1 /*
2 Copyright (C) 2009-2021 Parallel Realities
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, 51 Franklin Street, Suite 500, Boston, MA 02110-1335, USA.
18 */
19
20 #include "../headers.h"
21
22 #include "../collisions.h"
23 #include "../custom_actions.h"
24 #include "../entity.h"
25 #include "../graphics/animation.h"
26 #include "../system/error.h"
27 #include "../system/properties.h"
28
29 extern Entity *self;
30
31 static void entityWait(void);
32 static void touch(Entity *);
33
addAntiGravityField(int x,int y,char * name)34 Entity *addAntiGravityField(int x, int y, char *name)
35 {
36 Entity *e = getFreeEntity();
37
38 if (e == NULL)
39 {
40 showErrorAndExit("No free slots to add an Anti Gravity Field");
41 }
42
43 loadProperties(name, e);
44
45 e->x = x;
46 e->y = y;
47
48 e->type = ANTI_GRAVITY;
49
50 e->face = RIGHT;
51
52 e->action = &entityWait;
53 e->touch = &touch;
54
55 e->draw = &drawLoopingAnimationToMap;
56
57 setEntityAnimation(e, "STAND");
58
59 return e;
60 }
61
entityWait()62 static void entityWait()
63 {
64 if (self->active == TRUE)
65 {
66 self->flags &= ~NO_DRAW;
67 }
68
69 else
70 {
71 self->flags |= NO_DRAW;
72 }
73 }
74
touch(Entity * other)75 static void touch(Entity *other)
76 {
77 int bottomBefore;
78
79 if (self->active == TRUE && !(other->flags & FLY))
80 {
81 if (other->dirY > 0)
82 {
83 bottomBefore = other->y + other->h - other->dirY - 1;
84
85 if (bottomBefore < self->y)
86 {
87 /* Place the player as close to the solid tile as possible */
88
89 other->y = self->y;
90 other->y -= other->h;
91
92 other->standingOn = self;
93 other->dirY = 0;
94 other->flags |= ON_GROUND;
95 }
96
97 else
98 {
99 setCustomAction(other, &antiGravity, 2, 0, 1);
100 }
101 }
102
103 else
104 {
105 setCustomAction(other, &antiGravity, 2, 0, 1);
106 }
107 }
108 }
109