Increased corvette engine health. Allowed guns to fire missiles. Cap ships will also hunt down AI targets.
This commit is contained in:
parent
247c9f79e3
commit
6b06b2a431
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@ -71,28 +71,28 @@
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],
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"engines" : [
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{
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"health" : 100,
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"health" : 1000,
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"texture" : "gfx/capitalShips/corvette/engine1.png",
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"x" : -112,
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"y" : 281,
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"flags" : "EF_TAKES_DAMAGE+EF_STATIC"
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},
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{
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"health" : 100,
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"health" : 1000,
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"texture" : "gfx/capitalShips/corvette/engine1.png",
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"x" : 112,
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"y" : 281,
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"flags" : "EF_TAKES_DAMAGE+EF_STATIC"
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},
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{
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"health" : 100,
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"health" : 1000,
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"texture" : "gfx/capitalShips/corvette/engine2.png",
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"x" : -34,
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"y" : 268,
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"flags" : "EF_TAKES_DAMAGE+EF_STATIC"
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},
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{
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"health" : 100,
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"health" : 1000,
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"texture" : "gfx/capitalShips/corvette/engine2.png",
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"x" : 34,
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"y" : 268,
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@ -108,7 +108,8 @@
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"reloadTime" : 40,
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"type" : "BT_ROCKET",
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"flags" : "EF_TAKES_DAMAGE+EF_STATIC+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -118,7 +119,8 @@
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"reloadTime" : 40,
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"type" : "BT_ROCKET",
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"flags" : "EF_TAKES_DAMAGE+EF_STATIC+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -128,7 +130,8 @@
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"reloadTime" : 10,
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"type" : "BT_PLASMA",
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"flags" : "EF_TAKES_DAMAGE+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -138,7 +141,8 @@
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"reloadTime" : 10,
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"type" : "BT_PLASMA",
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"flags" : "EF_TAKES_DAMAGE+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -148,7 +152,8 @@
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"reloadTime" : 10,
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"type" : "BT_PLASMA",
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"flags" : "EF_TAKES_DAMAGE+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -158,7 +163,8 @@
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"reloadTime" : 10,
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"type" : "BT_PLASMA",
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"flags" : "EF_TAKES_DAMAGE+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -168,7 +174,8 @@
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"reloadTime" : 10,
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"type" : "BT_PLASMA",
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"flags" : "EF_TAKES_DAMAGE+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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},
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{
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"health" : 250,
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@ -178,7 +185,8 @@
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"reloadTime" : 10,
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"type" : "BT_PLASMA",
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"flags" : "EF_TAKES_DAMAGE+EF_SECONDARY_TARGET",
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE",
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"missiles" : 9999
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}
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]
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}
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@ -20,12 +20,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "capitalShips.h"
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static void separate(void);
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static void think(void);
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static void gunThink(void);
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static void gunDie(void);
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static void componentDie(void);
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static void engineThink(void);
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static void engineDie(void);
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static void findAITarget(void);
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static void loadCapitalShipDef(char *filename);
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static void loadComponents(Entity *parent, cJSON *components);
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static void loadGuns(Entity *parent, cJSON *guns);
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@ -66,6 +68,26 @@ Entity *spawnCapitalShip(char *name, int x, int y, int side)
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return capitalShip;
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}
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void doCapitalShip(void)
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{
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if (self->alive == ALIVE_ALIVE)
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{
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separate();
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if (self->health <= 0)
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{
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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 (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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}
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}
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static void think(void)
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{
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float dir;
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@ -73,13 +95,7 @@ static void think(void)
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if (--self->aiActionTime <= 0)
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{
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self->targetLocation.x = rand() % GRID_SIZE;
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self->targetLocation.x *= GRID_CELL_WIDTH;
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self->targetLocation.y = rand() % GRID_SIZE;
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self->targetLocation.y *= GRID_CELL_HEIGHT;
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self->aiActionTime = FPS * (30 + (rand() % 120));
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findAITarget();
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}
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wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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@ -100,6 +116,94 @@ static void think(void)
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applyFighterThrust();
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}
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static void findAITarget(void)
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{
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Entity *e;
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unsigned int dist, closest;
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self->target = NULL;
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dist = closest = MAX_TARGET_RANGE;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->active && e->side != self->side && e->flags & EF_AI_TARGET)
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{
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dist = getDistance(self->x, self->y, e->x, e->y);
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if (!self->target || dist < closest)
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{
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self->target = e;
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closest = dist;
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}
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}
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}
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if (self->target)
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{
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self->targetLocation.x = self->target->x + (rand() % 1000 - rand() % 1000);
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self->targetLocation.y = self->target->y + (rand() % 1000 - rand() % 1000);
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self->aiActionTime = FPS * 15;
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}
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else
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{
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self->targetLocation.x = 5 + (rand() % (GRID_SIZE - 10));
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self->targetLocation.x *= GRID_CELL_WIDTH;
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self->targetLocation.y = 5 + (rand() % (GRID_SIZE - 10));
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self->targetLocation.y *= GRID_CELL_HEIGHT;
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self->aiActionTime = FPS * (30 + (rand() % 120));
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}
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}
