Updates to Mission Target logic. Tidying up of entity.c
This commit is contained in:
parent
705a2cebe9
commit
49832b114b
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@ -8,12 +8,23 @@
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"type" : "Nymph",
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"side" : "SIDE_CSN"
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},
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"entities" : [
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"fighters" : [
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{
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"name" : "Dart",
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"type" : "Dart",
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"side" : "SIDE_CSN",
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"x" : 1800,
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"y" : 200
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}
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],
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"entitiesGroups" : [
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{
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"name" : "Waypoint",
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"type" : "ET_WAYPOINT",
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"x" : 100,
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"y" : 100
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"number" : 10,
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"x" : 640,
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"y" : -10000,
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"scatter" : 10000
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}
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]
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}
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@ -150,7 +150,7 @@ static void findTarget(void)
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for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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{
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if (f->side != self->side && f->health > 0 && canAttack(f))
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if (f->type == ET_FIGHTER && f->side != self->side && f->health > 0 && canAttack(f))
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{
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dist = getDistance(self->x, self->y, f->x, f->y);
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if (dist < closest)
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@ -21,7 +21,19 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "entities.h"
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static void drawEntity(Entity *e);
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static void doEntity(Entity *e, Entity *prev);
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static void doEntity(Entity *prev);
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Entity *spawnEntity(void)
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{
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Entity *e = malloc(sizeof(Entity));
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memset(e, 0, sizeof(Entity));
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e->id = battle.entId++;
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battle.entityTail->next = e;
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battle.entityTail = e;
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return e;
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}
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void doEntities(void)
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{
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@ -35,48 +47,63 @@ void doEntities(void)
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{
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self = e;
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if (self->target != NULL && self->target->health <= 0)
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{
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self->action = self->defaultAction;
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self->target = NULL;
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}
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self->x += self->dx;
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self->y += self->dy;
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if (self != player)
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{
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self->x -= battle.ssx;
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self->y -= battle.ssy;
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}
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if (self->action != NULL)
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{
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if (--self->thinkTime <= 0)
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{
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self->thinkTime = 0;
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self->action();
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}
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}
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switch (e->type)
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{
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case ET_FIGHTER:
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doFighter(e, prev);
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doFighter(prev);
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break;
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default:
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doEntity(e, prev);
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doEntity(prev);
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break;
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}
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prev = self;
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}
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}
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static void doEntity(Entity *e, Entity *prev)
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static void doEntity(Entity *prev)
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{
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e->x += e->dx;
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e->y += e->dy;
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e->x -= battle.ssx;
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e->y -= battle.ssy;
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if (e->action != NULL)
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if (self->health <= 0)
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{
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if (--e->thinkTime <= 0)
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{
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e->action();
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}
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}
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if (e->health <= 0)
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{
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if (e == battle.entityTail)
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if (self == battle.entityTail)
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{
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battle.entityTail = prev;
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}
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prev->next = e->next;
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free(e);
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e = prev;
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if (self == battle.missionTarget)
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{
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battle.missionTarget = NULL;
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}
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prev->next = self->next;
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free(self);
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self = prev;
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}
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prev = e;
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}
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void drawEntities(void)
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@ -25,7 +25,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern void blitRotated(SDL_Texture *t, int x, int y, int angle);
