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#ifndef ENT_H_INCLUDED
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#define ENT_H_INCLUDED
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/**
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* @defgroup ent ent
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* @brief Entities module
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*
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* @{
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*/
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#include "libs.h" |
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/**
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* @brief Set scale.
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* @param n Scale
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*/
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void (ent_set_scale) (double n); |
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/**
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* @brief Set origin of screen (upper-left corner) in game referential coordinates.
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* @param x X-position of the upper-left corner of the screen
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* @param y Y-position of the upper-left corner of the screen
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*/
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void (ent_set_origin)(double x, double y); |
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/**
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* @brief Get scale.
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* @return Scale
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*/
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double (ent_get_scale) (void); |
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/**
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* @brief Get X-length of the screen in game referencial coordinates.
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* @return X-length
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*/
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double (ent_get_XLength)(void); |
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/**
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* @brief Get Y-length of the screen in game referencial coordinates.
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* @return Y-length
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*/
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double (ent_get_YLength)(void); |
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/**
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* @}
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*/
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/**
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* @defgroup gunner_t gunner_t
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* @ingroup ent
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* @brief Gunner module.
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*
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* @{
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*/
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/// @brief Identifier of a melee gunner
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#define GUNNER_MELEE BIT(0) |
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/// @brief Identifier of a ranged gunner
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#define GUNNER_RANGED BIT(1) |
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/// @brief Identifier of a player-controlled gunner
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#define GUNNER_PLAYER BIT(2) |
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/// @brief Identifier of an automatic follower gunner
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#define GUNNER_FOLLOW BIT(3) |
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/**
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* @brief Gunner.
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*/
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typedef struct gunner gunner_t; |
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/**
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* @brief Construct gunner.
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* @param dude Basic sprite representing the gunner
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* @param weapon Basic sprite representing the weapon of the gunner
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* @param type Type of gunner. Can be one of the identifier macros and also the OR-merge of any combination of them
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* @param team Team of the gunner. 1 for player 1, 2 for player 2, 3 for opponents and 0 for no team (temporary gunner)
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*/
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gunner_t* (gunner_ctor)(basic_sprite_t *dude, basic_sprite_t *weapon, uint16_t type, int team);
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/**
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* @brief Destruct gunner.
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* @param p Pointer to gunner to be destructed
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*/
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void (gunner_dtor)(gunner_t *p);
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/**
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* @brief Set gunner position.
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* @param p Pointer to gunner
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* @param x X-position of the gunner in game coordinates
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* @param y Y-position of the gunner in game coordinates
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*/
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void (gunner_set_pos) (gunner_t *p, double x, double y); |
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/**
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* @brief Set gunner spawn position.
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* @param p Pointer to gunner
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* @param x Spawn X-position of the gunner in game coordinates
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* @param y Spawn Y-position of the gunner in game coordinates
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*/
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void (gunner_set_spawn) (gunner_t *p, double x, double y); |
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/**
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* @brief Set gunner angle.
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* @param p Pointer to gunner
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* @param angle Angle in radians
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*/
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void (gunner_set_angle) (gunner_t *p, double angle); |
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/**
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* @brief Set gunner health (total, max health).
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* @param p Pointer to gunner
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* @param health Health
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*/
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void (gunner_set_health) (gunner_t *p, double health); |
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/**
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* @brief Set gunner current health.
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* @param p Pointer to gunner
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* @param health Current health
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*/
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void (gunner_set_curr_health) (gunner_t *p, double health); |
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/**
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* @brief Get gunner X-position.
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* @param p Pointer to gunner
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* @return X-position of the gunner
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*/
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double (gunner_get_x) (const gunner_t *p); |
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/**
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* @brief Get gunner Y-position.
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* @param p Pointer to gunner
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* @return Y-position of the gunner
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*/
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double (gunner_get_y) (const gunner_t *p); |
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/**
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* @brief Get gunner spawn X-position.
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* @param p Pointer to gunner
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* @return Spawn X-position of the gunner
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*/
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double (gunner_get_spawn_x) (const gunner_t *p); |
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/**
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* @brief Get gunner spawn Y-position.
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* @param p Pointer to gunner
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* @return Spawn Y-position of the gunner
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*/
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double (gunner_get_spawn_y) (const gunner_t *p); |
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/**
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* @brief Get gunner angle.
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* @param p Pointer to gunner
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* @return Angle of the gunner
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*/
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double (gunner_get_angle) (const gunner_t *p); |
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/**
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* @brief Get gunner max health.
