186 lines
3.3 KiB
C
186 lines
3.3 KiB
C
/*
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Copyright (C) 2018-2019 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "teeka.h"
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static void (*superTick)(void);
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static void tick(void);
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static void lookForEnemies(void);
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static void preFire(void);
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static void attack(void);
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static Entity *target;
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static Sprite *aimedSprite;
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static int exitMission;
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Entity *initTeeka(void)
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{
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Unit *u;
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u = createUnit();
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u->unitType = "Teeka";
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u->type = ET_TEEKA;
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u->flags |= EF_IMMUNE;
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u->action = lookForEnemies;
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u->weaponType = WPN_AIMED_PISTOL;
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u->sprite[FACING_LEFT] = getSprite("TeekaLeft");
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u->sprite[FACING_RIGHT] = getSprite("TeekaRight");
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u->sprite[FACING_DIE] = getSprite("TeekaLeft");
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u->health = u->healthMax = 9999;
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superTick = u->tick;
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u->tick = tick;
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exitMission = 0;
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aimedSprite = getSprite("AimedShot");
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return (Entity*)u;
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}
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static void tick(void)
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{
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self->health = self->healthMax = 9999;
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if (target != NULL)
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{
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self->facing = (target->x < self->x) ? FACING_LEFT : FACING_RIGHT;
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if (target->alive == ALIVE_DEAD)
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{
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target = NULL;
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self->action = lookForEnemies;
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}
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}
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superTick();
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}
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static void lookForEnemies(void)
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{
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Entity *e;
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float distance, range;
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Unit *u;
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u = (Unit*)self;
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u->thinkTime = rrnd(FPS / 2, FPS);
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target = NULL;
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distance = 800;
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for (e = world.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->type == ET_ENEMY)
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{
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range = getDistance(u->x, u->y, e->x, e->y);
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if (range < distance)
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{
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if (hasLineOfSight(self, e))
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{
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target = e;
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distance = range;
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}
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}
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}
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}
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if (target != NULL)
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{
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u->shotsToFire = rrnd(3, 5);
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u->action = preFire;
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}
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else if (exitMission)
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{
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addTeleportStars(self);
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u->alive = ALIVE_DEAD;
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playBattleSound(SND_APPEAR, u->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
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}
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else
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{
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u->facing = rand() % 2 == 0 ? FACING_LEFT : FACING_RIGHT;
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}
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}
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static void preFire(void)
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{
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Unit *u;
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u = (Unit*)self;
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if (u->reload > 0)
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{
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return;
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}
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if (target->y < u->y && u->isOnGround && rand() % 10 == 0)
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{
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u->dy = JUMP_POWER;
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}
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attack();
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if (--u->shotsToFire <= 0)
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{
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u->thinkTime = FPS;
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u->action = lookForEnemies;
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}
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}
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static void attack(void)
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{
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Bullet *bullet;
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float dx, dy;
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getSlope(target->x, target->y, self->x, self->y, &dx, &dy);
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bullet = createBaseBullet((Unit*)self, aimedSprite->w);
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bullet->facing = self->facing;
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bullet->damage = 1;
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bullet->owner = self;
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bullet->health = FPS * 3;
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 9;
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bullet->dy = dy * 9;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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bullet->health *= 2;
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((Unit*)self)->reload = 8;
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playBattleSound(SND_PISTOL, self->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
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}
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void teekaExitMission(void)
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{
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exitMission = 1;
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}
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