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Rev | Author | Line No. | Line |
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9566 | turbocat | 1 | #include "dog.h" |
2 | #include "../game.h" |
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3 | #include "../hero.h" |
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4 | #include |
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5 | |||
6 | void dogStep(Dog* d); |
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7 | void dogDraw(Dog* d); |
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8 | |||
9 | int hitWall(Dog* d, Mask mask); |
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10 | |||
11 | void createDog(int x, int y) |
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12 | { |
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13 | int i; |
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14 | for (i = 0; i < MAX_ENEMIES; i++) { |
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15 | if (enemies[i] == NULL) { |
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16 | Enemy* e = malloc(sizeof *e); |
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17 | Dog* d = malloc(sizeof *d); |
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18 | d->id = i; |
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19 | d->hp = 3; |
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20 | d->blink = 0; |
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21 | |||
22 | d->x = x; |
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23 | d->y = y; |
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24 | |||
25 | d->hsp = 0; |
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26 | d->vsp = 0; |
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27 | |||
28 | d->imageIndex = 0; |
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29 | |||
30 | d->dir = 1; |
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31 | if (herox < d->x) { |
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32 | d->dir = -1; |
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33 | } |
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34 | |||
35 | d->state = 0; |
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36 | d->timer = 0; |
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37 | d->counter = 0; |
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38 | |||
39 | e->data = d; |
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40 | e->enemyStep = dogStep; |
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41 | e->enemyDraw = dogDraw; |
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42 | e->type = 30; |
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43 | |||
44 | enemies[i] = e; |
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45 | i = MAX_ENEMIES; |
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46 | } |
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47 | } |
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48 | } |
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49 | |||
50 | void dogStep(Dog* d) |
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51 | { |
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52 | double grav = 0.175; |
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53 | |||
54 | char onground = 0; |
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55 | char wallhit = 0; |
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56 | |||
57 | //Setup Mask |
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58 | Mask mask; |
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59 | { |
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60 | mask.circle = mask.unused = 0; |
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61 | mask.w = 32; |
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62 | mask.h = 32; |
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63 | mask.x = d->x + ((40 - mask.w) / 2); |
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64 | mask.y = d->y + (40 - mask.h); |
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65 | } |
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66 | |||
67 | //Blink animation |
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68 | { |
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69 | if (d->blink > 0) { |
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70 | d->blink -= 1; |
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71 | } |
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72 | } |
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73 | |||
74 | //Horizontal movement |
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75 | { |
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76 | d->x += d->hsp; |
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77 | mask.x = d->x + ((40 - mask.w) / 2); |
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78 | |||
79 | //Wall collision |
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80 | if (hitWall(d, mask) == 1) { |
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81 | wallhit = 1; |
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82 | mask.x = d->x + ((40 - mask.w) / 2); |
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83 | } |
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84 | } |
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85 | |||
86 | //Vertical Movement |
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87 | { |
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88 | d->vsp += grav; |
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89 | d->y += d->vsp; |
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90 | mask.y = d->y + (40 - mask.h); |
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91 | |||
92 | PHL_Rect collide = getTileCollision(1, mask); |
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93 | if (collide.x == -1) { |
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94 | collide = getTileCollision(3, mask); |
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95 | } |
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96 | if (collide.x != -1) { |
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97 | //Floor |
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98 | if (d->vsp >= 0) { |
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99 | onground = 1; |
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100 | d->vsp = 0; |
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101 | d->y = collide.y - 40; |
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102 | } |
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103 | //Ceiling |
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104 | if (d->vsp < 0) { |
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105 | d->y = collide.y + 40 - (40 - mask.h); |
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106 | } |
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107 | mask.y = d->y + (40 - mask.h); |
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108 | } |
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109 | } |
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110 | |||
111 | //Wait |
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112 | if (d->state == 0) |
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113 | { |
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114 | double fric = 0.1; |
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115 | |||
116 | //Animate |
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117 | { |
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118 | d->imageIndex += 0.1; |
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119 | if (d->imageIndex >= 2) { |
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120 | d->imageIndex -= 2; |
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121 | } |
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122 | } |
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123 | |||
124 | //Collide with wall |
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125 | { |
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126 | if (wallhit == 1 && onground == 1) { |
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127 | d->hsp *= -1; |
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128 | } |
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129 | } |
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130 | |||
131 | //Slide to hault |
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132 | if (d->hsp > 0) { |
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133 | d->dir = 1; |
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134 | |||
135 | d->hsp -= fric; |
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136 | if (d->hsp <= 0) { |
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137 | d->hsp = 0; |
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138 | } |
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139 | } |
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140 | if (d->hsp < 0) { |
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141 | d->dir = -1; |
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142 | |||
143 | d->hsp += fric; |
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144 | if (d->hsp >= 0) { |
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145 | d->hsp = 0; |
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146 | } |
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147 | } |
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148 | |||
