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 "../custom_actions.h"
25 #include "../entity.h"
26 #include "../graphics/animation.h"
27 #include "../inventory.h"
28 #include "../player.h"
29 #include "../projectile.h"
30 #include "../system/error.h"
31 #include "../system/properties.h"
32 #include "../system/random.h"
33 #include "item.h"
34 #include "key_items.h"
35 
36 extern Entity *self;
37 extern Entity player;
38 extern Game game;
39 
40 static void respawn(void);
41 static void noTouch(Entity *);
42 
addPermanentItem(char * name,int x,int y)43 Entity *addPermanentItem(char *name, int x, int y)
44 {
45 	Entity *e = getFreeEntity();
46 
47 	if (e == NULL)
48 	{
49 		showErrorAndExit("No free slots to add item %s", name);
50 	}
51 
52 	loadProperties(name, e);
53 
54 	e->x = x;
55 	e->y = y;
56 
57 	e->action = &doNothing;
58 	e->draw = &drawLoopingAnimationToMap;
59 	e->die = &entityDie;
60 	e->fallout = &itemFallout;
61 
62 	e->creditsAction = &doNothing;
63 
64 	if (e->type == HEALTH)
65 	{
66 		e->touch = &healthTouch;
67 	}
68 
69 	else if (e->type == WEAPON || e->type == SHIELD)
70 	{
71 		e->touch = &keyItemTouch;
72 
73 		e->fallout = &keyItemFallout;
74 
75 		if (e->type == WEAPON)
76 		{
77 			if (strcmpignorecase("weapon/normal_arrow", e->name) == 0)
78 			{
79 				e->activate = &setBowAmmo;
80 			}
81 
82 			else if (strcmpignorecase("weapon/flaming_arrow", e->name) == 0)
83 			{
84 				e->activate = &setBowAmmo;
85 			}
86 
87 			else
88 			{
89 				e->activate = &setPlayerWeapon;
90 			}
91 		}
92 
93 		else
94 		{
95 			e->activate = &setPlayerShield;
96 		}
97 	}
98 
99 	else if ((e->flags & PUSHABLE) || (e->flags & OBSTACLE))
100 	{
101 		e->touch = &pushEntity;
102 
103 		e->frameSpeed = 0;
104 	}
105 
106 	else if (e->flags & NO_DRAW)
107 	{
108 		e->touch = &noTouch;
109 	}
110 
111 	else
112 	{
113 		e->touch = &keyItemTouch;
114 	}
115 
116 	setEntityAnimation(e, "STAND");
117 
118 	return e;
119 }
120 
addTemporaryItem(char * name,int x,int y,int face,float dirX,float dirY)121 Entity *addTemporaryItem(char *name, int x, int y, int face, float dirX, float dirY)
122 {
123 	Entity *e = getFreeEntity();
124 
125 	if (e == NULL)
126 	{
127 		showErrorAndExit("No free slots to add item %s", name);
128 	}
129 
130 	loadProperties(name, e);
131 
132 	e->x = x;
133 	e->y = y;
134 
135 	if (e->thinkTime <= 0)
136 	{
137 		showErrorAndExit("No valid thinkTime defined for %s", name);
138 	}
139 
140 	e->dirX = dirX;
141 	e->dirY = dirY;
142 
143 	e->face = face;
144 
145 	e->action = &generalItemAction;
146 	e->draw = &drawLoopingAnimationToMap;
147 
148 	e->fallout = &entityDieNoDrop;
149 
150 	e->touch = &noTouch;
151 
152 	e->creditsAction = &generalItemAction;
153 
154 	switch (e->type)
155 	{
156 		case HEALTH:
157 			e->touch = &healthTouch;
158 
159 			e->flags |= DO_NOT_PERSIST;
160 		break;
161 
162 		case WEAPON:
163 			e->touch = &keyItemTouch;
164 
165 			e->activate = &setBowAmmo;
166 
167 			e->flags |= DO_NOT_PERSIST;
168 		break;
169 
170 		default:
171 			if (e->element == LIGHTNING)
172 			{
173 				e->touch = &lightningChargeTouch;
174 
175 				e->flags |= DO_NOT_PERSIST;
176 			}
177 
178 			else
179 			{
180 				e->type = TEMP_ITEM;
181 			}
182 		break;
183 	}
184 
185 	setEntityAnimationByID(e, 0);
186 
