blobwarsAttrition/src/entities/structures/door.c

347 lines
6.8 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 "door.h"
static void init(void);
static void tick(void);
static void touch(Entity *other);
static void openWithKey(void);
static int isClosed(void);
static int isOpening(void);
static int isClosing(void);
static void activate(int active);
static void load(cJSON *root);
static void save(cJSON *root);
Entity *initDoor(void)
{
Structure *s;
s = createStructure();
s->type = ET_DOOR;
s->isSolid = 1;
s->isStatic = 1;
s->flags |= EF_WEIGHTLESS | EF_NO_ENVIRONMENT | EF_NO_CLIP | EF_EXPLODES | EF_NO_TELEPORT;
s->closedX = s->closedY = -1;
s->state = DOOR_CLOSED;
s->speed = 8;
s->isLocked = 1;
s->sprite[0] = s->sprite[1] = s->sprite[2] = getSprite("Door");
s->init = init;
s->tick = tick;
s->touch = touch;
s->activate = activate;
s->load = load;
s->save = save;
return (Entity*)s;
}
static void init(void)
{
Structure *s;
s = (Structure*)self;
if (s->closedX == -1 && s->closedY == -1)
{
s->closedX = s->x;
s->closedY = s->y;
}
if (game.plus & PLUS_NO_DOORS)
{
s->alive = ALIVE_DEAD;
}
}
Entity *initBronzeDoor(void)
{
Structure *s;
s = (Structure*)initDoor();
STRNCPY(s->requiredItem, "Bronze Key", MAX_NAME_LENGTH);
s->speed = 2;
s->sprite[0] = s->sprite[1] = s->sprite[2] = getSprite("BronzeDoor");
return (Entity*)s;
}
Entity *initSilverDoor(void)
{
Structure *s;
s = (Structure*)initDoor();
STRNCPY(s->requiredItem, "Silver Key", MAX_NAME_LENGTH);
s->speed = 2;
s->sprite[0] = s->sprite[1] = s->sprite[2] = getSprite("SilverDoor");
return (Entity*)s;
}
Entity *initGoldDoor(void)
{
Structure *s;
s = (Structure*)initDoor();
STRNCPY(s->requiredItem, "Gold Key", MAX_NAME_LENGTH);
s->speed = 2;
s->sprite[0] = s->sprite[1] = s->sprite[2] = getSprite("GoldDoor");
return (Entity*)s;
}
static void tick(void)
{
Structure *s;
s = (Structure*)self;
s->dx = s->dy = 0;
if (isOpening())
{
getSlope(s->tx, s->ty, s->x, s->y, &s->dx, &s->dy);
s->dx *= s->speed;
s->dy *= s->speed;
if (fabs(s->x - s->tx) < s->speed && fabs(s->y - s->ty) < s->speed)
{
s->x = s->tx;
s->y = s->ty;
}
s->isStatic = 0;
}
else if (isClosing())
{
getSlope(s->closedX, s->closedY, s->x, s->y, &s->dx, &s->dy);
s->dx *= s->speed;
s->dy *= s->speed;
if (fabs(s->x - s->closedX) < s->speed && fabs(self->y - s->closedY) < s->speed)
{
s->x = s->closedX;
s->y = s->closedY;
}
s->isStatic = 0;
}
if (s->dx == 0 && s->dy == 0 && !s->isStatic)
{
s->isStatic = 1;
playBattleSound(SND_DOOR_FINISH, s->uniqueId % MAX_SND_CHANNELS, s->x, s->y);
}
}
static void touch(Entity *other)
{
Structure *s;
s = (Structure*)self;
if ((other->type != ET_BOB && s->isLocked) || (other->type != ET_BOB && other->type != ET_ENEMY))
{
return;
}
if (s->isLocked && !dev.cheatKeys)
{
if (isClosed())
{
if (strlen(s->requiredItem) != 0)
{
openWithKey();
}
else if (s->thinkTime == 0)
{
setGameplayMessage(MSG_GAMEPLAY, app.strings[ST_LOCKED]);
playSound(SND_DENIED, s->uniqueId % MAX_SND_CHANNELS);
}
s->thinkTime = 2;
return;
}