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* @param p Pointer to gunner
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* @return Max health of the gunner
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*/
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double (gunner_get_health) (const gunner_t *p); |
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/**
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* @brief Get gunner current health.
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* @param p Pointer to gunner
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* @return Current health of the gunner
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*/
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double (gunner_get_curr_health) (const gunner_t *p); |
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/**
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* @brief Get gunner X-position in screen coordinates.
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* @param p Pointer to gunner
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* @return X-position of the gunner in screen coordinates
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*/
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int16_t (gunner_get_x_screen) (const gunner_t *p);
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/**
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* @brief Get gunner Y-position in screen coordinates.
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* @param p Pointer to gunner
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* @return Y-position of the gunner in screen coordinates
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*/
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int16_t (gunner_get_y_screen) (const gunner_t *p);
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/**
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* @brief Get gunner type.
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* @param p Pointer to gunner
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* @return Type of gunner
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*/
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uint16_t (gunner_get_type) (const gunner_t *p);
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/**
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* @brief Get gunner team.
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* @param p Pointer to gunner
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* @return Team of gunner
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*/
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int (gunner_get_team) (const gunner_t *p); |
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/**
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* @brief Draw gunner on screen buffer.
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* @param p Pointer to gunner
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*/
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void (gunner_draw)(gunner_t *p);
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/**
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* @brief Draw gunner health bar on screen buffer.
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* @param p Pointer to gunner
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*/
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void (gunner_draw_health)(const gunner_t *p); |
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/**
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* @brief Draw list of gunners on screen buffer.
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* @param shooter_list List of gunners
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*/
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void (gunner_draw_list)(list_t *shooter_list);
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/**
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* @brief Get distance between two gunners.
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* @param p1 Gunner 1
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* @param p2 Gunner 2
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* @return Euclidian distance between the two gunners
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*/
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double (gunner_distance)(const gunner_t *p1, const gunner_t *p2); |
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/**
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* @brief Check if two gunners are colliding.
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* @param p1 Gunner 1
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* @param p2 Gunner 2
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* @return true if the two gunners are colliding, false otherwise
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*/
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int (gunner_collides_gunner)(const gunner_t *p1, const gunner_t *p2); |
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/**
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* @}
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*/
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/**
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* @defgroup bullet_t bullet_t
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* @ingroup ent
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* @brief Bullet module.
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*
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* @{
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*/
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/**
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* @brief Bullet.
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*/
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typedef struct bullet bullet_t; |
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/**
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* @brief Construct bullet.
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* @param shooter Pointer to gunner that shot that bullet
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* @param b Basic sprite of the bullet
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* @param x X-position
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* @param y Y-position
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* @param vx X-speed
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* @param vy Y-speed
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* @return Pointer to constructed bullet, or NULL if failed
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*/
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bullet_t* (bullet_ctor)(const gunner_t *shooter, const basic_sprite_t *b, double x, double y, double vx, double vy); |
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/**
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* @brief Destruct bullet.
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* @param p Pointer to bullet to be destructed
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*/
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void (bullet_dtor)(bullet_t *p);
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/**
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* @brief Get bullet X-position.
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* @param p Pointer to bullet
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* @return X-position of the bullet
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*/
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double (bullet_get_x) (const bullet_t *p); |
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/**
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* @brief Get bullet Y-position.
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* @param p Pointer to bullet
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* @return Y-position of the bullet
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*/
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double (bullet_get_y) (const bullet_t *p); |
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/**
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* @brief Get bullet X-speed.
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* @param p Pointer to bullet
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* @return X-speed of the bullet
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*/
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double (bullet_get_vx) (const bullet_t *p); |
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/**
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* @brief Get bullet Y-speed.
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* @param p Pointer to bullet
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* @return Y-speed of the bullet
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*/
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double (bullet_get_vy) (const bullet_t *p); |
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/**
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* @brief Get bullet X-position in screen coordinates.
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* @param p Pointer to bullet
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* @return X-position of the bullet in screen coordinates
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*/
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int16_t (bullet_get_x_screen)(const bullet_t *p);
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/**
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* @brief Get bullet Y-position in screen coordinates.
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* @param p Pointer to bullet
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* @return Y-position of the bullet in screen coordinates
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*/
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int16_t (bullet_get_y_screen)(const bullet_t *p);
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/**
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* @brief Get bullet damage.
