tbftss/src/battle/fighters.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 "fighters.h"
static void separate(void);
static void die(void);
static void immediateDie(void);
static void spinDie(void);
static void straightDie(void);
static void randomizeDart(Entity *dart);
static void randomizeDartGuns(Entity *dart);
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static void loadFighterDef(char *filename);
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static void loadFighterDefList(char *filename);
static Entity *getFighterDef(char *name);
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static Entity defHead, *defTail;
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Entity *spawnFighter(char *name, int x, int y, int side)
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{
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Entity *e, *def;
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e = spawnEntity();
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def = getFighterDef(name);
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memcpy(e, def, sizeof(Entity));
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e->id = battle.entId;
e->next = NULL;
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e->x = x;
e->y = y;
e->side = side;
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switch (side)
{
case SIDE_ALLIES:
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e->aiAggression = 2 + rand() % 2;
if (!(e->aiFlags & AIF_FOLLOWS_PLAYER))
{
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e->aiFlags |= AIF_MOVES_TO_PLAYER;
}
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break;
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case SIDE_PIRATE:
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e->aiAggression = rand() % 3;
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break;
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case SIDE_PANDORAN:
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e->aiAggression = 3 + rand() % 2;
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break;
case SIDE_REBEL:
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e->aiAggression = 1 + rand() % 3;
break;
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}
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if (strcmp(name, "ATAF") == 0)
{
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e->aiAggression = 4;
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}
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if (strcmp(name, "Dart") == 0)
{
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randomizeDart(e);
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}
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if (strcmp(name, "Civilian") == 0 && rand() % 2 == 0)
{
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e->texture = getTexture("gfx/craft/civilian02.png");
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}
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if (e->aiFlags & AIF_AGGRESSIVE)
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{
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e->aiAggression = 4;
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}
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e->action = doAI;
e->die = die;
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return e;
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}
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void spawnScriptFighter(char *fighterTypes, char *sideStr, int num, char *location)
{
Entity *e;
int i, numTypes, side, offscreen;
char **types, *type;
types = toTypeArray(fighterTypes, &numTypes);
side = lookup(sideStr);
offscreen = strcmp(location, "OFFSCREEN") == 0;
for (i = 0 ; i < num ; i++)
{
type = types[rand() % numTypes];
e = spawnFighter(type, 0, 0, side);
if (offscreen)
{
e->x = player->x;
e->y = player->y;
}
else
{
e->x = rand() % 2 ? 0 : BATTLE_AREA_WIDTH;
e->y = rand() % 2 ? 0 : BATTLE_AREA_HEIGHT;
}
e->x += (rand() % 2) ? -SCREEN_WIDTH : SCREEN_WIDTH;
e->y += (rand() % 2) ? -SCREEN_HEIGHT : SCREEN_HEIGHT;
e->aiFlags |= AIF_UNLIMITED_RANGE;
}
free(types);
}
static void randomizeDart(Entity *dart)
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{
char texture[MAX_DESCRIPTION_LENGTH];
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if (rand() % 5 == 0)
{
dart->health = dart->maxHealth = 5 + (rand() % 21);
}
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if (rand() % 5 == 0)
{
dart->shield = dart->maxShield = 1 + (rand() % 16);
dart->shieldRechargeRate = 30 + (rand() % 90);
}
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if (rand() % 5 == 0)
{
dart->speed = 2 + (rand() % 3);
}
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if (rand() % 5 == 0)
{
dart->reloadTime = 24 + (rand() % 11);
}
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randomizeDartGuns(dart);
dart->missiles = rand() % 3;
sprintf(texture, "gfx/fighters/dart0%d.png", 1 + rand() % 7);
dart->texture = getTexture(texture);
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}
static void randomizeDartGuns(Entity *dart)
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{
int i;
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switch (rand() % 4)
{
/* Single plasma gun */
case 0:
dart->guns[0].type = BT_PLASMA;
dart->guns[0].x = dart->guns[0].y = 0;
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for (i = 1 ; i < MAX_FIGHTER_GUNS ; i++)
{
if (dart->guns[i].type)
{
dart->guns[i].type = BT_NONE;
}
}
break;
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/* Dual plasma guns */
case 1:
dart->guns[0].type = BT_PLASMA;
dart->guns[1].type = BT_PLASMA;
break;
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/* Triple particle guns */
case 2:
