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/*
* entity.c: Entity manipulation (creation/init, removal)
* Copyright 1999 David Lawrence (philaw@camtech.net.au)
* Last modified July 27 '99.
*/
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#include "header.h"
#include "win.h"
#include "entity.h"
extern struct timeval game_init;
extern entity *root, *player;
#if FOCUSFOLLOWSNUKE
extern entity *focus;
#endif
int id_num = 0; /* Used for unique ID for each entity */
int num_entities = 0;
entity *create_entity(int type)
{
entity *ent;
ent = root;
/* Set ent to last entity in list */
while( ent->next != NULL )
ent = ent->next;
if( (ent->next = (entity *)malloc(sizeof(entity))) == NULL) {
fprintf(stderr,"Malloc error creating entity %d\n", id_num);
die("Exiting!\n", 1);
}
ent->next->ent_id = id_num++; /* We want tux to be 0 */
num_entities++;
#if VERBOSE
printf("Created entity, there are %d entities\n", num_entities);
#endif
/* Initialise entity */
ent = ent->next;
ent->type = type;
ent->mode = ALIVE;
ent->x_v = 0;
ent->y_v = 0;
ent->dir = 4;
ent->frame = 0;
ent->img_no = 0;
ent->last_frame = game_init;
ent->next = NULL;
if( ent->type >= ITEM_OFFSET )
ent->class = ITEM;
else if( ent->type >= PROJECTILE_OFFSET )
ent->class = PROJECTILE;
else if( ent->type >= NEUTRAL_OFFSET )
ent->class = NEUTRAL;
else if( ent->type >= BADDIE_OFFSET )
ent->class = BADDIE;
else
ent->class = GOODIE;
/* Class specific data */
switch( ent->class ) {
case GOODIE:
ent->width = 32;
ent->height = 32;
switch( ent->type ) {
case VI:
ent->speed = 16;
ent->health = 60;
break;
case GNU:
ent->speed = 4;
ent->health = 150;
break;
default:
ent->speed = 8;
ent->health = 100;
}
break;
case BADDIE:
ent->width = 32;
ent->height = 32;
ent->speed = 4;
ent->health = 0;
switch( ent->type ) {
case TROLL: /* 15 */
ent->health += 5;
case FLAMER: /* 10 */
case CLIPPY:
ent->health += 5;
default: /* 5 */
ent->health += 5;
}
break;
case NEUTRAL:
ent->width = 24;
ent->height = 24;
ent->speed = 4;
ent->dir = rand()%8; /* Just to make big packs of them look interesting */
ent->health = 1;
break;
case PROJECTILE:
case ITEM:
ent->width = 32;
ent->height = 32;
ent->health = 1;
break;
}
return ent; /* Pointer to newly made entity */
}
/* Remove entity that with appropriate ent_id.
returns the entity which was before the one
removed, so if you use ent = remove_entity(ent->id)
ent->next should be the same before and after removal */
entity *remove_entity(int ent_id)
{
entity *ent;
entity *tmp_ptr;
int type, id;
ent = root;
/* We want ent->next to be the entity we are going to remove */
while( ent->next != NULL && ent->next->ent_id != ent_id )
ent = ent->next;
if( ent->next == NULL ) {
fprintf(stderr, "Fell off the end of the list in remove entity!\n"
"We were looking for ent_id of %d\n", ent_id);
return (entity *)NULL;
}
#if FOCUSFOLLOWSNUKE
if( focus == ent->next )
focus = player;
#endif
id = ent->next->ent_id;
type = ent->next->type;
num_entities--;
#if VERBOSE
printf("Removed entity(type %d, id %d) Total:%d entities\n",
type, id, num_entities);
#endif
tmp_ptr = ent->next->next;
free(ent->next);
ent->next = tmp_ptr;
return ent;
}
/* All means all but tux and root */
void remove_all_entities(void)
{
int i = 0;
entity *ent, *next;
ent = player->next; /* player == root->next */
while( ent != NULL ) {
next = ent->next;
free(ent);
ent = next;
i++;
num_entities--;
}
/* Reset player list member */
player->next = NULL;
#if VERBOSE
fprintf(stderr, "Free'd %d entities\n", i);
#endif
/* We only have 2 (1 actual) entities left */
}
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