tbftss/src/battle/entities.c

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/*
Copyright (C) 2015 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"
static void drawEntity(Entity *e);
static void doEntity(void);
Entity *spawnEntity(void)
{
Entity *e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
e->id = battle.entId++;
e->active = 1;
battle.entityTail->next = e;
battle.entityTail = e;
return e;
}
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void doEntities(void)
{
Entity *e, *prev;
prev = &battle.entityHead;
battle.numAllies = battle.numEnemies = 0;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
self = e;
if (!e->active)
{
continue;
}
if (e->target != NULL && e->target->health <= 0)
{
e->action = e->defaultAction;
e->target = NULL;
}
e->x += e->dx;
e->y += e->dy;
if (e != player)
{
e->x -= battle.ssx;
e->y -= battle.ssy;
}
if (e->action != NULL)
{
if (--e->thinkTime <= 0)
{
e->thinkTime = 0;
e->action();
}
}
switch (e->type)
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{
case ET_FIGHTER:
doFighter();
break;
default:
doEntity();
break;
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}
if (e->alive == ALIVE_DEAD)
{
if (e == battle.entityTail)
{
battle.entityTail = prev;
}
if (e == battle.missionTarget)
{
battle.missionTarget = NULL;
}
if (e == player)
{
player = NULL;
}
prev->next = e->next;
free(e);
e = prev;
}
prev = e;
}
}
static void doEntity(void)
{
if (self->health <= 0)
{
self->alive = ALIVE_DEAD;
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}
}
void drawEntities(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (!e->active)
{
continue;
}
switch (e->type)
{
case ET_FIGHTER:
drawFighter(e);
break;
default:
drawEntity(e);
break;
}
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}
}
static void drawEntity(Entity *e)
{
blitRotated(e->texture, e->x, e->y, e->angle);
}