187 	return e;
188 }
189 
dropCollectableItem(char * name,int x,int y,int face)190 Entity *dropCollectableItem(char *name, int x, int y, int face)
191 {
192 	Entity *e = addTemporaryItem(name, x, y, face, 0, ITEM_JUMP_HEIGHT);
193 
194 	e->type = ITEM;
195 
196 	e->touch = &keyItemTouch;
197 
198 	return e;
199 }
200 
dropRandomItem(int x,int y)201 void dropRandomItem(int x, int y)
202 {
203 	Entity *e;
204 
205 	if (prand() % 3 == 0)
206 	{
207 		addTemporaryItem("item/heart", x, y, RIGHT, 0, ITEM_JUMP_HEIGHT);
208 	}
209 
210 	if (hasBow() == TRUE && prand() % 5 == 0)
211 	{
212 		e = addTemporaryItem("weapon/normal_arrow", x, y, RIGHT, 0, ITEM_JUMP_HEIGHT);
213 
214 		e->health = 1 + (prand() % 3);
215 	}
216 
217 	if (hasLightningSword() == TRUE && prand() % 5 == 0)
218 	{
219 		e = addTemporaryItem("item/lightning_charge", x, y, RIGHT, 0, ITEM_JUMP_HEIGHT);
220 
221 		e->health = 1 + (prand() % 3);
222 	}
223 }
224 
generalItemAction()225 void generalItemAction()
226 {
227 	self->thinkTime--;
228 
229 	if ((self->flags & ON_GROUND) || (self->standingOn != NULL))
230 	{
231 		self->dirX = self->standingOn == NULL ? 0 : self->standingOn->dirX;
232 	}
233 
234 	if (self->thinkTime < 90)
235 	{
236 		if (self->thinkTime % 3 == 0)
237 		{
238 			self->flags ^= NO_DRAW;
239 		}
240 	}
241 
242 	if (self->thinkTime <= 0)
243 	{
244 		self->inUse = FALSE;
245 	}
246 
247 	checkToMap(self);
248 
249 	self->standingOn = NULL;
250 }
251 
healthTouch(Entity * other)252 void healthTouch(Entity *other)
253 {
254 	if (other->type == PLAYER)
255 	{
256 		other->health += self->health;
257 
258 		if (other->health > other->maxHealth)
259 		{
260 			other->health = other->maxHealth;
261 		}
262 
263 		self->inUse = FALSE;
264 	}
265 }
266 
lightningChargeTouch(Entity * other)267 void lightningChargeTouch(Entity *other)
268 {
269 	if (other->type == PLAYER)
270 	{
271 		addChargesToWeapon();
272 
273 		self->inUse = FALSE;
274 	}
275 }
276 
throwItem(int val)277 void throwItem(int val)
278 {
279 	Entity *e;
280 
281 	if (game.status == IN_GAME && self->thinkTime <= 0 && !(player.flags & BLOCKING) && player.element != WATER)
282 	{
283 		e = addProjectile(self->name, &player, player.x + (player.face == RIGHT ? player.w : 0), player.y, player.face == LEFT ? -self->speed : self->speed, 0);
284 
285 		e->y = player.y + (player.h - e->h) / 2;
286 
287 		e->type = PROJECTILE;
288 
289 		e->flags |= FLY;
290 
291 		e->touch = &entityTouch;
292 
293 		e->damage = self->damage;
294 
295 		e->parent = &player;
296 
297 		e->thinkTime = 600;
298 
299 		self->health--;
300 
301 		self->thinkTime = 15;
302 
303 		if (self->health <= 0)
304 		{
305 			self->inUse = FALSE;
306 		}
307 
308 		playSoundToMap("sound/common/throw", EDGAR_CHANNEL, player.x, player.y, 0);
309 	}
310 }
311 
itemFallout()312 void itemFallout()
313 {
314 	self->thinkTime = 120;
315 
316 	self->action = &respawn;
317 }
318 
respawn()319 static void respawn()
320 {
321 	self->thinkTime--;
322 
323 	checkToMap(self);
324 
325 	if (self->thinkTime <= 0)
326 	{
327 		self->x = self->startX;
328 		self->y = self->startY;
329 
330 		setCustomAction(self, &invulnerable, 60, 0, 0);
331 
332 		self->action = &doNothing;
333 	}
334 }
335 
noTouch(Entity * other)336 static void noTouch(Entity *other)
337 {
338 
339 }
340