blobwarsAttrition/src/entities/blobs/mia.c

144 lines
2.6 KiB
C

/*
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;
}
}