blobwarsAttrition/src/entities/unit.c

336 lines
6.2 KiB
C

/*
Copyright (C) 2018 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "unit.h"
static void tick(void);
static void init(void);
static void attack(void);
static void applyDamage(int damage);
static int canFire(Entity *target);
static SDL_Rect *getCurrentSprite(void);
static void preFire(void);
static void load(cJSON *root);
static void save(cJSON *root);
Unit *createUnit(void)
{
Unit *u;
u = malloc(sizeof(Unit));
memset(u, 0, sizeof(Unit));
initEntity((Entity*)u);
u->type = ET_ENEMY;
u->oxygen = MAX_OXYGEN;
u->spriteTime = 0;
u->spriteFrame = 0;
u->startX = u->startY = -1;
u->init = init;
u->tick = tick;
u->preFire = preFire;
u->attack = attack;
u->canFire = canFire;
u->getCurrentSprite = getCurrentSprite;
u->applyDamage = applyDamage;
u->load = load;
u->save = save;
return u;
}
static void init(void)
{
Unit *u;
u = (Unit*)self;
if (u->startX == -1 && u->startY == -1)
{
u->startX = (int) u->x;
u->startY = (int) u->y;
}
u->canCarryItem = rand() % 100 < 85;
if (world.missionType == MT_OUTPOST)
{
u->canCarryItem = 1;
u->health = u->healthMax = rrnd(1, 4);
}
if (game.plus & PLUS_STRONGER)
{
u->canCarryItem = 1;
u->health = u->healthMax = rrnd(4, 8);
}
}
static void tick(void)
{
Unit *u;
u = (Unit*)self;
if (u->alive == ALIVE_ALIVE)
{
u->reload = limit(u->reload - 1, 0, FPS);
}
switch (u->environment)
{
case ENV_AIR:
u->oxygen = limit(u->oxygen + 4, 0, MAX_OXYGEN);
break;
case ENV_WATER:
u->oxygen = limit(u->oxygen - 1, 0, MAX_OXYGEN);
if (u->oxygen == 0 && world.frameCounter % 30 == 0)
{
u->health--;
}
break;
case ENV_SLIME:
case ENV_LAVA:
if (u->alive == ALIVE_ALIVE)
{
u->health = 0;
}
break;
}
if (u->flags & EF_WATER_BREATHING)
{
u->oxygen = MAX_OXYGEN;
}
if (u->spawnedIn)
{
if (getDistance(u->x, u->y, world.bob->x, world.bob->y) < SCREEN_WIDTH)
{
u->spawnedInTimer = FPS * 5;
}
if (--u->spawnedInTimer <= 0)
{
u->alive = ALIVE_DEAD;
}
}
if (u->carriedItem != NULL)
{
u->carriedItem->x = u->x;
u->carriedItem->y = u->y;
}
}
static void reappear(void)
{
int r;
r = rand() % MAX_CHECKPOINTS;
self->x = world.bob->checkpoints[r].x;
self->y = world.bob->checkpoints[r].y;
if (self->x != 0 && self->y != 0)
{
self->y -= (self->h + 10);
self->action = self->walk;
self->flags &= ~(EF_GONE | EF_ALWAYS_PROCESS);
addTeleportStars(self);
playBattleSound(SND_APPEAR, self->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
}
else
{
self->thinkTime = FPS;
}
}
static void applyDamage(int damage)
{
Unit *u;
u = (Unit*)self;
if (u->alive != ALIVE_DEAD)
{
if (u->health < 0)
{
u->health = 0;
u->alive = ALIVE_ALIVE;
}
u->health -= damage;
if (u->health > 0)
{
u->thinkTime = 0;
u->facing = u->x < world.bob->x ? FACING_RIGHT : FACING_LEFT;
if (u->isMissionTarget && rand() % 100 < 10)
{
u->action = reappear;
u->flags |= (EF_GONE | EF_ALWAYS_PROCESS);
u->thinkTime = rrnd(FPS, FPS * 2);
addTeleportStars(self);
playBattleSound(SND_APPEAR, self->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
}
}
}
}
static void attack(void)
{
Unit *u;
u = (Unit*)self;
if (u->canFire((Entity*)world.bob))
{
switch (u->weaponType)
{
case WPN_AIMED_PISTOL:
fireAimedShot(self);
break;
case WPN_MACHINE_GUN:
fireMachineGun(self);
break;
case WPN_GRENADES:
fireGrenade(self);
break;
case WPN_PLASMA:
firePlasma(self);
break;
case WPN_SPREAD:
fireSpread(self, 3);
break;
case WPN_LASER:
fireLaser(self);
break;
case WPN_SHOTGUN:
fireShotgun(self);
break;
case WPN_MISSILE:
fireMissile(self);
break;
default:
printf("Can't fire weapon: %d\n", u->weaponType);
break;
}
}
}
static void preFire(void)
{
Unit *u;
u = (Unit*)self;
if (!(u->flags & EF_WEIGHTLESS))
{
if (world.bob->y < u->y && u->isOnGround && rand() % 4 == 0)
{
u->dy = JUMP_POWER;
}
}
u->facing = (world.bob->x < u->x) ? FACING_LEFT : FACING_RIGHT;
if (u->reload > 0)
{
return;
}
u->attack();
if (--u->shotsToFire == 0)
{
u->action = u->walk;
}
}
static int canFire(Entity *target)
{
return 0;
}
static SDL_Rect *getCurrentSprite(void)
{
Sprite *s;
s = (self->alive == ALIVE_ALIVE) ? self->sprite[self->facing] : self->sprite[FACING_DIE];
if (self->spriteFrame >= s->numFrames)
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "WARNING: %s (%d) bad sprite frames - %d > %d\n", self->name, self->type, self->spriteFrame, s->numFrames);
self->spriteFrame = 0;
}
return &s->frames[self->spriteFrame]->rect;
}
static void load(cJSON *root)
{
Unit *u;
u = (Unit*)self;
u->canCarryItem = cJSON_GetObjectItem(root, "canCarryItem")->valueint;
u->startX = cJSON_GetObjectItem(root, "startX")->valueint;
u->startY = cJSON_GetObjectItem(root, "startY")->valueint;
u->isMissionTarget = cJSON_GetObjectItem(root, "isMissionTarget")->valueint;
u->health = cJSON_GetObjectItem(root, "health")->valueint;
u->healthMax = cJSON_GetObjectItem(root, "healthMax")->valueint;
}
static void save(cJSON *root)
{
Unit *u;
u = (Unit*)self;
cJSON_AddStringToObject(root, "type", u->unitType);
cJSON_AddNumberToObject(root, "canCarryItem", u->canCarryItem);
cJSON_AddNumberToObject(root, "startX", u->startX);
cJSON_AddNumberToObject(root, "startY", u->startY);
cJSON_AddNumberToObject(root, "isMissionTarget", u->isMissionTarget);
cJSON_AddNumberToObject(root, "health", u->health);
cJSON_AddNumberToObject(root, "healthMax", u->healthMax);
}