dart->guns[2].type = BT_PARTICLE;
dart->guns[2].y = -10;
break;
/* Plasma / Laser cannons */
case 3:
dart->guns[0].type = BT_PLASMA;
dart->guns[0].x = dart->guns[0].y = 0;
dart->guns[1].type = BT_LASER;
dart->guns[1].x = dart->guns[1].y = 0;
break;
/* Dual Laser cannons */
case 4:
dart->guns[0].type = BT_LASER;
dart->guns[1].type = BT_LASER;
break;
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}
}
void doFighter(void)
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{
if (self->alive == ALIVE_ALIVE)
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{
if (self != player)
{
separate();
}
attachRope();
if (self->thrust > 0.25)
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{
addEngineEffect();
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}
if (self->health <= 0)
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{
self->health = 0;
self->alive = ALIVE_DYING;
self->die();
if (self == battle.missionTarget)
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{
battle.missionTarget = NULL;
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}
}
else if (self->systemPower <= 0 || (self->flags & EF_DISABLED))
{
self->dx *= 0.99;
self->dy *= 0.99;
self->thrust = 0;
self->shield = self->maxShield = 0;
self->action = NULL;
if ((self->flags & EF_DISABLED) == 0)
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{
playBattleSound(SND_POWER_DOWN, self->x, self->y);
self->flags |= EF_DISABLED;
self->flags |= EF_SECONDARY_TARGET;
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battle.stats[STAT_ENEMIES_DISABLED]++;
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updateObjective(self->name, TT_DISABLE);
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}
}
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if (self->target != NULL && self->target->alive != ALIVE_ALIVE)
{
self->target = NULL;
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if (self != player)
{
self->action = doAI;
}
}
}
if (self->alive == ALIVE_ESCAPED)
{
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if (self == player)
{
completeMission();
}
if (self->side != SIDE_ALLIES && (!(self->flags & EF_DISABLED)))
{
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addHudMessage(colors.red, _("Mission target has escaped."));
battle.stats[STAT_ENEMIES_ESCAPED]++;
}
if (strcmp(self->defName, "Civilian") == 0)
{
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battle.stats[STAT_CIVILIANS_RESCUED]++;
}
/* if you did not escape under your own volition, or with the aid of a friend, you've been stolen */
if (!self->owner || self->side == self->owner->side)
{
updateObjective(self->name, TT_ESCAPED);
updateCondition(self->name, TT_ESCAPED);
}
else
{
updateObjective(self->name, TT_STOLEN);
updateCondition(self->name, TT_STOLEN);
}
}
if (self->alive == ALIVE_DEAD)
{
if (self == player)
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{
battle.stats[STAT_PLAYER_KILLED]++;
/* the player is known as "Player", so we need to check the craft they were assigned to */
if (strcmp(game.currentMission->craft, "ATAF") == 0)
{
awardTrophy("ATAF_DESTROYED");
}
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}
else if (player != NULL)
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{
if (player->alive == ALIVE_ALIVE)
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{
if (self->side != SIDE_ALLIES)
{
battle.stats[STAT_ENEMIES_KILLED]++;
runScriptFunction("ENEMIES_KILLED %d", battle.stats[STAT_ENEMIES_KILLED]);
}
else
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{
if (strcmp(self->name, "Civilian") == 0)
{
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battle.stats[STAT_CIVILIANS_KILLED]++;
if (!battle.isEpic || game.currentMission->challengeData.isChallenge)
{
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addHudMessage(colors.red, _("Civilian has been killed"));
}
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}
else
{
battle.stats[STAT_ALLIES_KILLED]++;
if (!battle.isEpic || game.currentMission->challengeData.isChallenge)
{
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addHudMessage(colors.red, _("Ally has been killed"));
}
runScriptFunction("ALLIES_KILLED %d", battle.stats[STAT_ALLIES_KILLED]);
}
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}
}
updateObjective(self->name, TT_DESTROY);
updateObjective(self->groupName, TT_DESTROY);
adjustObjectiveTargetValue(self->name, TT_ESCAPED, -1);
updateCondition(self->name, TT_DESTROY);
}
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}
}
static void separate(void)
{
int angle;
int distance;
float dx, dy, force;
int count;
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Entity *e, **candidates;
int i;
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dx = dy = 0;
count = 0;
force = 0;
candidates = getAllEntsWithin(self->x - (self->w / 2), self->y - (self->h / 2), self->w, self->h, self);
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
if (e->flags & EF_TAKES_DAMAGE)
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{
distance = getDistance(e->x, e->y, self->x, self->y);
if (distance > 0 && distance < self->separationRadius)
{
angle = getAngle(self->x, self->y, e->x, e->y);
dx += sin(TO_RAIDANS(angle));
dy += -cos(TO_RAIDANS(angle));
force += (self->separationRadius - distance) * 0.005;
count++;
}
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}
}
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if (count > 0)
{
dx /= count;
dy /= count;
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dx *= force;
dy *= force;
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self->dx -= dx;
self->dy -= dy;
}
}
void applyFighterThrust(void)
{
float v;
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self->dx += sin(TO_RAIDANS(self->angle)) * 0.1;
self->dy += -cos(TO_RAIDANS(self->angle)) * 0.1;