149 | //Player is close |
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150 | { |
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151 | if (d->hsp == 0) { |
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152 | Mask area; |
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153 | area.unused = area.circle = 0; |
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154 | area.w = 220; |
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155 | area.h = 60; |
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156 | area.x = d->x - 90; |
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157 | area.y = d->y - 20; |
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158 | |||
159 | if (checkCollision(area, getHeroMask()) == 1) { |
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160 | d->state = 1; |
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161 | d->counter = 0; |
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162 | d->vsp = 1; |
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163 | } |
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164 | } |
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165 | } |
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166 | |||
167 | } |
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168 | |||
169 | //Hopping |
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170 | else if (d->state == 1) |
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171 | { |
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172 | int spd = 2; |
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173 | |||
174 | d->hsp = spd * d->dir; |
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175 | |||
176 | //Land on floor |
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177 | { |
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178 | if (onground == 1) { |
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179 | |||
180 | //Landed |
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181 | d->counter += 1; |
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182 | d->vsp = -1.5; |
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183 | if (d->counter == 3) { |
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184 | d->vsp = -4; |
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185 | } |
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186 | if (d->counter == 4) { |
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187 | d->state = 0; |
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188 | d->counter = 0; |
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189 | d->vsp = 0; |
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190 | d->hsp = spd * d->dir; |
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191 | }else{ |
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192 | PHL_PlaySound(sounds[sndPi05], CHN_ENEMIES); |
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193 | d->dir = 1; |
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194 | if (herox < d->x + 20) { |
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195 | d->dir = -1; |
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196 | } |
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197 | } |
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198 | } |
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199 | } |
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200 | |||
201 | //Animate |
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202 | { |
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203 | d->imageIndex = 1; |
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204 | if (d->vsp < 0) { |
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205 | d->imageIndex = 2; |
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206 | } |
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207 | } |
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208 | |||
209 | } |
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210 | |||
211 | //Update mask to be safe |
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212 | mask.x = d->x + ((40 - mask.w) / 2); |
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213 | mask.y = d->y + (40 - mask.h); |
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214 | |||
215 | //Hit Player |
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216 | { |
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217 | if (checkCollision(mask, getHeroMask())) { |
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218 | if (heroHit(10, mask.x + (mask.w / 2)) == 1) { |
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219 | heroStun(); |
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220 | } |
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221 | } |
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222 | } |
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223 | |||
224 | //Weapon collision |
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225 | { |
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226 | int i; |
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227 | for (i = 0; i < MAX_WEAPONS; i++) { |
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228 | if (weapons[i] != NULL) { |
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229 | if (weapons[i]->cooldown == 0) { |
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230 | if (checkCollision(mask, weapons[i]->weaponMask)) { |
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231 | weaponHit(weapons[i]); |
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232 | //Hit |
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233 | d->blink = 15; |
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234 | d->hp -= 1; |
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235 | |||
236 | //Death |
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237 | if (d->hp <= 0) { |
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238 | createEffect(2, d->x - 12, d->y - 6); |
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239 | spawnCollectable(d->x + 20, d->y); |
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240 | enemyDestroy(d->id); |
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241 | } |
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242 | |||
243 | i = MAX_WEAPONS; |
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244 | } |
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245 | } |
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246 | } |
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247 | } |
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248 | } |
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249 | |||
250 | } |
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251 | |||
252 | void dogDraw(Dog* d) |
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253 | { |
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254 | if (d->blink % 2 == 0) { |
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255 | int cropX = 240 + ((int)d->imageIndex * 40); |
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256 | |||
257 | if (d->dir == -1) { |
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258 | cropX += 120; |
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259 | } |
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260 | |||
261 | PHL_DrawSurfacePart(d->x, d->y, cropX, 40, 40, 40, images[imgEnemies]); |
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262 | } |
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263 | } |
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264 | |||
265 | int hitWall(Dog* d, Mask mask) |
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266 | { |
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267 | PHL_Rect collide = getTileCollision(1, mask); |
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268 | |||
269 | if (collide.x == -1) { |
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270 | collide = getTileCollision(3, mask); |
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271 | } |
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272 | |||
273 | if (collide.x != -1) { |
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274 | int dir = 1; |
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275 | if (d->hsp < 0) { |
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276 | dir = -1; |
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277 | } |
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278 | d->x = collide.x + 20 - ((20 + (mask.w / 2)) * dir) - 20; |
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279 | |||
280 | return 1; |
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281 | }else{ |
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282 | if (d->x < -20) { |
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283 | d->x = -20; |
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284 | return 1; |
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285 | } |
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286 | |||
287 | if (d->x > 620) { |
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288 | d->x = 620; |
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289 | return 1; |
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290 | } |
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291 | } |
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292 | |||
293 | return 0; |
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294 | }>>=>>>>>=>>>> |