100 lines
2.4 KiB
C
100 lines
2.4 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include "Gun.h"
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int GunUpdate(int action, void* data) {
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printf("Running Gun\n");
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entity* e = (entity*)data;
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vec2 bullet_pos = e->position;
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Gun* g = (Gun*)e->data;
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world* w = (world*)e->world;
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if(g->inpact == 0) {
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switch (g->direction) {
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case SHOOT_N: bullet_pos.y -= 1; break;
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case SHOOT_E: bullet_pos.x += 1; break;
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case SHOOT_S: bullet_pos.y += 1; break;
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case SHOOT_W: bullet_pos.x -= 1; break;
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}
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}
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int entity_colied = EntityMove(e, bullet_pos);
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if((entity_colied) && g->inpact == 0) {
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if(w->wells[at(bullet_pos.x, bullet_pos.y, w)].cell->id == 1) {
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w->wells[at(bullet_pos.x, bullet_pos.y, w)].cell = SetCell(2);
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}
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g->inpact ++;
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}
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if(g->inpact > 0) {
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e->tile.simble = '*';
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e->tile.background = (color){0xff,0x0a,0x0a};
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e->tile.forground = (color){0xff,0xff,0xff};
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g->inpact ++;
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}
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if(g->inpact > 25) {
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e->tile.simble = 'o';
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e->tile.background = (color){0xff,0x20,0x20};
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e->tile.forground = (color){0xff,0x3f,0x3f};
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}
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if(g->inpact > 30) {
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e->tile.simble = 'O';
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e->tile.background = (color){0x01,0x01,0x01};
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e->tile.forground = (color){0xff,0x0a,0x0a};
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}
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if(g->inpact > 40) {
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e->tile.simble = '#';
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e->tile.background = (color){0x01,0x01,0x01};
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e->tile.forground = (color){0xff,0x0a,0x0a};
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}
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if(g->inpact > 75) {
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printf("tagged for cleanup\n");
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e->tile.simble = 'R';
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e->cleanup = 1;
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}
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return 0;
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}
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entity* CreateGun(int direction, int bullet, world* w) {
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entity* ent = malloc(sizeof(entity));
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Gun* g= malloc(sizeof(Gun));
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*g = (Gun){
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.direction = direction,
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.projectileId = bullet,
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.fuse = 10,
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.currentFuse = 0,
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.inpact = 0,
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};
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*ent = (entity){
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.id = 50,
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.name = "Gun",
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.description = "description",
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.tile = {
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.simble = '-',
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.background = {0,0,0},
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.forground = {0xff,0,0},
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},
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.position = (vec2){0,0},
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.data = g,
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.world = w,
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.callback = {
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.init = GunInit,
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.update = GunUpdate,
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.free = GunFree,
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},
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.cleanup = 0,
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};
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return ent;
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}
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int GunInit(void* ent) {return 0;}
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int GunFree(void* ent) {return 0;}
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