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 "../audio/audio.h"
23 #include "../collisions.h"
24 #include "../entity.h"
25 #include "../geometry.h"
26 #include "../graphics/animation.h"
27 #include "../system/error.h"
28 #include "../system/properties.h"
29 #include "../system/random.h"
30
31 extern Entity *self;
32
33 static void entityWait(void);
34 static void init(void);
35 static void moveToTarget(void);
36 static void changeRandomTarget(Entity *);
37 static void creditsMove(void);
38
addFlyingBug(int x,int y,char * name)39 Entity *addFlyingBug(int x, int y, char *name)
40 {
41 Entity *e = getFreeEntity();
42
43 if (e == NULL)
44 {
45 showErrorAndExit("No free slots to add a Flying Bug");
46 }
47
48 loadProperties(name, e);
49
50 e->x = x;
51 e->y = y;
52
53 e->action = &init;
54
55 e->draw = &drawLoopingAnimationToMap;
56 e->touch = &entityTouch;
57 e->die = &entityDie;
58 e->takeDamage = &entityTakeDamageNoFlinch;
59 e->reactToBlock = &changeRandomTarget;
60
61 e->creditsAction = &creditsMove;
62
63 e->type = ENEMY;
64
65 setEntityAnimation(e, "STAND");
66
67 return e;
68 }
69
init()70 static void init()
71 {
72 self->thinkTime = 0;
73
74 if (self->mental == 0)
75 {
76 playSoundToMap("sound/enemy/bug/buzz", -1, self->x, self->y, 0);
77
78 self->mental = 1;
79 }
80
81 self->action = &entityWait;
82
83 self->action();
84 }
85
entityWait()86 static void entityWait()
87 {
88 self->thinkTime--;
89
90 if (self->thinkTime <= 0)
91 {
92 changeRandomTarget(NULL);
93
94 self->action = &moveToTarget;
95 }
96 }
97
changeRandomTarget(Entity * other)98 static void changeRandomTarget(Entity *other)
99 {
100 self->dirX = 0;
101 }
102
moveToTarget()103 static void moveToTarget()
104 {
105 float x, y;
106
107 if (self->dirX == 0 || self->dirY == 0)
108 {
109 self->targetX = self->x + (prand() % 64) * (prand() % 2 == 0 ? -1 : 1);
110 self->targetY = self->y + (prand() % 64) * (prand() % 2 == 0 ? -1 : 1);
111
112 calculatePath(self->x, self->y, self->targetX, self->targetY, &self->dirX, &self->dirY);
113
114 self->dirX *= self->speed;
115 self->dirY *= self->speed;
116 }
117
118 x = self->dirX;
119 y = self->dirY;
120
121 checkToMap(self);
122
123 if (atTarget())
124 {
125 self->thinkTime = 120 + (prand() % self->maxThinkTime);
126
127 self->action = &entityWait;
128 }
129
130 else if (self->dirX != x || self->dirY != y)
131 {
132 changeRandomTarget(NULL);
133 }
134 }
135
creditsMove()136 static void creditsMove()
137 {
138 setEntityAnimation(self, "STAND");
139
140 self->dirX = self->speed;
141
142 checkToMap(self);
143
144 if (self->dirX == 0)
145 {
146 self->inUse = FALSE;
147 }
148 }
149