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* @param p Pointer to bullet
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* @return Damage
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*/
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double (bullet_get_damage) (const bullet_t *p); |
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/**
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* @brief Set bullet damage.
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* @param p Pointer to bullet
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* @param damage Damage
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*/
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void (bullet_set_damage) (bullet_t *p, double damage); |
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/**
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* @brief Get gunner that shot the bullet.
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* @param p Pointer to bullet
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* @return Pointer to gunner that shot the bullet
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*/
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const gunner_t* (bullet_get_shooter)(const bullet_t *p); |
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/**
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* @brief Update bullet position (i.e., advance it according to its speed).
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* @param p Pointer to bullet
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*/
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void (bullet_update_movement)(bullet_t *p);
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/**
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* @brief Update movement of bullets in a list.
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* @param bullet_list Pointer to bullet list
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*/
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void (bullet_update_movement_list)(list_t *bullet_list);
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/**
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* @brief Draw bullet on screen buffer.
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* @param p Pointer to bullet
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*/
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void (bullet_draw)(bullet_t *p);
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/**
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* @brief Draw bullets in list on screen buffer.
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* @param bullet_list Pointer to bullet list
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*/
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void (bullet_draw_list)(list_t *bullet_list);
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/**
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* @}
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*/
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/**
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* @defgroup map_t map_t
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* @ingroup ent
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* @brief Bullet module.
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*
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* @{
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*/
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/**
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* @brief Map.
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*/
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typedef struct map map_t; |
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/**
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* @brief Construct map.
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* @param background XPM describing map as it should be rendered
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* @param collide XPM with transparency describing what parts of the map will cause collision
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* @return Pointer to constructed map, or NULL if failed
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*/
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map_t* (map_ctor)(const char *const *background, const char *const *collide); |
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/**
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* @brief Destruct map.
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* @param p Pointer to map to be destructed
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*/
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void (map_dtor)(map_t *p);
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/**
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* @brief Get map width.
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* @param p Pointer to map
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* @return Width of map
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*/
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uint16_t (map_get_width) (const map_t *p);
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/**
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* @brief Get map height.
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* @param p Pointer to map
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* @return Height of map
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*/
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uint16_t (map_get_height) (const map_t *p);
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/**
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* @brief Use Dijkstra's path-finding algorithm.
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*
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* Allows a follower to know where to move so it gets closer to a given target.
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*
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* This function is implemented in a clever way that reduces the time of execution.
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* On the other hand, it might not always give the shortest path, but it is
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* guaranteeed to provide a decent, valid path to the target.
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*
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* @param p Pointer to map
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* @param x_ X-position of the target
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* @param y_ Y-position of the target
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* @return SUCCESS if operation is successful, false otherwise
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*/
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int (map_make_dijkstra)(map_t *p, double x_, double y_); |
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/**
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* @brief Get the direction a follower should move to get closer to the target.
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* @param p Pointer to map
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* @param x X-position of the follower
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* @param y Y-position of the follower
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* @param theta Pointer to angle that will be updated
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* @return SUCCESS if operation was successful, other value otherwise
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*/
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int (map_where_to_follow)(const map_t *p, double x, double y, double *theta); |
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/**
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* @brief Draw map on screen buffer.
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* @param p Pointer to map
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*/
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void (map_draw)(map_t *p);
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/**
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* @brief Evaluate if point collides with map.
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* @param p Pointer to map
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* @param x X-position of the point
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* @param y Y-position of the point
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* @return true if the point collides with the map, false otherwise
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*/
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int (map_collides_point)(const map_t *p, double x, double y); |
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/**
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* @}
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*/
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/**
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* @brief Evaluate if gunner is colliding with map.
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* @param p Pointer to map
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* @param gunner Pointer to gunner
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* @return true if the gunner collides with the map, false otherwise
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*/
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int (map_collides_gunner)(const map_t *p, const gunner_t *gunner); |
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/**
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* @brief Evaluate if bullet is colliding with map.
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* @param p Pointer to map
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* @param bullet Pointer to bullet
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* @return true if the bullet collides with the map, false otherwise
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*/
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int (map_collides_bullet)(const map_t *p, const bullet_t *bullet); |
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/**
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* @brief Evaluate if bullet is colliding with gunner.
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* @param shooter Pointer to gunner
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* @param bull Pointer to bullet
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* @return true if the bullet collides with the gunner, false otherwise
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*/
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int (gunner_collides_bullet)(const gunner_t *shooter, const bullet_t *bull); |
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#endif //ENT_H_INCLUDED |