tbftss/src/battle/entities.c

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/*
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Copyright (C) 2015-2016 Parallel Realities
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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 "entities.h"
static void drawEntity(Entity *e);
static void doEntity(void);
static void alignComponents(void);
static void drawEntity(Entity *e);
static void activateEpicFighters(int n, int side);
static void restrictToBattleArea(Entity *e);
static void drawTargetRects(Entity *e);
static int drawComparator(const void *a, const void *b);
static void notifyNewArrivals(void);
static int isCapitalShipComponent(Entity *e);
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static SDL_Texture *jumpPortal;
static float jumpPortAngle;
static Entity deadHead;
static Entity *deadTail;
static int disabledGlow;
static int disabledGlowDir;
void initEntities(void)
{
memset(&deadHead, 0, sizeof(Entity));
deadTail = &deadHead;
disabledGlow = DISABLED_GLOW_MAX;
disabledGlowDir = -DISABLED_GLOW_SPEED;
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jumpPortal = getTexture("gfx/entities/portal.png");
jumpPortAngle = 0;
}
Entity *spawnEntity(void)
{
Entity *e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
e->id = battle.entId++;
e->active = 1;
battle.entityTail->next = e;
battle.entityTail = e;
return e;
}
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void doEntities(void)
{
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int numAllies, numEnemies;
int numActiveAllies, numActiveEnemies;
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Entity *e, *prev;
prev = &battle.entityHead;
numAllies = numEnemies = numActiveAllies = numActiveEnemies = 0;
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if (dev.playerImmortal)
{
player->health = player->maxHealth;
player->shield = player->maxShield;
}
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
removeFromQuadtree(e, &battle.quadtree);
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if (dev.allImmortal)
{
e->health = e->maxHealth;
e->shield = e->maxShield;
}
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if (e->active)
{
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self = e;
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e->reload = MAX(e->reload - 1, 0);
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if (e->shieldRechargeRate)
{
if (e->shield >= 0)
{
if (--e->shieldRecharge <= 0)
{
e->shield = MIN(e->shield + 1, e->maxShield);
e->shieldRecharge = e->shieldRechargeRate;
}
}
else
{
e->shield++;
}
}
e->armourHit = MAX(e->armourHit - 25, 0);
e->shieldHit = MAX(e->shieldHit - 5, 0);
e->systemHit = MAX(e->systemHit - 25, 0);
e->aiDamageTimer = MAX(e->aiDamageTimer - 1, 0);
if (!e->aiDamageTimer)
{
e->aiDamagePerSec = 0;
e->aiFlags &= ~AIF_EVADE;
}
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switch (e->type)
{
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case ET_FIGHTER:
doFighter();
break;
case ET_CAPITAL_SHIP:
doCapitalShip();
break;
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default:
doEntity();
break;
}
if (e->alive == ALIVE_ALIVE || e->alive == ALIVE_DYING || e->alive == ALIVE_SLEEPING)
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{
if (e->action != NULL)
{
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if (dev.noEntityActions)
{
e->thinkTime = 2;
}
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if (--e->thinkTime <= 0)
{
e->thinkTime = 0;
e->action();
}
}
doRope(e);
restrictToBattleArea(e);
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if (!e->speed)
{
e->dx = e->dy = 0;
}
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e->x += e->dx;
e->y += e->dy;
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if (!isCapitalShipComponent(e))
{
addToQuadtree(e, &battle.quadtree);
}
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}
else
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{
if (e == battle.entityTail)
{
battle.entityTail = prev;
}
if (e == battle.missionTarget)
{
battle.missionTarget = NULL;
}
if (e == player)
{
player = NULL;
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battle.playerSelect = battle.isEpic;
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}
cutRope(e);
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prev->next = e->next;
