tbftss/src/battle/fighters.c

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/*
Copyright (C) 2015 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 "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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Entity *spawnFighter(char *name, int x, int y, int side)
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{
Entity *f, *def;
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f = spawnEntity();
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def = getFighterDef(name);
memcpy(f, def, sizeof(Entity));
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f->id = battle.entId;
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f->next = NULL;
f->x = x;
f->y = y;
f->side = side;
switch (side)
{
case SIDE_ALLIES:
f->aggression = 2 + rand() % 3;
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break;
case SIDE_PIRATE:
f->aggression = rand() % 3;
break;
case SIDE_PANDORAN:
f->aggression = 3 + rand() % 2;
break;
}
if (strcmp(name, "ATAF") == 0)
{
f->aggression = 4;
}
if (strcmp(name, "Dart") == 0)
{
randomizeDart(f);
}
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if (strcmp(name, "Civilian") == 0 && rand() % 2 == 0)
{
f->texture = getTexture("gfx/craft/civilian02.png");
}
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f->action = doAI;
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f->die = die;
return f;
}
static void randomizeDart(Entity *dart)
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{
char textureName[MAX_DESCRIPTION_LENGTH];
if (rand() % 5 == 0)
{
dart->health = dart->maxHealth = 5 + (rand() % 21);
}
if (rand() % 5 == 0)
{
dart->shield = dart->maxShield = 1 + (rand() % 16);
dart->shieldRechargeRate = 30 + (rand() % 90);
}
if (rand() % 5 == 0)
{
dart->speed = 2 + (rand() % 3);
}
if (rand() % 5 == 0)
{
dart->reloadTime = 24 + (rand() % 11);
}
randomizeDartGuns(dart);
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dart->missiles.ammo = rand() % 3;
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sprintf(textureName, "gfx/fighters/dart0%d.png", 1 + rand() % 7);
dart->texture = getTexture(textureName);
}
static void randomizeDartGuns(Entity *dart)
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{
int i;
switch (rand() % 4)
{
/* Single plasma gun */
case 0:
dart->guns[0].type = BT_PLASMA;
dart->guns[0].x = dart->guns[0].y = 0;
for (i = 1 ; i < MAX_FIGHTER_GUNS ; i++)
{
if (dart->guns[i].type)
{
dart->guns[i].type = BT_NONE;
}
}
break;
/* Dual plasma guns */
case 1:
dart->guns[0].type = BT_PLASMA;
dart->guns[1].type = BT_PLASMA;
for (i = 2 ; i < MAX_FIGHTER_GUNS ; i++)
{
if (dart->guns[i].type)
{
dart->guns[i].type = BT_NONE;
}
}
break;
/* Triple particle guns */
case 2:
dart->guns[2].type = BT_PARTICLE;
dart->guns[2].y = -10;
break;
}
}
void doFighter(void)
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{
if (self->alive == ALIVE_ALIVE)
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{
if (self != player)
{
separate();
}
attachRope();
self->reload = MAX(self->reload - 1, 0);
self->shieldRecharge = MAX(self->shieldRecharge - 1, 0);
self->armourHit = MAX(self->armourHit - 25, 0);
self->shieldHit = MAX(self->shieldHit - 5, 0);
self->systemHit = MAX(self->systemHit - 25, 0);
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if (self->thrust > 0.25)
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{
addEngineEffect();
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}
if (!self->shieldRecharge)
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{
self->shield = MIN(self->shield + 1, self->maxShield);
self->shieldRecharge = self->shieldRechargeRate;
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}
if (self->health <= 0)
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{
self->health = 0;
self->alive = ALIVE_DYING;
self->die();
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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;
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if ((self->flags & EF_DISABLED) == 0)
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{
self->flags |= EF_DISABLED;
updateObjective(self->name, TT_DISABLE);
battle.stats[STAT_DISABLED]++;
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}
}
}
if (self->alive == ALIVE_ESCAPED)
{
if (self->side != SIDE_ALLIES)
{
addHudMessage(colors.red, "Mission target has escaped.");
battle.stats[STAT_ENEMIES_ESCAPED]++;
}
else
{
battle.stats[STAT_ALLIES_ESCAPED]++;
}
updateObjective(self->name, TT_ESCAPED);
updateCondition(self->name, TT_ESCAPED);
checkTrigger("ESCAPE", TRIGGER_ESCAPES);
}
if (self->alive == ALIVE_DEAD)
{
if (self == player)
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{
battle.stats[STAT_PLAYER_KILLED]++;
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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]++;
}
else
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{
battle.stats[STAT_ALLIES_KILLED]++;
if (!battle.epic)
{
if (self->flags & EF_CIVILIAN)
{
addHudMessage(colors.red, "Civilian has been killed");
}
else
{
addHudMessage(colors.red, "Ally has been killed");
}
}
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}
}
updateObjective(self->name, TT_DESTROY);
adjustObjectiveTargetValue(self->name, TT_ESCAPED, -1);
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updateCondition(self->name, TT_DESTROY);
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checkTrigger(self->name, TRIGGER_KILLS);
}
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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->type == ET_FIGHTER)
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{
distance = getDistance(e->x, e->y, self->x, self->y);
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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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}
}
if (count > 0)
{
dx /= count;
dy /= count;
dx *= force;
dy *= force;
self->dx -= dx;
self->dy -= dy;
}
}
void drawFighter(Entity *e)
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{
SDL_Texture *shieldHitTexture = getTexture("gfx/battle/shieldHit.png");
SDL_SetTextureColorMod(e->texture, 255, 255, 255);
if (e->armourHit > 0)
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{
SDL_SetTextureColorMod(e->texture, 255, 255 - e->armourHit, 255 - e->armourHit);
}
if (e->systemHit > 0)
{
SDL_SetTextureColorMod(e->texture, 255 - e->systemHit, 255, 255);
}
blitRotated(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->angle);
if (e->shieldHit > 0)
{
SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureAlphaMod(shieldHitTexture, e->shieldHit);
blit(shieldHitTexture, e->x - battle.camera.x, e->y - battle.camera.y, 1);
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}
}
void applyFighterThrust(void)
{
float v;
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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while (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;
self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
}
void damageFighter(Entity *f, int amount, long flags)
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{
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if (flags & BF_SYSTEM_DAMAGE)
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{
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f->systemPower = MAX(0, f->systemPower - amount);
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f->systemHit = 255;
if (f->systemPower == 0)
{
f->shield = f->maxShield = 0;
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f->action = NULL;
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}
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}
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else
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{
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f->shield -= amount;
if (f->shield < 0)
{
f->health -= abs(f->shield);
f->shield = 0;
f->armourHit = 255;
playBattleSound(SND_ARMOUR_HIT, f->x, f->y);
}
else if (f->shield > 0)
{
f->shieldHit = 255;
}
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}
}
static void die(void)
{
int n = rand() % 3;
if (self == player)
{
n = rand() % 2;
}
switch (n)
{
case 0:
self->action = straightDie;
break;
case 1:
self->action = spinDie;
break;
case 2:
self->action = immediateDie;
break;
}
}
static void immediateDie(void)
{
self->alive = ALIVE_DEAD;
addFighterExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
}
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;
if (rand() % 2 == 0)
{
addSmallFighterExplosion();
}
if (self->health <= -(FPS * 1.5))
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{
self->alive = ALIVE_DEAD;
addFighterExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
}
}
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;
addFighterExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
}
}
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void fleeAllEnemies(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_FIGHTER && e->side != SIDE_ALLIES)
{
e->flags |= EF_ALWAYS_FLEES;
}
}
}