Allow player to switch fighters upon death, during an epic battle.
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596069cebf
commit
4f47cd0bc6
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@ -86,7 +86,14 @@ static void logic(void)
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if (show == SHOW_BATTLE)
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{
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doBattle();
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if (!battle.epic || (battle.epic && player != NULL))
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{
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doBattle();
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}
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else if (battle.epic && player == NULL)
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{
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doPlayerSelect();
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}
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}
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}
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@ -62,6 +62,7 @@ extern void drawOptions(void);
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extern void playSound(int id);
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extern void checkTrigger(char *name, int type);
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extern void resetWaypoints(void);
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extern void doPlayerSelect(void);
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extern App app;
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extern Battle battle;
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@ -23,8 +23,12 @@ 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 void selectNewPlayer(int dir);
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static void initPlayerSelect(void);
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static int selectedPlayerIndex;
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static int availableGuns[BT_MAX];
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static Entity *availablePlayerUnits[MAX_SELECTABLE_PLAYERS];
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void initPlayer(void)
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{
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@ -126,12 +130,76 @@ void doPlayer(void)
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if (player->health <= 0 && battle.status == MS_IN_PROGRESS)
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{
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failIncompleteObjectives();
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battle.status = MS_FAILED;
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battle.missionFinishedTimer = FPS;
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if (!battle.epic || (battle.epic && battle.numAllies <= 1))
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{
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failIncompleteObjectives();
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battle.status = MS_FAILED;
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battle.missionFinishedTimer = FPS;
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}
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}
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}
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else
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{
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initPlayerSelect();
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}
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}
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void initPlayerSelect(void)
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{
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Entity *e;
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memset(&availablePlayerUnits, 0, sizeof(Entity*) * MAX_SELECTABLE_PLAYERS);
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selectedPlayerIndex = 0;
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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->health > 0 && e->side == SIDE_ALLIES && selectedPlayerIndex < MAX_SELECTABLE_PLAYERS)
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{
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availablePlayerUnits[selectedPlayerIndex++] = e;
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}
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}
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selectedPlayerIndex = 0;
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memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
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}
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void doPlayerSelect(void)
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{
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if (app.keyboard[SDL_SCANCODE_LEFT])
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{
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selectNewPlayer(-1);
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app.keyboard[SDL_SCANCODE_LEFT] = 0;
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}
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if (app.keyboard[SDL_SCANCODE_RIGHT])
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{
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selectNewPlayer(1);
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app.keyboard[SDL_SCANCODE_RIGHT] = 0;
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}
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if (app.keyboard[SDL_SCANCODE_RETURN])
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{
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player = availablePlayerUnits[selectedPlayerIndex];
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player->action = NULL;
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player->defaultAction = NULL;
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}
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}
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static void selectNewPlayer(int dir)
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{
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do
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{
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selectedPlayerIndex += dir;
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selectedPlayerIndex = mod(selectedPlayerIndex, MAX_SELECTABLE_PLAYERS);
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}
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while (availablePlayerUnits[selectedPlayerIndex] == NULL);
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}
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static void switchGuns(void)
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@ -23,6 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "../defs.h"
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#include "../structs.h"
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#define MAX_SELECTABLE_PLAYERS 8
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extern void fireGuns(Entity *owner);
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extern void fireMissile(Entity *owner);
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extern void applyFighterThrust(void);
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@ -30,6 +32,7 @@ extern void applyFighterBrakes(void);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern void failIncompleteObjectives(void);
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extern void addHudMessage(SDL_Color c, char *format, ...);
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extern int mod(int n, int x);
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extern App app;
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extern Battle battle;
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@ -50,6 +50,11 @@ void loadMission(char *filename)
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battle.planet.x = rand() % SCREEN_WIDTH - rand() % SCREEN_WIDTH;
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battle.planet.y = rand() % SCREEN_HEIGHT - rand() % SCREEN_HEIGHT;
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if (cJSON_GetObjectItem(root, "epic"))
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{
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battle.epic = cJSON_GetObjectItem(root, "epic")->valueint;
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}
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loadObjectives(cJSON_GetObjectItem(root, "objectives"));
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loadTriggers(cJSON_GetObjectItem(root, "triggers"));
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@ -223,6 +223,7 @@ typedef struct {
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int numAllies;
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int numEnemies;
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int status;
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int epic;
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int missionFinishedTimer;
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int numObjectivesComplete, numObjectivesTotal;
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Entity *missionTarget;
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