/* move to dead list */
e->next = NULL;
deadTail->next = e;
deadTail = e;
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e = prev;
}
}
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if (e->type == ET_FIGHTER || e->type == ET_CAPITAL_SHIP)
{
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if (e->side == SIDE_ALLIES)
{
numAllies++;
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if (e->health > 0 && e->active)
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{
numActiveAllies++;
}
}
else
{
numEnemies++;
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if (e->health > 0 && e->active)
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{
numActiveEnemies++;
}
}
}
prev = e;
}
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battle.numAllies = (battle.isEpic) ? numAllies : numActiveAllies;
battle.numEnemies = (battle.isEpic) ? numEnemies : numActiveEnemies;
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if (battle.isEpic && battle.stats[STAT_TIME] % FPS == 0)
{
if (numAllies > battle.epicFighterLimit)
{
activateEpicFighters(battle.epicFighterLimit - numActiveAllies, SIDE_ALLIES);
}
if (numEnemies > battle.epicFighterLimit)
{
activateEpicFighters(battle.epicFighterLimit - numActiveEnemies, SIDE_NONE);
}
}
alignComponents();
disabledGlow = MAX(DISABLED_GLOW_MIN, MIN(disabledGlow + disabledGlowDir, DISABLED_GLOW_MAX));
if (disabledGlow <= DISABLED_GLOW_MIN)
{
disabledGlowDir = DISABLED_GLOW_SPEED;
}
else if (disabledGlow >= DISABLED_GLOW_MAX)
{
disabledGlowDir = -DISABLED_GLOW_SPEED;
}
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jumpPortAngle += 0.5;
if (jumpPortAngle >= 360)
{
jumpPortAngle -= 360;
}
}
static void restrictToBattleArea(Entity *e)
{
float force;
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if (e->x <= BATTLE_AREA_EDGE)
{
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force = BATTLE_AREA_EDGE - e->x;
e->dx += force * 0.001;
e->dx *= 0.95;
}
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if (e->y <= BATTLE_AREA_EDGE)
{
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force = BATTLE_AREA_EDGE - e->y;
e->dy += force * 0.001;
e->dy *= 0.95;
}
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if (e->x >= BATTLE_AREA_WIDTH - BATTLE_AREA_EDGE)
{
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force = e->x - (BATTLE_AREA_WIDTH - BATTLE_AREA_EDGE);
e->dx -= force * 0.001;
e->dx *= 0.95;
}
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if (e->y >= BATTLE_AREA_HEIGHT - BATTLE_AREA_EDGE)
{
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force = e->y - (BATTLE_AREA_HEIGHT - BATTLE_AREA_EDGE);
e->dy -= force * 0.001;
e->dy *= 0.95;
}
}
static void doEntity(void)
{
if (self->die)
{
if (self->health <= 0 && self->alive == ALIVE_ALIVE)
{
self->health = 0;
self->alive = ALIVE_DYING;
self->die();
if (self == battle.missionTarget)
{
battle.missionTarget = NULL;
}
}
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}
else
{
if (self->alive == ALIVE_DYING)
{
self->alive = ALIVE_DEAD;
}
else if (self->health <= 0)
{
self->alive = ALIVE_DYING;
}
}
}
static void alignComponents(void)
{
Entity *e;
float x, y;
float c, s;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (isCapitalShipComponent(e))
{
s = sin(TO_RAIDANS(e->owner->angle));
c = cos(TO_RAIDANS(e->owner->angle));
x = (e->offsetX * c) - (e->offsetY * s);
y = (e->offsetX * s) + (e->offsetY * c);
x += e->owner->x;
y += e->owner->y;
e->x = x;
e->y = y;
if (e->flags & EF_STATIC)
{
e->angle = e->owner->angle;
}
addToQuadtree(e, &battle.quadtree);
}
}
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}
static int isCapitalShipComponent(Entity *e)
{
return (e->type == ET_CAPITAL_SHIP_COMPONENT || e->type == ET_CAPITAL_SHIP_GUN || e->type == ET_CAPITAL_SHIP_ENGINE);
}
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void drawEntities(void)
{
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Entity *e, **candidates;
int i;
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candidates = getAllEntsWithin(battle.camera.x, battle.camera.y, SCREEN_WIDTH, SCREEN_HEIGHT, NULL);
/* count number of candidates for use with qsort */
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) {}
qsort(candidates, i, sizeof(Entity*), drawComparator);
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
if (e->active)
{
drawEntity(e);
}
drawTargetRects(e);