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extern void drawFighter(Entity *e);
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extern void doFighter(Entity *e, Entity *prev);
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extern void doFighter(Entity *prev);
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extern Battle battle;
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extern Entity *self;
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extern Entity *player;
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@ -32,18 +32,15 @@ Entity *spawnFighter(char *name, int x, int y, int side)
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{
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Entity *f, *def;
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f = malloc(sizeof(Entity));
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memset(f, 0, sizeof(Entity));
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f = spawnEntity();
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def = getFighterDef(name);
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memcpy(f, def, sizeof(Entity));
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f->id = battle.entId;
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f->next = NULL;
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battle.entityTail->next = f;
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battle.entityTail = f;
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f->x = x;
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f->y = y;
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f->side = side;
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@ -153,16 +150,11 @@ static void randomizeDartGuns(Entity *dart)
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}
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}
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void doFighter(Entity *f, Entity *prev)
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void doFighter(Entity *prev)
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{
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if (player != NULL)
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{
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if (f != player && f->health > 0)
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{
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separate();
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}
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if (f->side == player->side)
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if (self->side == player->side)
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{
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battle.numAllies++;
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}
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@ -172,92 +164,68 @@ void doFighter(Entity *f, Entity *prev)
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}
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}
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if (self->target != NULL && self->target->health <= 0)
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if (self != player && self->health > 0)
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{
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self->action = self->defaultAction;
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self->target = NULL;
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separate();
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}
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if (!battle.missionTarget && f->flags & EF_MISSION_TARGET && f->health > 0)
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if (self->health > 0)
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{
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battle.missionTarget = f;
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}
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f->x += f->dx;
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f->y += f->dy;
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if (f != player)
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{
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f->x -= battle.ssx;
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f->y -= battle.ssy;
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}
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if (f->health > 0)
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{
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f->reload = MAX(f->reload - 1, 0);
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f->shieldRecharge = MAX(f->shieldRecharge - 1, 0);
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f->armourHit = MAX(f->armourHit - 25, 0);
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f->shieldHit = MAX(f->shieldHit - 5, 0);
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f->systemHit = MAX(f->systemHit - 25, 0);
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self->reload = MAX(self->reload - 1, 0);
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self->shieldRecharge = MAX(self->shieldRecharge - 1, 0);
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self->armourHit = MAX(self->armourHit - 25, 0);
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self->shieldHit = MAX(self->shieldHit - 5, 0);
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self->systemHit = MAX(self->systemHit - 25, 0);
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if (self->thrust > 0.25)
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{
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addEngineEffect();
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}
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if (!f->shieldRecharge)
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if (!self->shieldRecharge)
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{
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f->shield = MIN(f->shield + 1, f->maxShield);
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f->shieldRecharge = f->shieldRechargeRate;
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self->shield = MIN(self->shield + 1, self->maxShield);
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self->shieldRecharge = self->shieldRechargeRate;
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}
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if (f->action == NULL && f->defaultAction != NULL)
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if (self->action == NULL && self->defaultAction != NULL)
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{
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f->action = f->defaultAction;
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self->action = self->defaultAction;
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}
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}
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if (f->action != NULL)
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if (self->alive == ALIVE_ALIVE)
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{
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if (--f->thinkTime <= 0)
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if (self->health <= 0)
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{
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f->thinkTime = 0;
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f->action();
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}
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}
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if (f->alive == ALIVE_ALIVE)
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{
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if (f->health <= 0)
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{
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f->health = 0;
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f->alive = ALIVE_DYING;
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f->die();
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self->health = 0;
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self->alive = ALIVE_DYING;
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self->die();
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if (f == battle.missionTarget)
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if (self == battle.missionTarget)
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{
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battle.missionTarget = NULL;
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}
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}
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else if (f->systemPower <= 0)
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else if (self->systemPower <= 0)
