blobwarsAttrition/src/world/entities/blobs/teeka.c

162 lines
3.0 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 "teeka.h"
static void tick(void);
static void lookForEnemies(void);
static void preFire(void);
static void attack(void);
static Entity *target;
static int aimedSprite;
static int exitMission;
void initTeeka(Entity *e)
{
e->type = ET_TEEKA;
aimedSprite = getSpriteIndex("AimedShot");
e->flags |= EF_IMMUNE;
e->action = lookForEnemies;
e->weaponType = WPN_AIMED_PISTOL;
e->sprite[FACING_LEFT] = getSpriteIndex("TeekaLeft");
e->sprite[FACING_RIGHT] = getSpriteIndex("TeekaRight");
e->sprite[FACING_DIE] = getSpriteIndex("TeekaLeft");
e->health = e->healthMax = 9999;
e->tick = tick;
}
static void tick(void)
{
self->health = self->healthMax = 9999;
if (target != NULL)
{
self->facing = (target->x < self->x) ? FACING_LEFT : FACING_RIGHT;
if (target->alive == ALIVE_DEAD)
{
target = NULL;
self->action = lookForEnemies;
}
}
unitTick();
}
static void lookForEnemies(void)
{
Entity *e;
float distance, range;
self->thinkTime = rrnd(FPS / 2, FPS);
target = NULL;
distance = 800;
for (e = world.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_ENEMY)
{
range = getDistance(self->x, self->y, e->x, e->y);
if (range < distance)
{
if (hasLineOfSight(self, e))
{
target = e;
distance = range;
}
}
}
}
if (target != NULL)
{
self->shotsToFire = rrnd(3, 5);
self->action = preFire;
}
else if (exitMission)
{
addTeleportStars(self);
self->alive = ALIVE_DEAD;
playSound(SND_APPEAR, CH_ANY);
}
else
{
self->facing = rand() % 2 == 0 ? FACING_LEFT : FACING_RIGHT;
}
}
static void preFire(void)
{
if (self->reload > 0)
{
return;
}
if (target->y < self->y && self->isOnGround && rand() % 10 == 0)
{
self->dy = JUMP_POWER;
}
attack();
self->shotsToFire--;
if (self->shotsToFire == 0)
{
self->thinkTime = FPS;
}
}
static void attack(void)
{
Entity *bullet;
float dx, dy;
getSlope(target->x, target->y, self->x, self->y, &dx, &dy);
bullet = createBaseBullet(self);
bullet->x = self->x;
bullet->y = (self->y + self->h / 2) - 3;
bullet->facing = self->facing;
bullet->damage = 1;
bullet->owner = self;
bullet->health = FPS * 3;
bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = dx * 9;
bullet->dy = dy * 9;
bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
bullet->health *= 2;
self->reload = 5;
}