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static void separate(void)
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{
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int angle;
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int distance;
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float dx, dy, force;
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int count;
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Entity *e, **candidates;
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int i;
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dx = dy = 0;
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count = 0;
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force = 0;
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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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{
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if (e->type == ET_CAPITAL_SHIP)
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{
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distance = getDistance(e->x, e->y, self->x, self->y);
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if (distance > 0 && distance < self->separationRadius)
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{
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angle = getAngle(self->x, self->y, e->x, e->y);
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dx += sin(TO_RAIDANS(angle));
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dy += -cos(TO_RAIDANS(angle));
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force += (self->separationRadius - distance) * 0.005;
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count++;
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}
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}
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}
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if (count > 0)
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{
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dx /= count;
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dy /= count;
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dx *= force;
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dy *= force;
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self->dx -= dx;
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self->dy -= dy;
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}
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}
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static void gunThink(void)
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{
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doAI();
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@ -214,6 +318,9 @@ static void loadCapitalShipDef(char *filename)
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e->action = think;
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e->die = die;
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SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
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e->separationRadius = MAX(e->w, e->h) * 3;
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SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
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loadComponents(e, cJSON_GetObjectItem(root, "components"));
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@ -307,6 +414,11 @@ static void loadGuns(Entity *parent, cJSON *guns)
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e->texture = getTexture(cJSON_GetObjectItem(gun, "texture")->valuestring);
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e->guns[0].type = lookup(cJSON_GetObjectItem(gun, "type")->valuestring);
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if (cJSON_GetObjectItem(gun, "missiles"))
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{
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e->missiles = cJSON_GetObjectItem(gun, "missiles")->valueint;
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}
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if (cJSON_GetObjectItem(gun, "aiFlags"))
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{
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e->aiFlags = flagsToLong(cJSON_GetObjectItem(gun, "aiFlags")->valuestring);
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@ -28,6 +28,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern Entity *spawnEntity(void);
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extern void addSmallExplosion(void);
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extern void playBattleSound(int id, int x, int y);
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extern float getAngle(int x1, int y1, int x2, int y2);
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extern SDL_Texture *getTexture(char *filename);
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extern char *readFile(char *filename);
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extern char *getFileLocation(char *filename);
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@ -38,6 +39,8 @@ extern float getAngle(int x1, int y1, int x2, int y2);
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extern float mod(float n, float x);
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extern void applyFighterThrust(void);
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extern void addLargeEngineEffect(void);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern Entity **getAllEntsWithin(int x, int y, int w, int h, Entity *ignore);
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extern Battle battle;
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extern Entity *self;
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@ -90,6 +90,10 @@ void doEntities(void)
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doFighter();
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break;
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case ET_CAPITAL_SHIP:
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doCapitalShip();
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break;
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default:
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doEntity();
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break;
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@ -236,7 +240,7 @@ static void doEntity(void)
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{
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if (self->die)
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{
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if (self->health <= 0 && self->die && self->alive == ALIVE_ALIVE)
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if (self->health <= 0 && self->alive == ALIVE_ALIVE)
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{
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self->health = 0;
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self->alive = ALIVE_DYING;
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@ -22,6 +22,7 @@ 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 doFighter(void);
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extern void doCapitalShip(void);
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extern void addToGrid(Entity *e);
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extern void removeFromGrid(Entity *e);
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extern Entity **getAllEntsWithin(int x, int y, int w, int h, Entity *ignore);
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@ -82,6 +82,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define EF_STATIC (2 << 10)
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#define EF_TAKES_DAMAGE (2 << 11)
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#define EF_SECONDARY_TARGET (2 << 12)
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#define EF_AI_TARGET (2 << 13)
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#define EF_AI_LEADER (2 << 14)
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#define AIF_NONE 0
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#define AIF_FOLLOWS_PLAYER (2 << 0)
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@ -307,6 +307,7 @@ static void loadCapitalShips(cJSON *node)
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char **types, *name, *groupName, *type;
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int side, scatter, number, active;
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int i, numTypes;
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long flags;
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float x, y;
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if (node)
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scatter = 1;
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active = 1;
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number = 1;
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flags = -1;
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types = toTypeArray(cJSON_GetObjectItem(node, "types")->valuestring, &numTypes);
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side = lookup(cJSON_GetObjectItem(node, "side")->valuestring);
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active = cJSON_GetObjectItem(node, "active")->valueint;
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}
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if (cJSON_GetObjectItem(node, "flags"))
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{
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flags = flagsToLong(cJSON_GetObjectItem(node, "flags")->valuestring);
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}
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for (i = 0 ; i < number ; i++)
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{
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type = types[rand() % numTypes];
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{
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STRNCPY(e->groupName, groupName, MAX_NAME_LENGTH);
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}
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if (flags != -1)
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{
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e->flags = flags;
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}
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}
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node = node->next;
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@ -46,6 +46,7 @@ void initLookups(void)
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addLookup("EF_STATIC", EF_STATIC);
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addLookup("EF_TAKES_DAMAGE", EF_TAKES_DAMAGE);
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addLookup("EF_SECONDARY_TARGET", EF_SECONDARY_TARGET);
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addLookup("EF_AI_TARGET", EF_AI_TARGET);
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addLookup("AIF_NONE", AIF_NONE);
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addLookup("AIF_MOVES_TO_PLAYER", AIF_MOVES_TO_PLAYER);
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