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{
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f->dx *= 0.99;
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f->dy *= 0.99;
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f->thrust = 0;
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f->shield = f->maxShield = 0;
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f->action = NULL;
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self->dx *= 0.99;
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self->dy *= 0.99;
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self->thrust = 0;
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self->shield = self->maxShield = 0;
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self->action = NULL;
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if (f->alive == ALIVE_ALIVE)
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if (self->alive == ALIVE_ALIVE)
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{
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updateObjective(f->name, TT_DISABLE);
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updateObjective(self->name, TT_DISABLE);
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battle.stats[STAT_DISABLED]++;
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}
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}
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}
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if (f->alive == ALIVE_DEAD)
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if (self->alive == ALIVE_DEAD)
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{
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if (f == player)
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if (self == player)
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{
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battle.stats[STAT_PLAYER_KILLED]++;
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}
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@ -265,7 +233,7 @@ void doFighter(Entity *f, Entity *prev)
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{
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if (player->alive == ALIVE_ALIVE)
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{
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if (f->side != player->side)
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if (self->side != player->side)
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{
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battle.stats[STAT_ENEMIES_KILLED]++;
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}
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@ -277,26 +245,26 @@ void doFighter(Entity *f, Entity *prev)
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}
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}
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updateObjective(f->name, TT_DESTROY);
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updateObjective(self->name, TT_DESTROY);
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updateCondition(f->name, TT_DESTROY);
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updateCondition(self->name, TT_DESTROY);
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checkTrigger(f->name, TRIGGER_KILLS);
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checkTrigger(self->name, TRIGGER_KILLS);
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}
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if (f == battle.entityTail)
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if (self == battle.entityTail)
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{
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battle.entityTail = prev;
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}
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if (f == player)
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if (self == player)
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{
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player = NULL;
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}
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prev->next = f->next;
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free(f);
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f = prev;
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prev->next = self->next;
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free(self);
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self = prev;
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}
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}
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@ -38,6 +38,7 @@ extern void updateCondition(char *name, int type);
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extern Entity *getFighterDef(char *name);
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extern void addHudMessage(SDL_Color c, char *format, ...);
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extern void checkTrigger(char *name, int type);
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extern Entity *spawnEntity(void);
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extern App app;
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extern Battle battle;
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@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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static void selectTarget(void);
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static void switchGuns(void);
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static void selectMissionTarget(void);
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static int availableGuns[BT_MAX];
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@ -100,6 +101,11 @@ void doPlayer(void)
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{
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selectTarget();
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}
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if (!battle.missionTarget)
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{
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selectMissionTarget();
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}
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}
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player->angle = ((int)player->angle) % 360;
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@ -136,20 +142,57 @@ static void selectTarget(void)
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{
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unsigned int closest = 65535;
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unsigned int dist = 65535;
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Entity *f;
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Entity *e;
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player->target = NULL;
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for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (f != player && f->side != SIDE_NONE && f->side != player->side && f->alive == ALIVE_ALIVE)
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if (e != player && e->type == ET_FIGHTER && e->side != player->side && e->alive == ALIVE_ALIVE)
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{
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dist = getDistance(self->x, self->y, f->x, f->y);
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dist = getDistance(self->x, self->y, e->x, e->y);
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if (dist < closest)
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{
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player->target = f;
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player->target = e;
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closest = dist;
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}
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}
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}
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}
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static void selectMissionTarget(void)
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{
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unsigned int closest = 65535;
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unsigned int dist = 65535;
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Entity *e;
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battle.missionTarget = NULL;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->flags & EF_MISSION_TARGET && e->alive == ALIVE_ALIVE)
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{
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if (battle.missionTarget == NULL)