else if (isClosing())
{
return;
}
}
if (s->state != DOOR_OPEN)
{
playBattleSound(SND_DOOR_START, s->uniqueId % MAX_SND_CHANNELS, s->x, s->y);
}
s->state = DOOR_OPEN;
}
static void openWithKey(void)
{
Structure *s;
s = (Structure*)self;
if (hasItem(s->requiredItem) || dev.cheatKeys)
{
removeItem(s->requiredItem);
setGameplayMessage(MSG_GAMEPLAY, app.strings[ST_REMOVED], s->requiredItem);
STRNCPY(s->requiredItem, "", MAX_NAME_LENGTH);
s->isLocked = 0;
if (s->state != DOOR_OPEN)
{
playSound(SND_DOOR_START, s->uniqueId % MAX_SND_CHANNELS);
}
s->state = DOOR_OPEN;
return;
}
if (s->thinkTime <= 0)
{
setGameplayMessage(MSG_GAMEPLAY, app.strings[ST_REQUIRED], s->requiredItem);
playSound(SND_DENIED, s->uniqueId % MAX_SND_CHANNELS);
}
s->thinkTime = 2;
}
static int isOpening(void)
{
Structure *s = (Structure*)self;
return (s->state == DOOR_OPEN && ((int) s->x != (int) s->tx || (int) s->y != (int) s->ty));
}
static int isClosing(void)
{
Structure *s = (Structure*)self;
return (s->state == DOOR_CLOSED && ((int) s->x != s->closedX || (int) s->y != s->closedY));
}
static int isClosed(void)
{
Structure *s = (Structure*)self;
return (s->state == DOOR_CLOSED && ((int) s->x == s->closedX && (int) s->y == s->closedY));
}
static void activate(int active)
{
Structure *s = (Structure*)self;
s->state = (s->state == DOOR_CLOSED) ? DOOR_OPEN : DOOR_CLOSED;
playBattleSound(SND_DOOR_START, s->uniqueId % MAX_SND_CHANNELS, s->x, s->y);
if (active)
{
observeActivation(self);
if (!isOnScreen(self))
{
setGameplayMessage(MSG_GAMEPLAY, app.strings[ST_OPENED]);
}
}
}
static void load(cJSON *root)
{
Structure *s;
s = (Structure*)self;
s->isLocked = cJSON_GetObjectItem(root, "isLocked")->valueint;
s->active = s->isLocked;
if (cJSON_GetObjectItem(root, "requiredKey"))
{
STRNCPY(s->requiredItem, cJSON_GetObjectItem(root, "requiredKey")->valuestring, MAX_NAME_LENGTH);
}
s->tx = cJSON_GetObjectItem(root, "tx")->valueint;
s->ty = cJSON_GetObjectItem(root, "ty")->valueint;
s->speed = cJSON_GetObjectItem(root, "speed")->valueint;
s->state = lookup(cJSON_GetObjectItem(root, "state")->valuestring);
if (cJSON_GetObjectItem(root, "closedX"))
{
s->closedX = cJSON_GetObjectItem(root, "closedX")->valueint;
s->closedY = cJSON_GetObjectItem(root, "closedY")->valueint;
}
if (game.plus & PLUS_MIRROR)
{
s->tx = MAP_PIXEL_WIDTH - s->tx;
}
}
static void save(cJSON *root)
{
Structure *s;
s = (Structure*)self;
cJSON_AddStringToObject(root, "type", s->sprite[0]->name);
cJSON_AddNumberToObject(root, "isLocked", s->isLocked);
cJSON_AddNumberToObject(root, "tx", s->tx);
cJSON_AddNumberToObject(root, "ty", s->ty);
cJSON_AddNumberToObject(root, "closedX", s->closedX);
cJSON_AddNumberToObject(root, "closedY", s->closedY);
cJSON_AddNumberToObject(root, "speed", s->speed);
cJSON_AddStringToObject(root, "state", getLookupName("DOOR_", s->state));
cJSON_AddStringToObject(root, "requiredKey", s->requiredItem);
if (strcmp(s->sprite[0]->name, "Door") != 0)
{
cJSON_AddStringToObject(root, "type", s->sprite[0]->name);
}
}