u->flags |= EF_HALT_AT_EDGE;
superAnimate = u->animate;
u->action = lookForPlayer;
u->walk = lookForPlayer;
u->animate = animate;
u->die = die;
return u;
}
static void die2(void)
{
Unit *u;
int mx, my;
u = (Unit*)self;
u->health--;
/* burst on impact, due to speed */
if (u->dy > 15)
{
u->health = -FPS;
}
if (u->alive == ALIVE_DYING && u->health <= -FPS && (u->isOnGround || u->environment != ENV_AIR))
{
dropCarriedItem();
u->alive = ALIVE_DEAD;
if (app.config.blood)
{
throwFleshChunks(u->x + u->w / 2, u->y + u->h / 2, rrnd(3, 6));
}
else
{
addPopParticles(u->x + u->w / 2, u->y + u->h / 2);
}
if (rand() % 100 < 35)
{
addRandomWeapon(u->x, u->y);
}
addRandomItems(u->x, u->y);
updateObjective(u->name);
updateObjective("ENEMY");
fireTriggers(u->name);
if (u->isMissionTarget)
{
game.stats[STAT_TARGETS_DEFEATED]++;
}
game.stats[STAT_ENEMIES_KILLED]++;
mx = (int) ((u->x + (u->w / 2)) / MAP_TILE_SIZE);
my = (int) (u->y / MAP_TILE_SIZE) + 1;
addBloodDecal(mx, my);
if (app.config.blood)
{
playBattleSound(SND_SPLAT, world.bob->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
}
else
{
playBattleSound(SND_POP, world.bob->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
}
}
}
static void moveTowardsPlayer(void)
{
Unit *u;
u = (Unit*)self;
if (world.bob->x < u->x)
{
u->dx = -2;
u->facing = FACING_LEFT;
}
else if (world.bob->x > u->x)
{
u->dx = 2;
u->facing = FACING_RIGHT;
}
if (u->flags & EF_SWIMS)
{
u->dx = limit(u->dx, -1, 1);
if (world.bob->y < u->y)
{
u->dy = -1;
}
else
{
u->dy = 1;
}
}
}
static void patrol(void)
{
Unit *u;
u = (Unit*)self;
if (u->returnToStartTimer > 0)
{
returnToStart();
return;
}
if (!u->spawnedIn && rand() % 100 < 25)
{
u->returnToStartTimer = FPS * 3;
}
u->facing = rand() % 100 < 50 ? FACING_LEFT : FACING_RIGHT;
u->dx = rrnd(-1, 1);
u->thinkTime = rrnd(FPS / 2, FPS);
if (u->dx == -1)
{
u->facing = FACING_LEFT;
}
else if (u->dx == 1)
{
u->facing = FACING_RIGHT;
}
if (u->flags & EF_SWIMS)
{
u->dy = rrnd(-1, 1);
}
}
static void returnToStart(void)
{
Unit *u;
u = (Unit*)self;
u->returnToStartTimer--;
u->thinkTime = 10;
/* jump up if your start is above you */
if (u->startY - u->y < -64 && u->isOnGround && u->dx == 0)
{
u->dy = JUMP_POWER;
u->isOnGround = 0;
}
u->facing = u->startX < u->x ? FACING_LEFT : FACING_RIGHT;
u->dx = u->facing == FACING_LEFT ? -1 : 1;
if (!u->isOnGround)
{
u->thinkTime = 0;
u->returnToStartTimer = MAX(u->returnToStartTimer, FPS);
u->dx *= 2;
}
if (u->flags & EF_SWIMS)
{
u->dy = u->startY < u->y ? -1 : -1;
}
if (fabs(u->startX - u->x) <= MAP_TILE_SIZE)
{
u->returnToStartTimer = 0;
}
}
static void lookForPlayer(void)
{
Unit *u;
float r;
u = (Unit*)self;
u->thinkTime = (int) rrnd(FPS / 2, FPS);
if (world.state != WS_IN_PROGRESS || dev.cheatBlind)
{
patrol();
return;
}
if ((u->facing == FACING_LEFT && world.bob->x > u->x) || (u->facing == FACING_RIGHT && world.bob->x < u->x))
{
patrol();
return;
}
if (getDistance(world.bob->x, world.bob->y, u->x, u->y) > 650)
{
patrol();
return;
}
if (!enemyCanSeePlayer(self))
{
patrol();
return;
}
r = randF();
if (world.missionType == MT_OUTPOST || game.plus)
{
r = randF() * 0.65;
}
if (u->isMissionTarget)
{
r = randF() * 0.3;
}
if (r < 0.1)
{
moveTowardsPlayer();
u->shotsToFire = rrnd(1, u->maxShotsToFire);
u->action = u->preFire;
}
else if (r < 0.2)
{
u->dx = 0;
u->shotsToFire = rrnd(1, u->maxShotsToFire);
u->action = u->preFire;
}
else if (r < 0.5)
{
u->dx = 0;
}
else
{
moveTowardsPlayer();
}
}
static void die(void)
{
Unit *u;
u = (Unit*)self;
u->flags |= EF_BOUNCES | EF_ALWAYS_PROCESS;
u->flags &= ~(EF_HALT_AT_EDGE | EF_GONE);
u->action = die2;
u->facing = FACING_DIE;
u->thinkTime = 0;
u->spriteTime = 0;
u->spriteFrame = 0;
if (u->environment == ENV_AIR)
{
u->dy = -9;
}
u->dx = (randF() - randF()) * 5;
if (app.config.blood)
{
switch (rand() % 3)
{
case 0:
playBattleSound(SND_DEATH_1, u->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
break;
case 1:
playBattleSound(SND_DEATH_2, u->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
break;
case 2:
playBattleSound(SND_DEATH_3, u->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
break;
}
}
}
static void animate(void)
{
if (self->alive != ALIVE_ALIVE)
{
self->facing = FACING_DIE;
superAnimate();
}
else if (self->dx != 0)
{
superAnimate();
}
}