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{
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battle.missionTarget = e;
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}
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else if (battle.missionTarget->type == ET_WAYPOINT && e->type != ET_WAYPOINT)
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{
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battle.missionTarget = e;
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}
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else if (battle.missionTarget->type != ET_WAYPOINT)
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{
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dist = getDistance(self->x, self->y, e->x, e->y);
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if (dist < closest)
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{
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battle.missionTarget = e;
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closest = dist;
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}
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}
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else if (battle.missionTarget->type == ET_WAYPOINT && e->type == ET_WAYPOINT && e->id < battle.missionTarget->id)
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{
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battle.missionTarget = e;
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}
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}
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}
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}
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@ -20,28 +20,54 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "waypoints.h"
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static void rotate(void);
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static void think(void);
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static int teamMatesClose(void);
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Entity *spawnWaypoint(void)
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{
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Entity *waypoint = malloc(sizeof(Entity));
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memset(waypoint, 0, sizeof(Entity));
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battle.entityTail->next = waypoint;
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battle.entityTail = waypoint;
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Entity *waypoint = spawnEntity();
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waypoint->type = ET_WAYPOINT;
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waypoint->health = waypoint->maxHealth = FPS;
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waypoint->texture = getTexture("gfx/entities/waypoint.png");
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waypoint->action = rotate;
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waypoint->flags = EF_MISSION_TARGET;
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waypoint->action = think;
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return waypoint;
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}
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static void rotate(void)
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static void think(void)
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{
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self->angle += 0.1;
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self->thinkTime = 4;
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self->angle++;
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if (self->angle >= 360)
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{
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self -= 360;
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}
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if (getDistance(player->x, player->y, self->x, self->y) <= 32 && teamMatesClose())
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{
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self->health = 0;
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}
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}
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static int teamMatesClose(void)
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{
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Entity *e;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->type == ET_FIGHTER && e->side == player->side)
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{
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if (getDistance(player->x, player->y, e->x, e->y) > 350)
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{
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addHudMessage(colors.cyan, "Cannot activate waypoint - team mates too far away");
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self->thinkTime = FPS;
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return 0;
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}
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}
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}
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return 1;
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}
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@ -24,6 +24,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "../structs.h"
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extern SDL_Texture *getTexture(char *filename);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern void addHudMessage(SDL_Color c, char *format, ...);
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extern Entity *spawnEntity(void);
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extern Battle battle;
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extern Colors colors;
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extern Entity *self;
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extern Entity *player;
|
||||
|
|
|
@ -56,6 +56,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
#define EF_DISABLE (2 << 1)
|
||||
#define EF_IMMORTAL (2 << 2)
|
||||
#define EF_MISSION_TARGET (2 << 3)
|
||||
#define EF_INVISIBLE (2 << 4)
|
||||
|
||||
enum
|
||||
{
|
||||
|
|
|
@ -26,6 +26,7 @@ static void loadPlayer(cJSON *node);
|
|||
static void loadFighters(cJSON *node);
|
||||
static void loadFighterGroups(cJSON *node);
|
||||
static void loadEntities(cJSON *node);
|
||||
static void loadEntityGroups(cJSON *node);
|
||||
static unsigned long hashcode(const char *str);
|
||||
static char **toFighterTypeArray(char *types, int *numTypes);
|
||||
|
||||
|
@ -61,6 +62,8 @@ void loadMission(char *filename)
|
|||
|
||||
loadEntities(cJSON_GetObjectItem(root, "entities"));
|
||||
|
||||
loadEntityGroups(cJSON_GetObjectItem(root, "entityGroups"));
|
||||
|
||||
STRNCPY(music, cJSON_GetObjectItem(root, "music")->valuestring, MAX_NAME_LENGTH);
|
||||
|
||||
cJSON_Delete(root);
|
||||
|
@ -283,6 +286,57 @@ static void loadEntities(cJSON *node)
|
|||
}
|
||||
}
|
||||
|
||||
static void loadEntityGroups(cJSON *node)
|
||||
{
|
||||
Entity *e;
|
||||
char *name;
|
||||
int i, type, x, y, scatter, number;
|
||||
long flags;
|
||||
|
||||
scatter = 1;
|
||||
flags = 0;
|
||||
|
||||
if (node)
|
||||
{
|
||||
node = node->child;
|
||||
|
||||
while (node)
|
||||
{
|
||||
type = lookup(cJSON_GetObjectItem(node, "type")->valuestring);
|
||||
name = cJSON_GetObjectItem(node, "name")->valuestring;
|
||||
number = cJSON_GetObjectItem(node, "number")->valueint;
|
||||
x = cJSON_GetObjectItem(node, "x")->valueint;
|
||||
y = cJSON_GetObjectItem(node, "y")->valueint;
|
||||
|
||||
if (cJSON_GetObjectItem(node, "flags"))
|
||||
{
|
||||
flags = flagsToLong(cJSON_GetObjectItem(node, "flags")->valuestring);
|
||||
}
|
||||
|
||||
for (i = 0 ; i < number ; i++)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case ET_WAYPOINT:
|
||||
e = spawnWaypoint();
|
||||
break;
|
||||
}
|
||||
|
||||
STRNCPY(e->name, name, MAX_NAME_LENGTH);
|
||||
e->id = battle.entId++;
|
||||
e->x = x;
|
||||
e->y = y;
|
||||
e->flags = flags;
|
||||
|
||||
e->x += (rand() % scatter) - (rand() % scatter);
|
||||
e->y += (rand() % scatter) - (rand() % scatter);
|
||||
}
|
||||
|
||||
node = node->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static char **toFighterTypeArray(char *types, int *numTypes)
|
||||
{
|
||||
int i;
|
||||
|
|
|
@ -71,7 +71,7 @@ struct Weapon {
|
|||
struct Entity {
|
||||
int type;
|
||||
char name[MAX_NAME_LENGTH];
|
||||
int active;
|
||||
int id;
|
||||
int side;
|
||||
float x;
|
||||
float y;
|
||||
|
@ -213,6 +213,7 @@ struct StarSystem {
|
|||
};
|
||||
|
||||
typedef struct {
|
||||
int entId;
|
||||
float ssx;
|
||||
float ssy;
|
||||
int numAllies;
|
||||
|
|
Loading…
Reference in New Issue