drawRope(e);
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}
}
static void drawEntity(Entity *e)
{
if (e->type == ET_JUMPGATE && e->alive == ALIVE_ALIVE)
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{
blitRotated(jumpPortal, e->x - battle.camera.x, e->y - battle.camera.y, jumpPortAngle);
}
SDL_SetTextureColorMod(e->texture, 255, 255, 255);
if (e->armourHit > 0)
{
SDL_SetTextureColorMod(e->texture, 255, 255 - e->armourHit, 255 - e->armourHit);
}
if (e->systemHit > 0)
{
SDL_SetTextureColorMod(e->texture, 255 - e->systemHit, 255, 255);
}
if (e->flags & EF_DISABLED)
{
SDL_SetTextureColorMod(e->texture, disabledGlow, disabledGlow, 255);
}
blitRotated(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->angle);
if (e->shieldHit > 0)
{
drawShieldHitEffect(e);
}
SDL_SetTextureColorMod(e->texture, 255, 255, 255);
}
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static void drawTargetRects(Entity *e)
{
SDL_Rect r;
int size = MAX(e->w, e->h) + 16;
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if (player != NULL && e == player->target)
{
r.x = e->x - (size / 2) - battle.camera.x;
r.y = e->y - (size / 2) - battle.camera.y;
r.w = size;
r.h = size;
SDL_SetRenderDrawColor(app.renderer, 255, 0, 0, 255);
SDL_RenderDrawRect(app.renderer, &r);
}
if ((e == battle.missionTarget || e->flags & EF_MISSION_TARGET) && (e->flags & EF_NO_MT_BOX) == 0)
{
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r.x = e->x - (size / 2) - battle.camera.x - 4;
r.y = e->y - (size / 2) - battle.camera.y - 4;
r.w = size + 8;
r.h = size + 8;
SDL_SetRenderDrawColor(app.renderer, 0, 255, 0, 255);
SDL_RenderDrawRect(app.renderer, &r);
}
}
void activateEntities(char *names)
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{
Entity *e;
char *name;
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name = strtok(names, ";");
while (name)
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{
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
if (strcmp(e->name, name) == 0)
{
e->active = 1;
if (e->type == ET_CAPITAL_SHIP)
{
updateCapitalShipComponentProperties(e);
}
}
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}
name = strtok(NULL, ";");
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}
notifyNewArrivals();
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}
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void activateEntityGroups(char *groupNames)
{
Entity *e;
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char *groupName;
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groupName = strtok(groupNames, ";");
while (groupName)
{
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
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if (strcmp(e->groupName, groupName) == 0)
{
e->active = 1;
}
}
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groupName = strtok(NULL, ";");
}
notifyNewArrivals();
}
/*
* Some craft, such as capital ships, might be performing a long action and won't notice new craft arrive for well over 30 seconds.
* We'll knock the times down to a max of 1 second, so they can react faster.
*/
static void notifyNewArrivals(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->active && (e->type == ET_FIGHTER || e->type == ET_CAPITAL_SHIP))
{
e->aiActionTime = MIN(e->aiActionTime, FPS);
}
}
}
static void activateEpicFighters(int n, int side)
{
Entity *e;
if (n > 0)
{
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
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if (!e->active && e->type == ET_FIGHTER && !(e->flags & EF_NO_EPIC) && ((side == SIDE_ALLIES && e->side == SIDE_ALLIES) || (side != SIDE_ALLIES && e->side != SIDE_ALLIES)))
{
e->active = 1;
if (--n <= 0)
{
return;
}
}
}
}
}
void countNumEnemies(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->side != SIDE_ALLIES && e->type == ET_FIGHTER)
{
battle.numInitialEnemies++;
}
}
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "battle.numInitialEnemies=%d", battle.numInitialEnemies);
}
void addAllEntsToQuadtree(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
addToQuadtree(e, &battle.quadtree);
}
}
static int drawComparator(const void *a, const void *b)
{
Entity *e1 = *((Entity**)a);
Entity *e2 = *((Entity**)b);
return e2->type - e1->type;
}
void destroyEntities(void)
{
Entity *e;
while (deadHead.next)
{
e = deadHead.next;
deadHead.next = e->next;
free(e);
}
deadTail = &deadHead;
}