self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
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if (self->thrust > self->speed * self->speed)
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{
v = (self->speed / sqrt(self->thrust));
self->dx = v * self->dx;
self->dy = v * self->dy;
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self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
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}
}
void applyFighterBrakes(void)
{
self->dx *= 0.95;
self->dy *= 0.95;
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self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
}
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void damageFighter(Entity *e, int amount, long flags)
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{
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int prevShield = e->shield;
e->aiDamageTimer = FPS;
e->aiDamagePerSec += amount;
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if (flags & BF_SYSTEM_DAMAGE)
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{
playBattleSound(SND_MAG_HIT, e->x, e->y);
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e->systemPower = MAX(0, e->systemPower - amount);
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e->systemHit = 255;
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if (e->systemPower == 0)
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{
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e->shield = e->maxShield = 0;
e->action = NULL;
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}
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}
else if (flags & BF_SHIELD_DAMAGE)
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{
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e->shield -= amount;
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if (e->shield <= 0 && prevShield > 0)
{
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playBattleSound(SND_SHIELD_BREAK, e->x, e->y);
addShieldSplinterEffect(e);
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e->shield = -(FPS * 10);
}
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e->shield = MAX(-(FPS * 10), e->shield);
}
else
{
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if (e->shield > 0)
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{
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e->shield -= amount;
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if (e->shield < 0)
{
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e->health += e->shield;
e->shield = 0;
}
}
else
{
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e->health -= amount;
e->armourHit = 255;
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playBattleSound(SND_ARMOUR_HIT, e->x, e->y);
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}
}
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if (e->shield > 0)
{
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e->shieldHit = 255;
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/* don't allow the shield to recharge immediately after taking a hit */
e->shieldRecharge = e->shieldRechargeRate;
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playBattleSound(SND_SHIELD_HIT, e->x, e->y);
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}
/*
* Sometimes run away if you take too much damage in a short space of time
*/
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if (e->type == ET_FIGHTER && (!(e->aiFlags & AIF_EVADE)) && e != player && e->aiDamagePerSec >= (e->maxHealth + e->maxShield) * 0.1)
{
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if ((rand() % 10) > 7)
{
e->action = doAI;
e->aiFlags |= AIF_EVADE;
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e->aiActionTime = e->aiEvadeTimer = FPS * (1 + (rand() % 3));
}
else
{
e->aiDamagePerSec = 0;
}
}
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}
static void die(void)
{
int n = rand() % 3;
switch (self->deathType)
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{
case DT_ANY:
n = rand() % 3;
break;
case DT_NO_SPIN:
n = 1 + rand() % 2;
break;
case DT_INSTANT:
n = 2;
break;
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}
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if (self == player && battle.isEpic)
{
n = 1;
}
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switch (n)
{
case 0:
self->action = spinDie;
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break;
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case 1:
self->action = straightDie;
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break;
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case 2:
self->action = immediateDie;
break;
}
}
static void immediateDie(void)
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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addDebris(self->x, self->y, 3 + rand() % 6);
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}
static void spinDie(void)
{
self->health--;
self->thinkTime = 0;
self->armourHit = 0;
self->shieldHit = 0;
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self->systemHit = 0;
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self->angle += 8;
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if (rand() % 2 == 0)
{
addSmallFighterExplosion();
}
if (self->health <= -(FPS * 1.5))
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{
self->alive = ALIVE_DEAD;
addSmallExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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addDebris(self->x, self->y, 3 + rand() % 6);
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}
}
static void straightDie(void)
{
self->health--;
self->thinkTime = 0;
self->armourHit = 0;
self->shieldHit = 0;
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self->systemHit = 0;
