36e4dc331b
added two config options: disable_shader: will turn off the use of shaders and fbos in the game. there is no full replacement for them, however. disable_audio: guess what. both options *should* be activated automatically as soon as something goes wrong.
118 lines
No EOL
2.5 KiB
C
118 lines
No EOL
2.5 KiB
C
/*
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* This software is licensed under the terms of the MIT-License
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* See COPYING for further information.
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* ---
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* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
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*/
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#include "enemy.h"
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#include <stdlib.h>
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#include <math.h>
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#include "global.h"
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#include "projectile.h"
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#include "list.h"
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void create_enemy_p(Enemy **enemies, complex pos, int hp, EnemyDrawRule draw_rule, EnemyLogicRule logic_rule,
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complex a1, complex a2, complex a3, complex a4) {
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Enemy *e = (Enemy *)create_element((void **)enemies, sizeof(Enemy));
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e->moving = 0;
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e->dir = 0;
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e->birthtime = global.frames;
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e->pos = pos;
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e->pos0 = pos;
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e->hp = hp;
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e->logic_rule = logic_rule;
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e->draw_rule = draw_rule;
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e->args[0] = a1;
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e->args[1] = a2;
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e->args[2] = a3;
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e->args[3] = a4;
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e->logic_rule(e, EVENT_BIRTH);
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}
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void _delete_enemy(void **enemies, void* enemy) {
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if(((Enemy* )enemy)->hp <= 0)
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((Enemy* )enemy)->logic_rule(enemy, EVENT_DEATH);
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del_ref(enemy);
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delete_element((void **)enemies, enemy);
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}
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void delete_enemy(Enemy **enemies, Enemy* enemy) {
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_delete_enemy((void**) enemies, enemy);
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}
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void delete_enemies(Enemy **enemies) {
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delete_all_elements((void **)enemies, _delete_enemy);
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}
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void draw_enemies(Enemy *enemies) {
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Enemy *e;
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for(e = enemies; e; e = e->next)
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e->draw_rule(e, global.frames - e->birthtime);
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}
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void Fairy(Enemy *e, int t) {
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glEnable(GL_TEXTURE_2D);
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float s = sin((float)(global.frames-e->birthtime)/10.f)/6 + 0.8;
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glPushMatrix();
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glTranslatef(creal(e->pos),cimag(e->pos),0);
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glPushMatrix();
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glRotatef(global.frames*10,0,0,1);
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glScalef(s, s, s);
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glColor3f(0.2,0.7,1);
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draw_texture(0,0,"fairy_circle");
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glPopMatrix();
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glColor4f(1,1,1,1);
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glPushMatrix();
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if(e->dir) {
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glCullFace(GL_FRONT);
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glScalef(-1,1,1);
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}
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draw_animation(0, 0, e->moving, "fairy");
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glPopMatrix();
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glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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if(e->dir) {
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glCullFace(GL_BACK);
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}
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}
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void Swirl(Enemy *e, int t) {
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glPushMatrix();
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glTranslatef(creal(e->pos), cimag(e->pos),0);
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glRotatef(t*15,0,0,1);
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draw_texture(0,0, "swirl");
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glPopMatrix();
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}
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void process_enemies(Enemy **enemies) {
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Enemy *enemy = *enemies, *del = NULL;
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while(enemy != NULL) {
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enemy->logic_rule(enemy, global.frames - enemy->birthtime);
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if(enemy->hp != ENEMY_IMMUNE
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&& (creal(enemy->pos) < -20 || creal(enemy->pos) > VIEWPORT_W + 20
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|| cimag(enemy->pos) < -20 || cimag(enemy->pos) > VIEWPORT_H + 20
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|| enemy->hp <= 0)) {
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del = enemy;
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enemy = enemy->next;
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delete_enemy(enemies, del);
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} else {
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enemy = enemy->next;
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}
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}
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} |