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173 lines
4.9 KiB
173 lines
4.9 KiB
#include "entity.h"
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#include "raymath.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "../Sprite/sprite.h"
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#include "../MapObject/building.h"
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#include "../definitions.h"
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#include "entityacts.h"
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#include "../game.h"
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Entity * EntityInit(Game *game, int profession, int x, int y){
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Entity *new = malloc(sizeof(Entity));
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int textureId = 0;
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Animation ***animations = 0;
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switch(profession){
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case PR_BUILDER:
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new->act = BuilderAct;
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textureId = TE_WORKER;
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animations = game->textures->animations[AN_WORKER];
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break;
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case PR_LUMBERJACK:
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new->act = LumberjackAct;
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textureId = TE_LUMBERJACK;
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animations = game->textures->animations[AN_LUMBERJACK];
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break;
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default:
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printf("WARNING: ENTITYINIT MIT FALSCHER ID AUFGERUFEN!\n");
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}
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Sprite *newSprite = SpriteCreate(game->textures, textureId, x, y);
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SpriteListInsert(game->sprites, newSprite);
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new->sprite = newSprite;
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new->animationHandler = AnimationHandlerInit(animations, &new->sprite->texture);
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new->angle = 0;
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new->destX = 0;
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new->destY = 0;
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new->hasDestination = 0;
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new->selected = 0;
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new->next = 0;
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new->prev = 0;
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new->task = TaskInit(profession);
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new->profession = profession;
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return new;
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}
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EntityList * EntityListInit(){
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EntityList *new = malloc(sizeof(EntityList));
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new->head = 0;
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new->tail = 0;
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return new;
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}
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void EntityMoveToDestination(Entity *entity){
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float movementSpeed = 150.0f * ACT_TIME;
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if(entity->hasDestination == 1){
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Vector2 movement = {
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entity->destX - entity->sprite->x,
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entity->destY - entity->sprite->y
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};
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if(Vector2Length(movement) < movementSpeed){
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entity->hasDestination = 0;
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entity->sprite->x = entity->destX;
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entity->sprite->y = entity->destY;
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}
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else{
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movement = Vector2Normalize(movement);
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movement = Vector2Scale(movement, movementSpeed);
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entity->sprite->x += movement.x;
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entity->sprite->y += movement.y;
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// Change sprite according to direction
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Vector2 nullvektor = {0,0};
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float angle = Vector2Angle(movement, nullvektor);
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angle = angle * RAD2DEG;
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angle -= 35.26;
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if(angle <= 22.5 && angle >= -22.5){
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// E
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AnimationChangeDirection(entity->animationHandler, E);
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}
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else if(angle > 0 && angle <= 67.5){
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// NE
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AnimationChangeDirection(entity->animationHandler, NE);
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}
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else if(angle > 0 && angle <= 112.5){
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// N
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AnimationChangeDirection(entity->animationHandler, N);
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}
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else if(angle > 0 && angle <= 157.5){
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// NW
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AnimationChangeDirection(entity->animationHandler, NW);
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}
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else if(angle < 0 && angle >= -67.5){
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// SE
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AnimationChangeDirection(entity->animationHandler, SE);
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}
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else if(angle < 0 && angle >= -112.5){
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// S
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AnimationChangeDirection(entity->animationHandler, S);
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}
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else if(angle < 0 && angle >= -157.5){
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// SW
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AnimationChangeDirection(entity->animationHandler, SW);
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}
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else{
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// W
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AnimationChangeDirection(entity->animationHandler, W);
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}
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}
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}
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}
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void EntityListPrintForward(EntityList *entities){
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}
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void EntityListInsert(EntityList *entities, Entity *data){
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if(entities->head == 0){
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entities->head = data;
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entities->tail = data;
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}
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else{
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entities->tail->next = data;
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data->prev = entities->tail;
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entities->tail = data;
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}
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}
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void EntityListRemove(EntityList *entities, Entity *remove){
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if(remove == 0){
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printf("WARNING: TRIED TO REMOVE NULLPOINTER\n");
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}
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else if(entities->head == remove && entities->tail == remove){
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entities->head = 0;
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entities->tail = 0;
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}
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else if(entities->head == remove){
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remove->next->prev = 0;
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entities->head = remove->next;
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}
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else if(entities->tail == remove){
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remove->prev->next = 0;
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entities->tail = remove->prev;
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}
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else{
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remove->prev->next = remove->next;
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remove->next->prev = remove->prev;
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}
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remove->next = 0;
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remove->prev = 0;
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}
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void EntityListActAllEntities(Game *game){
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Entity *current = game->entities->head;
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while (current != 0){
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current->act(game, current);
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AnimationUpdate(current->animationHandler);
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SpriteUpdate(current->sprite);
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SpriteListSpriteChanged(game->sprites, current->sprite);
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current = current->next;
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}
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}
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