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if (rand() % 2 == 0)
{
addSmallFighterExplosion();
}
if (self->health <= -(FPS * 1.5))
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{
self->alive = ALIVE_DEAD;
addSmallExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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addDebris(self->x, self->y, 3 + rand() % 6);
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}
}
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void retreatEnemies(void)
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{
Entity *e;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_FIGHTER && e->side != SIDE_ALLIES)
{
e->aiFlags |= AIF_AVOIDS_COMBAT;
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}
}
}
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void retreatAllies(void)
{
Entity *e;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_FIGHTER && e->side == SIDE_ALLIES)
{
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e->flags |= EF_RETREATING;
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e->aiFlags |= AIF_AVOIDS_COMBAT;
e->aiFlags |= AIF_UNLIMITED_RANGE;
e->aiFlags |= AIF_GOAL_JUMPGATE;
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e->aiFlags &= ~AIF_FOLLOWS_PLAYER;
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e->aiFlags &= ~AIF_MOVES_TO_PLAYER;
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}
}
}
static Entity *getFighterDef(char *name)
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{
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Entity *e;
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for (e = defHead.next ; e != NULL ; e = e->next)
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{
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if (strcmp(e->name, name) == 0)
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{
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return e;
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}
}
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printf("Error: no such fighter '%s'\n", name);
exit(1);
}
void loadFighterDefs(void)
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{
memset(&defHead, 0, sizeof(Entity));
defTail = &defHead;
loadFighterDefList("data/fighters");
loadFighterDefList("data/craft");
loadFighterDefList("data/turrets");
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}
static void loadFighterDefList(char *dir)
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{
char **filenames;
char path[MAX_FILENAME_LENGTH];
int count, i;
filenames = getFileList(dir, &count);
for (i = 0 ; i < count ; i++)
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{
sprintf(path, "%s/%s", dir, filenames[i]);
loadFighterDef(path);
free(filenames[i]);
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}
free(filenames);
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}
static void loadFighterDef(char *filename)
{
cJSON *root, *node;
char *text;
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Entity *e;
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int i;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename);
text = readFile(filename);
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root = cJSON_Parse(text);
if (root)
{
e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
defTail->next = e;
defTail = e;
e->type = ET_FIGHTER;
e->active = 1;
STRNCPY(e->name, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH);
STRNCPY(e->defName, e->name, MAX_NAME_LENGTH);
e->health = e->maxHealth = cJSON_GetObjectItem(root, "health")->valueint;
e->shield = e->maxShield = cJSON_GetObjectItem(root, "shield")->valueint;
e->speed = cJSON_GetObjectItem(root, "speed")->valuedouble;
e->reloadTime = cJSON_GetObjectItem(root, "reloadTime")->valueint;
e->shieldRechargeRate = cJSON_GetObjectItem(root, "shieldRechargeRate")->valueint;
e->texture = getTexture(cJSON_GetObjectItem(root, "texture")->valuestring);
SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
if (cJSON_GetObjectItem(root, "guns"))
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{
i = 0;
for (node = cJSON_GetObjectItem(root, "guns")->child ; node != NULL ; node = node->next)
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{
e->guns[i].type = lookup(cJSON_GetObjectItem(node, "type")->valuestring);
e->guns[i].x = cJSON_GetObjectItem(node, "x")->valueint;
e->guns[i].y = cJSON_GetObjectItem(node, "y")->valueint;
i++;
if (i >= MAX_FIGHTER_GUNS)
{
printf("ERROR: cannot assign more than %d guns to a fighter\n", MAX_FIGHTER_GUNS);
exit(1);
}
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}
e->combinedGuns = getJSONValue(root, "combinedGuns", 0);
}
e->selectedGunType = e->guns[0].type;
e->missiles = getJSONValue(root, "missiles", 0);
if (cJSON_GetObjectItem(root, "flags"))
{
e->flags = flagsToLong(cJSON_GetObjectItem(root, "flags")->valuestring, NULL);
}
if (cJSON_GetObjectItem(root, "aiFlags"))
{
e->aiFlags = flagsToLong(cJSON_GetObjectItem(root, "aiFlags")->valuestring, NULL);
}
if (cJSON_GetObjectItem(root, "deathType"))
{
e->deathType = lookup(cJSON_GetObjectItem(root, "deathType")->valuestring);
}
e->separationRadius = MAX(e->w, e->h) * 3;
e->systemPower = MAX_SYSTEM_POWER;
cJSON_Delete(root);
}
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else
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Failed to load '%s'", filename);
}
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free(text);
}
void destroyFighterDefs(void)
{
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Entity *e;
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while (defHead.next)
{
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e = defHead.next;
defHead.next = e->next;
free(e);
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}
}