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116 lines
2.9 KiB
116 lines
2.9 KiB
#include <world.h>
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#include <collisionDetection.h>
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#include <weaponsSystem.h>
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void moveProjectiles(){
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int i;
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for(i=0; i<MAX_PROJECTILES; i++){
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if(allProjectiles[i].isAlive && ((float)(clock() - allProjectiles[i].lastMoveClock)/CLOCKS_PER_SEC) > allProjectiles[i].speed){
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allProjectiles[i].prevYpos=allProjectiles[i].curYpos;
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allProjectiles[i].prevXpos=allProjectiles[i].curXpos;
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checkProjectileCollision(&allProjectiles[i]);
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switch(allProjectiles[i].direction){
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case 'w':{
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allProjectiles[i].curYpos--;
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break;
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}
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case 'a':{
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allProjectiles[i].curXpos--;
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break;
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}
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case 's':{
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allProjectiles[i].curYpos++;
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break;
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}
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case 'd':{
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allProjectiles[i].curXpos++;
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break;
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}
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}
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allProjectiles[i].distanceTraveled++;
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checkProjectileCollision(&allProjectiles[i]);
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if(allProjectiles[i].distanceTraveled>=allProjectiles[i].range){
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allProjectiles[i].isAlive=0;
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}
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allProjectiles[i].lastMoveClock = clock();
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}
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}
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}
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void fireWeapon(struct Weapon *weaponRef, char *direction){
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struct Projectile projectile;
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projectile.range=weaponRef->projectileRange;
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projectile.speed=weaponRef->projectileSpeed;
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projectile.isAlive=1;
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projectile.distanceTraveled=0;
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projectile.curYpos=allEntities[0].curYpos;
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projectile.curXpos=allEntities[0].curXpos;
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projectile.lastMoveClock=clock();
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if(allEntities[0].curWeapon==0){
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if(!strcmp(direction,"up")){
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projectile.direction='w';
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projectile.symbol=weaponRef->symbols[2];
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}
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if(!strcmp(direction,"left")){
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projectile.direction='a';
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projectile.symbol=weaponRef->symbols[0];
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}
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if(!strcmp(direction,"down")){
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projectile.direction='s';
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projectile.symbol=weaponRef->symbols[6];
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}
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if(!strcmp(direction,"right")){
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projectile.direction='d';
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projectile.symbol=weaponRef->symbols[4];
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}
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int i;
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for(i=0;i<MAX_PROJECTILES;i++){
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if(!allProjectiles[i].isAlive && !allProjectiles[i+1].isAlive){
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allEntities[0].projectilesFired++;
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allProjectiles[i]=projectile;
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break;
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}
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}
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}
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else{
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if(!strcmp(direction,"up")){
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projectile.range*=.4;
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projectile.direction='w';
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projectile.symbol=weaponRef->symbols[2];
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}
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if(!strcmp(direction,"left")){
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projectile.direction='a';
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projectile.symbol=weaponRef->symbols[0];
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}
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if(!strcmp(direction,"down")){
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projectile.range*=.4;
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projectile.direction='s';
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projectile.symbol=weaponRef->symbols[6];
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}
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if(!strcmp(direction,"right")){
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projectile.direction='d';
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projectile.symbol=weaponRef->symbols[4];
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}
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int i;
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for(i=0;i<MAX_PROJECTILES;i++){
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if(!allProjectiles[i].isAlive && !allProjectiles[i+1].isAlive){
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allEntities[0].projectilesFired++;
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allProjectiles[i]=projectile;
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allEntities[0].weapons[allEntities[0].curWeapon].curCapacity--;
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break;
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}
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}
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}
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}
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void addMagazine(struct Weapon *weaponRef){
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weaponRef->curMags++;
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}
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void reload(struct Weapon *weaponRef){
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weaponRef->curMags--;
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weaponRef->curCapacity=weaponRef->maxCapacity;
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}
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